It's been just two months since it went public, yet some of the luster has already came off social game company Zynga (Nasdaq: ZNGA). Last Wednesday, its shares lost nearly 18% of value from Tuesday's all-time high close after the company released its first earnings report. The tumble came even though Zynga clocked in with non-GAAP earnings of $0.05 per share for the fourth quarter, beating earnings estimates of $0.03 per share.
Zynga churns out a slew of social games that include Words with Friends, FarmVille, and Hidden Chronicles, which players can access -- and invite their friends to play along -- through platforms such as Facebook and on mobile devices. Zynga reported a net loss of $404.3 million on revenue of $1.1 billion for year ended December 31, 2011, which included $510 million in stock-based compensation for employees triggered by its December IPO. In addition to the employee compensation, Zynga said it invested more heavily on research to develop new games. That compares with profits of $90.6 million on $597.5 million in revenue for the prior year.
Shares plunged to close at $11.80 on Wednesday, down from Tuesday's $14.35 close. Zynga's shares recovered somewhat on Thursday and Friday, and are trading for slightly more than $13 today. But Arvind Bhatia, senior research analyst with Sterne Agee, believes there are questions the company has not fully addressed. "We think the top line growth slowed quite a bit," he said.
Bhatia said the traffic of daily active users of Zynga's games did not grow much in the fourth quarter compared with the third quarter. He also said Zynga changed the way it grouped the number people playing its games. "Companies only change this if the numbers don't look good," he said.
Bhatia explained that Zynga lumped together users who paid about $1 to play Zynga games with those who paid $10. That metric may show an overall increase it total number of users, but Bhatia says it does not give a clear picture of the audience's willingness to pay to play. "Any company that does that doesn't deserve the kind of multiple they are getting on the market," Bhatia said.
Zynga is reportedly making an effort to expand its roster of games to attract more players. David Wehner, Zynga's CFO, said during the earnings call that last year the company put more cash into developing expansions as well as new titles to keep its pipeline full. "About a third of R&D spending was invested games that had not yet launched by the end of 2011," Wehner said, adding that Zynga also invested in other technology infrastructure improvements.
Though development costs are expected to increase for young companies, Bhatia said growth must scale up as well. With Zynga's margins under pressure, such costs become an issue. "This would be less relevant if growth was there," he said. In its earnings report, Zynga said it expects slow growth in the first half of 2012 with more gains projected for the latter part of the year. Bhatia saw that as a red flag and questioned what would fuel such an escalation. "It makes you more skeptical," he said.
While Zynga is not the only social game company on the scene, it is the biggest player. Much of its gains relate to the rise of Facebook. As more people joined that social network, they also started to play games Zynga offers on the platform. Zynga said it is working on ways to grow without complete attachment to the hip of Facebook. Regardless, Bhatia says there may be signs the public is a little weary of killing time with this type of electronic distraction. "There is a little bit of exhaustion in social games," he said.
I hope you don't mind me asking but....as a social game player, would you be more inclined to play a social game like cityville if it offered real-world rewards for your scores?
It seems like a fantasy to be with someone who never disagrees with you..who never argues...who allows you to have full control. Then, if you get it, you're bored. You might as well be with a robot.
I prefer a living, breathing -- exasperating -- human being who makes me work for my emotional satisfaction.
Not only virtual girlfriend, Japanese also interested in robot girlfriend. See tbis link
http://www.youtube.com/watch?v=4T4DRuw7uMs
Also a Canadian young man built a robot girlfriend himself. I've met that young man several years ago. He is a smart young man, working hard on his own project.
Well, I'd say some people may just decided to give up hopes in reality, and started to create things which (or who) they could have a better control on.
Maybe we'll need to introduce more of that here if little Ricky wins the Republican nomination. Or I don't know...maybe even virtual sex is against is so-called principles. Does sex with yourself still count as abstinence?
Some people blame virtual reality for a lack of interest in sex among Japanese men. In the most recent government study, published late last year, the percentage of unmarried men spiked 9.2 points from five years ago. More telling: 61% of those unwed men reported not having a girlfriend, and 45% said they couldn't care less about finding one.
Japanese men have become more mole-ish and fully absorbed in virtual worlds, satiated by the very technological wizardry their forebears foisted upon them, and even preferring it to reality. "I don't like real women," one bloke superciliously sniffed on Japan's 2channel, the world's largest and most active internet bulletin board site. "They're too picky nowadays. I'd much rather have a virtual girlfriend."
Virtual girlfriends became a sensation last summer, when Japanese game-maker Konami released its second-generation of its popular Love Plus, called, aptly, Love Plus +, for the Nintendo DS gaming system. Konami skillfully arranged for an otherwise deadbeat beach resort town called Atami to host a Love Plus + holiday weekend. Players were invited to tote their virtual girlfriends, via the gaming console, to the actual resort town to cavort for a weekend in romantic bliss. The promotion was absurdly successful, with local resort operators reporting that it was their best weekend in decades.
"You know what, even removing the safety element from the equation, I'm just as disturbed about the idea of being "constantly connected" in general. It used to be that people would leave work and that was it, but with internet-enabled phones being hooked up to email, now everyone is spending more time staring at their devices than they are enjoying the world around them."
Can't agree more. But apparently lots of people have different ideas. Look at hot iPhone and iPad, you will notice lots of people just love gadgets.
"I am distrubed by the 'wiring of the car' syndrome. The last thing I want is some knucklehead driving at me at 60 MPH texting and playing Angry Birds."
Scott, I couldn't agree more. There is absolutely no reason for cars to do more than drive, play music and provide navigation. Anything outside of those functions are essentially begging people to be as unfocused as possible when driving.
You know what, even removing the safety element from the equation, I'm just as disturbed about the idea of being "constantly connected" in general. It used to be that people would leave work and that was it, but with internet-enabled phones being hooked up to email, now everyone is spending more time staring at their devices than they are enjoying the world around them.
I don't have any real investment in Words with Friends. I don't lose anything if I stop playing.
Zynga needs to find a way to drive brand loyalty, because otherwise they're just marketing the digital equivalents of pet rocks or topsy tails or chia pets -- things that hit big and fade fast.
"Bhatia said the traffic of daily active users of Zynga's games did not grow much in the fourth quarter compared with the third quarter. He also said Zynga changed the way it grouped the number people playing its games. 'Companies only change this if the numbers don't look good,' he said."
This is the problem when your business model is based around targeting the casual gamer audience. Casual gamers are the perpetuators of viral gaming and spreading the word of a game's existence like locusts across a field. The unfortunate downside to the potential for viral marketing of your games and the huge influx of users is that, eventually, the next "big thing" will arrive and they will gladly jump ship and go to that.
The above quote makes perfect sense because, historically, casual gamers have no brand loyalty and grow tired quickly.
It is definatly an oversight on their part. Even though Android is the largest sector of the market currently Apple has a very healthy share overall. I could understand if they didnt include support for BlackBerry, but to avoide iPhone for some reason is a bit odd.
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