presentation
TRANSCRIPT
Cooperation with Facebook
In the U.S., 83% of 18 to
29-year-olds who use the
Internet are on it, but the
proportion is only 67%
across all age brackets.
However, the 45- to 54-
year-old age bracket has
seen 46% growth since
year-end 2012.
Zynga’s Benefits
Sharing and Collaborating
● sending virtual gifts
● inviting non-participants to the game
→ desire to share
→ rank
Snowball Effect
● more friends join the game
● more interesting the game will be
Evaluation - Why Successful
Clear GoalsInternal
criteria
External
criteria
● Hunger and
poverty
● education
● gender equality
● games more
than 1 million
daily active
users
● big enough to
support the
campaigns
● high
participation
The “Scamville” Crisis
Zynga were accused of
making millions of dollars by
directing users to scam
advertisers in exchange for the
virtual Zynga cash used in the
game to help them level up
faster and get more advanced
items
“Freemium” model
● Users are not charged to get access to the game
● Users are charged when they want to get proprietary
service or virtual goods
Zynga’s Response
● Removed mobile offers immediately
● Terminated the relationship with offer providers
● Promise to screen lead-generation offer before
placing in the game
Reputation Management
● Zynga’s CEO admitted being a scammer by saying
that they “did everything in the book just to get
revenues right away”
● Zynga “had been scamming users from the
beginning quite intentionally even as part of their
revenue model ?”
Youtube video
● The company would be
better off claiming the
sacm as a careless
mistake
● Pay attention to
discourses starting from
the top
Integrated Social Strategy
● Social strategy an opportunity to
help it get away from the irresponsible
behaviors and build a better image
● should have sought a good overlap
between its social strategy and
reputation management
2. Define the contribution2. Define the Contribution
Better communicate their
cause to the target
audiences, including its
users, stakeholders and
the society
Updates and Future Suggestion
3. Expand the User Base ● Involve more people into its social strategy
● Create a whole new kind of social game rather than
the Ville series
Updates and Future Suggestion
References
Brummer, J. J. (1991). Corporate responsibility and legitimacy: an interdisciplinary analysis. New York, NY: Greenwood Press.
Cutler, K, (2013). “What Zynga’s management shake-up under new CEO Mattrick Means.” Techcrunch.com. Retrieved from
http://techcrunch.com/2013/08/13/zynga-shakeup/.
Hartman, L. P. (2012). “Transformational gaming: Zynga’s social strategy.” Harvard Business Review, UV5288-PDF-ENG.
Hartman, L. P., Mead, J., Werhane, P. H., & Christmas, D. (2011). “Connecting the world through games: creating shared
value in the case of Zynga’s corporate social strategy.” Journal of Business Ethics Education. 8.
Molina, B. (2014). “Zynga bets the Farm(Ville) on mobile.” USA Today. Retrieved from
http://www.usatoday.com/story/tech/gaming/2014/04/17/zynga-mattrick-farmville/7689605/.