Tag Archives: Marketing

Zynga Invades the 7-11 on My Block

I’ve been plenty busy lately (and thus blog-free for a while now) thanks to a new job with a game company here in New York City. But when I saw that Zynga was entering a partnership with 7-11 to promote its games, I knew I couldn’t escape Zynga’s grasp in my off-line world for long: They invaded the 7-11 around the corner from me.

Yes, there is the Slurpee machine:
zynga-711-slurpeemach

The Big Gulp machine:
zynga-711-biggulpmach

Those both had Iron Man 2 branding till earlier today. But the integration goes across even more food items – a whole “Fresh Goodies from FarmVille” section:
zynga-711-freshfarm

Complete with sandwiches and fruit tagging:
zynga-711-sandwich1

zynga-711-veggies

Even the farm-rased tuna: zynga-711-sandwich2

So you can see the breadth of items. And each type of item is redeemable for in-game goodies. Here is the list.

One example – buy a Big Gulp, get a special FarmVille “Big Splash” item:

zynga-711-ingameaward

zynga-711-bigsplash

When you’re Zynga and you’ve exhauseted the audience on Facebook (or at least the ones you can acquire cheaply on Facebook), this is how you get brand awareness and entice installs for those not regularly on Facebook.

And on the flip-side, Zynga brings its addicted players to 7-11, getting them to go through hoops to unlock UberGifts. First you need to buy up to eight items at 7-11, each one filling out the punch-card at the top:

zynga-711-ubergift

Following this, they will also have to do a specific in-game task:
zynga-711-ingametasks

zynga-711-slurpeeUsers need to achieve Level 3 Mastery of a special crop in FarmVille, which seems a lot harder than doing 41 jobs and winning 10 fights in Mafia Wars (and actually no in-game task for YoVille). While these seem skewed, they actually seem to match the value of the UberGift unlocked in each game: 200 FarmVille cash, 50 Reward Points for Mafia Wars, and a Slurpee Machine for your YoVille pad.

All-in-all, it seems like a good win-win for both Zynga and 7-11 and likely has been in the works for some time (what, no Treasure Isle tie-ins? Maybe that’s next summer), probably a natural extension of their initial deal to get Zynga cards on 7-11 racks.

How telling is it that Zynga has done more big distribution deals (7-11, Yahoo and MSN Games) than game releases (the tepid PokerBlitz and mega-hit Treasure Isle) this year? The Zynga machine has figured out how to extract the maximum eyeballs on the Facebook platform, now it looks like we’ll be watching them figure out how to do it offline as well.

The Post-Notification Era on Facebook’s Platform: Viral Marketing Isn’t Dead Yet

As originally posted March 15, 2010 on InsideSocialGames.com

There was a lot of hand-wringing by developers prior to Facebook phasing out application-based Notifications on March 1st, especially among smaller developers who relied heavily on notifications to remind users to come back to their game or application. Making matters worse, the new features designed to replace notifications had their own issues:

  • Proxy email messaging wasn’t fixed until over a week after Notifications disappeared (see the bug) and some developers were caught off-guard that proxy emails have a restrictions on acceptable HTML and FBML tags
  • The Games Dashboard and Counters were extremely ineffective in driving traffic (one developer shared that of 150,000 referenced visits, 1202 were from the dashboard)

Illustrating the immediate impact of the changes, one developer posted this graphic of their application’s engagement metrics, highlighting the relative impact of notifications versus the games dashboard in driving engagement:

post-notification-engagement

Clearly, no one argues that end of notifications was going to have a huge impact on traffic, and several developers were phasing out their reliance on notifications way before the March 1st. Francis Pelland, developer of several relatively small Avastar applications summed up the debates on the developer boards: “I phased out notifications in my apps about 3 weeks ago and my DAU is significantly higher than before through creative thinking and alternative viral features. People should sit and think rather than complain. This sort of thing happens every time when Facebook makes a change and consider it to be the end of the world, make threats to quit, and say it will be the end of Facebook.”

So how are the largest developers faring in the post-Notifications world? Clearly it’s not the doomsday scenario that some feared as developers are mostly relying on email or fan page posts to replace application-to-user notifications, while user-to-user notifications are being facilitated through creative use of Wall Posts.

Zynga

zynga-dau-2010-0313

In the two weeks since notifications, Zynga’s titles are a mixed bag with PetVille and FishVille down 4-6%, Mafia Wars flat and YoVille, FarmVille and Café World up 3-7%. Zynga’s use of email is fairly sporadic and limited to a few titles:

  • FarmVille and Café World have yet to send an email (based on my observations and discussions with other users). With such a large user base, the cost of email may be prohibitive compared to the effectiveness of fan page posts.
  • YoVille has slowly increased its frequency from once a month at the end of 2009 to 3-4 per month and has primarily focused on new item releases.
  • Since December, Mafia Wars has sent seven emails, primarily focused on new game features (holiday gift safe house in December, Bangkok expansion release in late January and the revamp of their store in February). Three of those emails have entitled the recipients to the Mafia Wars hard currency, reward points.
  • Finally, PetVille sent it’s first email to users as part of the process to accept emails and unlock a pet for your PetVille pet.

Instead of relying heavily on email, Zynga has focused on innovating user-to-user communication via Wall Posts, re-focusing users from sending gifts to asking for gifts and collaborative tasks that require users to plead with friends to send items so they can complete the task.

The only games that haven’t had either consistent emails (YoVille) or the collaborative task mechanism (Mafia Wars, FarmVille, Café World), are the only two games that are down over the last two weeks (FishVille and PetVille).

See the breakdown of tactics used by Playfish, Playdom and CrowdStar (complete with grapical trending) in the full post on InsideSocialGames.com

Early Winners and Losers from Facebook Platform Changes

When Facebook implemented a flurry of platform changes that curtailed some viral marketing tactics in early December, developers scrambled to revive tactics and there was the thought that this might level the playing field a bit, taking some wind out of the sails of the most aggressive viral marketers.

To get some initial feel for the impact of these platform changes (and provide a benchmark for the industry), we looked at Daily Active Users (DAU), Monthly Active Users (MAU) and the resulting Sticky Factors (DAU/MAU) for top developers on December 7, 2009 (just prior to platform changes going into effect) and January 5, 2010. This assumes that the impact of the holidays (across the board dips around Christmas and New Year’s Day) was similar across all of these titles and also comes with the caveat that developer level numbers are not necessarily unique users (a user may play multiple games by that developer).

Developer MAU 12/7 MAU 1/5 % Diff DAU 12/7 DAU 12/5 % Diff Sticky 12/7 Sticky 1/5 % Diff
Zynga 219.5 mil 231.3 mil 5.4% 64.1 mil 62.4 mil -2.6% 29% 27% -7.6%
Playfish 59.5 mil 55.8 mil -6.2% 11.7 mil 9.5 mil -19% 20% 17% -13%
CrowdStar 38.3 mil 48.3 mil 26.2% 10.8 mil 11.0 mil 2.2% 28% 23% -19%
Playdom 22.7 mil 20.8 mil -8.3% 3.2 mil 3.3 mil 1.6% 14% 16% 10.7%
6 waves 38.7 mil 33.9 mil -13% 7.8 mil 6.7 mil -15% 20% 20% -2.4%
Slashkey 18.4 mil 16.3 mil -12% 5.1 mil 3.7 mil -28% 28% 23% -18%
PopCap 10.4 mil 10.1 mil -2.6% 3.1 mil 2.9 mil -7.8% 30% 29% -5.3%
TOTAL 407.5 mil 416.4 mil 2.2% 105.8 mil 99.4 mil -6.0% 26% 24% -8.0%

This initial cut makes it appear that some of the biggest developers (Zynga, CrowdStar and Playdom) have done reasonably well, but each of these developers actually launched a significant new game during the period. Because new games typically haven’t reached a steady state (which inflates the sticky factor) and because we’re more interested in the impact on games existing prior to the platform changes, let’s look at the numbers without Zynga’s PetVille, Playfish’s Poker Rivals, CrowdStar’s Happy Island and Playdom’s Tiki Farm:

Developer MAU 12/7 MAU 1/5 % Diff DAU 12/7 DAU 12/5 % Diff Sticky 12/7 Sticky 1/5 % Diff
Zynga 218.5 mil 212.4 mil -2.8% 64.1 mil 58.4 mil -8.9% 29% 27% -6.3%
Playfish 59.1 mil 54.3 mil -8.1% 11.6 mil 9.4 mil -19% 20% 17% -12%
CrowdStar 38.3 mil 42.0 mil 9.6% 10.8 mil 9.2 mil -14% 28% 22% -22%
Playdom 22.7 mil 18.7 mil -17% 3.2 mil 2.7 mil -18% 14% 14% -0.7%
6 waves 38.7 mil 33.9 mil -12% 7.8 mil 6.7 mil -14% 20% 20% -2.4%
Slashkey 18.4 mil 16.3 mil -12% 5.1 mil 3.7 mil -28% 28% 23% -18%
PopCap 10.4 mil 10.1 mil -2.6% 3.1 mil 2.9 mil -7.8% 30% 29% -5.3%
TOTAL 406.2 mil 387.7 mil -4.6% 105.7 mil 92.8 mil -12% 26% 24% -8.0%

The total line is not for all developers on the Facebook platform, just the seven aggregated above, so there is some bias in the aggregated numbers because Zynga makes up over half of the total MAU and DAU numbers. But given this caveat, the total line suggests that so far, these developers are seeing on average a 4.6% decline in MAU and a 12.2% decline DAU which has reduced the sticky factor by 8%. I believe MAU numbers will continue to decline a bit more before they stabilize a bit.

See the full breakdown of the winners and losers including commentary on each developer at InsideSocialGames.com