Feeds:
Posts
Comments

Posts Tagged ‘zynga’

Article from WSJ Venture Dispatch.

“If you think early-stage investing is the only place to be in venture capital, you haven’t been paying attention to Institutional Venture Partners.

Although it’s a senior citizen in VC with 13 funds to its name, the late-stage investor is behind two of the Web’s hottest companies, Twitter Inc. and Zynga Game Network Inc.

And while many firms struggle to hit fund-raising goals, IVP recently closed a new fund at $750 million, its largest ever, blowing by a $600 million target.

Its partners think that’s because this is exactly the right time for its strategy as the road to exiting has grown longer and early investors and founders look for liquidity.

Although the firm is not lacking competition, “the supply-demand relationship in the late stage is quite attractive,” said General Partner J. Sanford “Sandy” Miller. Fund-raising data support this view: Early-stage and multi-stage venture firms raised $3 billion and $3.98 billion, respectively, in the first half of this year, according to Dow Jones LP Source; late-stage specialists raised a mere $500 million (this amount does not include IVP’s latest fund, which closed in the second half of this year).

Miller, who joined IVP in 2006 from London-based 3i Group PLC, and before that co-founded investment bank Thomas Weisel Partners, said that although public offerings are again “a feasible alternative,” they will remain a small percentage of venture capital exits compared with M&A. Strategic acquisitions will provide the best exits for VCs as technology companies deploy their “unprecedented war chests,” Miller said.

Meanwhile, many technology companies, especially those employing the software-as-a-service model or in digital media, are investing aggressively to drive growth. IVP initially invested in both Twitter and Zynga in 2008 when they raised second rounds. Late-stage investors traditionally invest in third or later rounds.

IVP General Partner Dennis Phelps said Internet companies, because they can be launched cheaply, often can tap the late-stage market after raising little previous capital. For example, IVP in March led a $10 million Series B round for New York-based DoubleVerify Inc., which runs a brand-protection service for online advertisers and had raised $3.5 million from investors previously.

The DoubleVerify investment also illustrates another trend in the late-stage market as IVP, besides injecting fresh capital, bought Series A shares from an angel investor who was looking for liquidity. Miller said such transactions are more common now, although it is usually founders or management selling shares. Not only is it a way for IVP to boost its ownership stake in the company but it also can relieve financial pressure on company executives who otherwise might have to wait a decade to get money out of the business.

Recent IVP funds have performed well. Its 10th vehicle, raised in 2001, had an internal rate of return of 7.4% as of March, according to data from investor California Public Employees’ Retirement System. Its 12th fund, closed in 2007, had a 28.4% IRR as of March, according to California State Teachers’ Retirement System.

“We’re looking for the emerging winners,” Miller said of IVP’s investment strategy. “If you wait too long, they’re no longer emerging and they’re just very expensive situations.””

Read the original posting here.

Read Full Post »

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.”

Read the full article here.

Read Full Post »

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.”

Read more here.

Read Full Post »

Here is an article from SF Gate.

“Susan Choe, head of the San Francisco-based online video-game startup Outspark Inc., figured she’d found the right strategy when a family of four spent $35,000 for virtual goods on her site.

“We actually called their bank to make sure they could afford it,” said Choe, 40, who serves as chief executive officer. “Apparently they can.”

Outspark offers free Internet games and then makes money by selling extras, such as $2 magic potions, $200 rings with special powers, and even $5 licenses that let players get married virtually (divorces are free). Several hundred families have now spent tens of thousands on the site.

The company is tapping into the so-called freemium model, where people play for free but shell out for premium features – an approach that is spreading to the United States after taking off in Asia. Outspark is relying on a different tack than Zynga Game Network Inc., the maker of freemium titles like FarmVille and Mafia Wars, by offering more involved games that coax individual users into paying bigger amounts.

The average paying Outspark customer spends about $55 a month, or as much as $400 during the life of a game. That compares with the $10 to $20 that paying customers typically spend monthly for a game like FarmVille, the most popular title on Facebook, said Atul Bagga, an analyst for ThinkEquity LLC in San Francisco.

Though most freemium players don’t spend a dime, the less than 5 percent of gamers who do buy items will generate revenue of $1.6 billion in the United States this year, said Justin Smith, founder of Inside Network, which tracks social games and virtual payments. That’s up 55 percent from last year.

“The virtual goods market will be a multibillion-dollar industry,” Smith said.

Outspark’s titles, such as Fiesta and Fists of Fu, rely on elaborate fantasy quests to keep players engaged. Customers also tend to be more hard-core gamers than those who play most Facebook games, meaning they’re more likely to spend money enhancing their characters or improving the chance of advancing.
Stiff competition

Outspark is competing for online gamers against larger companies, including makers of traditional video games. Electronic Arts Inc., the world’s second-largest game publisher, expanded into the market last year by buying Playfish Inc. for about $400 million. Last month, Walt Disney Co. agreed to buy Playdom Inc., another maker of online games, for $563.2 million.

Zynga, which is also based in San Francisco, leads the market for social-networking games. It may record more than $450 million in revenue this year selling virtual objects, ranging from tractors for FarmVille to machine guns for Mafia Wars, according to people familiar with the company.”

Read more here.

Read Full Post »

Here is some news from Techcrunch.

“Google has quietly (secretly, one might say) invested somewhere between $100 million and $200 million in social gaming behemoth Zynga, we’ve confirmed from multiple sources. The company has raised somewhere around half a billion dollars in venture capital in the last year alone, including $150 million from Softbank Capital last month and $180 million late last year from Digital Sky Technologies, Tiger Global, Institutional Venture Partners and Andreessen Horowitz. The Softbank announcement was never officially confirmed by the company, however, and the Google investment was likely part of that deal as well.

The investment part of the deal closed a month ago or so. A larger strategic partnership is still in process.

The investment was made by Google itself, not Google Ventures, say our sources, and it’s a highly strategic deal. Zynga will be the cornerstone of a new Google Games to launch later this year, say multiple sources. Not only will Zynga’s games give Google Games a solid base of social games to build on, but it will also give Google the beginning of a true social graph as users log into Google to play the games. And I wouldn’t be surprised to see PayPal being replaced with Google Checkout as the primary payment option. Zynga is supposedly PayPal’s biggest single customer, and Google is always looking for ways to make Google Checkout relevant.

And there’s more. These same sources are saying that Zynga’s revenues for the first half of 2010 will be a stunning $350 million, half of which is operating profit. Zynga is projecting at least $1.0 billion in revenue in 2011, say our sources. This blows previous estimates out of the water.

Zynga continues to work on high level strategic business development deals. The reason these deals are so attractive to companies like Yahoo and now Google is this – Zynga allows them to rebuild the massive social graph, currently controlled by Facebook. For whatever reason people love to play these games and get passionately addicted to them, coming back day after day. That’s helped Facebook become what it is today. Google, Yahoo and others want some of that magic to rub off on them, too.”

Read the full post here.

Read Full Post »

« Newer Posts - Older Posts »