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Article from SF Gate.

“Zynga Game Network Inc.’s estimated worth surpassed Electronic Arts Inc.‘s stock-market value, a sign of the ascendance of social-networking entertainment at the expense of traditional video games.

Zynga, the maker of such games as FarmVille and FrontierVille, is valued at $5.51 billion, according to SharesPost Inc., an exchange for shares of privately held companies. Electronic Arts, the second-largest game publisher by sales, is worth $5.22 billion on the Nasdaq Stock Market.

Started by Mark Pincus almost four years ago, Zynga has become one of the fastest-growing technology companies by using Facebook Inc.’s social network to distribute games. It makes money by selling virtual goods, such as vehicles and weapons that help players advance in games. The company has grabbed about a third of that market, which is worth $1.6 billion this year, according to Inside Network in Palo Alto.

“The valuation is not that crazy, given what’s going on in the market,” said Atul Bagga, an analyst at ThinkEquity LLC in San Francisco, who estimates the virtual-goods market may reach $3.6 billion in three years. “It’s not that terribly expensive seeing the growth prospects.”

Electronic Arts, meanwhile, faces declining retail sales of gaming hardware and software. Before Tuesday, its shares had dropped 7.4 percent since March 1. Zynga’s estimated value has more than doubled in that period.

Electronic Arts was the world’s biggest video-game publisher until 2008, when Activision merged with Vivendi SA‘s gaming business to form Activision Blizzard Inc.

Dani Dudeck, a spokeswoman for San Francisco’s Zynga, said the company doesn’t comment on its valuation. SharesPost bases its number on data from trades of private shares, research estimates and venture-financing valuations. Jeff Brown, a spokesman for Redwood City’s Electronic Arts, didn’t immediately respond to a request for comment.

Zynga is the largest maker of games on Facebook, with more than 210 million monthly active users, according to AppData.com, part of Inside Network, a research firm.

Zynga’s value on SharesPost was $2.61 billion in March. That’s when SharesPost introduced a new index for venture-backed companies, including Facebook, Twitter Inc. and LinkedIn Corp.”

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Article from GigaOm.

Fundamental changes in networking and computing are shaking things up in the enterprise IT world. These changes, combined with ubiquitous broadband and new devices like smart phones and tablets, are leading to new business models, new services and shifts in corporate behavior. It’s also leading to a lot of M&A activity as companies jockey for position before the ongoing technology shift settles into the new status quo.

A report out today from Deutsche Bank lays out some of the shifts and names what it believes are the 11 most likely acquirers, calling those companies the Big 11. The bank’s Big 11 are: Apple, Cisco, Dell, EMC, Google, HP, IBM, Intel, Microsoft, Oracle and Qualcomm. They were selected because of their size, their cash balance and their willingness to make strategic acquisitions. The report talks about which companies each might acquire, but it also gives a wealth of data on the companies which comprise the Big 11 that any startup looking for a buyer on the software and infrastructure side might find worthwhile.

In addition to the information on buyers, the report goes on to explain why many deals today are valued at multiples that are so much higher than the potential revenue of the company (HP’s buy of 3PAR is a prime example of this trend):

On the other hand, the multiples paid for these companies go counter to typical expectations for valuations. All of these deals were priced at considerable premiums to forward estimates. The implication is that the larger companies believed that there were strategic benefits far in excess of the smaller companies’ near-term prospects. A common criticism of acquisitions holds that management teams of large companies try to buy revenue and earnings to offset far lower growth rates in their core businesses. This does not appear to be the case with these deals. We see this as confirming our thesis that large companies are looking to buy technology and product synergies. In all of these deals, we see larger companies either significantly building up weak product lines or looking for the ability to bundle new features into existing equipment.

Some of the 50 targets mentioned are:

  • Salesforce.com (s crm )
  • VMware
  • Adobe
  • Citrix
  • Research In Motion
  • Riverbed Technology
  • SAP
  • Atheros
  • Skyworks
  • f5 (sffiv)
  • Juniper

Each are on the list of potential candidates for different reasons associated with improving the quality and speed of delivering web-based applications and services from a cloud-based infrastructure to a multitude of devices. However, there are plenty of startups and private companies that are pioneering new technologies in these areas which are also fair game. The report doesn’t go into the content side of the business where companies like Google, Facebook, Apple, Disney, etc. are fighting for features and services to expand their reach and platforms.

Since we’re living through an enormous period of potential disruption thanks to technology, the giants in the industry find themselves playing a game of musical chairs as they seek the best seat at the table for the future. Startups and larger public companies that will help those giants fill out their offerings before the music stops are under the microscope and perhaps at the top of their valuations.”

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Article from GigaOm.

“The American market for virtual goods will grow 31 percent to $2.1 billion in 2011, according to a new report from Inside Network. A huge driver of recent growth has been the social games sector, which “came out of nowhere” as co-author Charles Hudson put it. He said that virtual goods sold in social games are set to already account for 40 to 50 percent of the market, or at least $840 million in 2011, and that Facebook is responsible for “pretty much all of social.”

Many social game makers such the biggies – Zynga, CrowdStar, Playfish and Playdom – are transitioning to using Facebook’s Credits payments system, from which Facebook takes a 30 percent cut of all sales. Taking that rough math further, that means the social network stands to rake in $252 million in revenue from Facebook Credits for U.S. games next year. Facebook also has a second revenue stream from games from developers buying advertising on its site.

Hudson said that even with Facebook’s newly introduced tithing policy, game developers stand to benefit. As Facebook Credits are adopted, “The lift to conversion and monetization should offset the 30 percent,” he said.

What’s interesting about that market is that fewer than 5 percent of social game players ever buy anything, however, they account for the vast majority of the revenue from these free games. Virtual goods were worth $1.6 billion in the U.S. during 2010 and $1.1 billion in 2009, according to Inside Network. Hudson said that the Asian market for virtual goods is likely two-to-three times bigger.”

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Article from TechCrunch.

“We all know that social gaming giant Zynga is one of the fastest growing tech companies of all time and has turned games like FarmVille into a mainstream phenomenon. And via international expansion and deals with Facebook and Google, Zynga has continued its path to domination of the social gaming market. We have an idea of the company’s revenue and other gaming statistics, but there is some data involving the backend of the platform that has not been revealed. Today, Zynga’s CTO Cadir Lee is speaking at Oracle’s OpenWorld conference about the gaming giant’s infrastructure, business and challenges.

Lee offers the following statistics:

  • 10 percent of the world’s internet population (approximately 215 million monthly users) has played a Zynga game.
  • The company adds as many as 1,000 servers every week to accommodate growing traffic.
  • Zynga’s properties move a whopping 1 petabyte of data daily, and the company operates its own data centers; using a hybrid private/public cloud infrastructure.
  • Zynga’s technology supports 3 billion neighbor connections on games like Frontierville and Farmville.

The company itself has been steadily adding employees, through both acquisitions and new hires, and now counts more than 1,200 full time employees and includes 13 game studios.”

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