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512 Part Three  Key System Applications for the Digital Age



                              Zynga Wins with Business Intelligence

                                                   CASE STUDY

        T        he world’s fastest growing gaming           up in a given month, that would result in a viral
                   company doesn’t boast top-of-the-line
                                                               coefficient of 1.05.
                                                               Expected revenue per user is an estimate of the
                 graphics, heart-pounding action, or
                   masterful  storytelling. It doesn’t make   lifetime revenue that a game player will  generate,
        games for the Playstation, Xbox, or Wii. The com-    based on an estimate of monthly revenue per user
        pany in  question is Zynga, and if you have a        and the churn rate. For instance, if the average
        Facebook account, odds are you’re already well       monthly revenue is $5 per user and the churn rate is
        aware of its most popular games. Zynga’s explosive   50 percent, the expected revenue can be estimated
        growth illustrates the potential of social gaming and   as $5 the first month + $2.50 the second month +
        the ability of social networks to provide critical data   $1.25 the third month, and so forth, or approximately
        about a company’s customers.                         $20.
           Founded in 2007 by Mark Pincus and a group of       The first wave of social gaming applications on
        other entrepreneurs, Zynga is the leading developer   Facebook tried to increase the viral coefficient with
        of social network games, such as CityVille, Texas    Wall postings advertising in-game actions by  players.
        HoldEm Poker, and FarmVille. These games, along      This approach created too much “Wall spam,” or
        with Zynga’s Empires & Allies game, are the four     game-related postings that made it difficult for
        most frequently used applications on Facebook.       social network users to identify posts by friends.
        Zynga’s games have over 290 million monthly          Facebook and other social networking platforms
        active users and 65 million daily players whose      then demanded that gaming firms reduce their Wall
        gaming keystrokes and clicks generate 3 terabytes    spam.
        of data every day. Since its inception, Zynga has put   As a result, Zynga turned to social graph analysis.
        a priority on data analytics to guide the manage-    For social games, the “social graph,” or relationships
        ment of its games and the business decisions of the   between friends, is somewhat different from that of
        company.                                             the social networking platform itself. For example,
           The company relies heavily on its data to improve   in Zynga’s Mafia Wars game, players might have
        user retention and to increase collaboration among   two types of friends—those who actively play the
        its gamers. In the words of Ken Rudin, chief of      game and a more passive group that signed on to
        data analytics at Zynga, to be useful, data must be   help expand a friend’s Mafia organization and then
          “actionable”—it has to be information that allows   leave the game or play very infrequently. Players
        Zynga to make noticeable improvements to its         don’t always interact the same way with these two
        games. Generating and storing game data is only half   groups, with gifts and offers of help more frequent
        of the battle. Zynga also uses two analytics teams—  within the active group. Guiding game players to
        a reporting team and analytics team—to work with     communicate appropriately with these different
        the data and make concrete recommendations for       types of relationships helps increase revenue and
          business improvements based on that data.          virality while reducing churn. A social gaming
           There are three key metrics that drive the          company such as Zynga will thus try to improve the
          economics of social gaming: churn rates, the viral   player experience to make every aspect of the game
        coefficient, and revenue per user. Churn, which we   more profitable.
        discuss in Chapter 9, is the loss rate of game play-   Technology from Vertica Systems, an  analytic
        ers. Social gaming can have an extraordinarily high   database management company, helps solve this
        churn rate, about 50 percent per month on average.   problem. Vertica’s Massively Parallel Processing
        That means that half the new players signing up for   (MPP) architecture enables customers to deploy its
        a game today will be gone in a month.                analytics platform using industry standard hard-
           The viral coefficient is a measure of the         ware or cloud solutions as building blocks called
          effectiveness of existing game players for draw-   “nodes.” Users can build clusters consisting of 1, 10,
        ing new players, an important capability for social   or 100 or more nodes, putting thousands of proces-
          network platforms. For example, if 100 Farmville   sors,  terabytes of computer memory, and petabytes
        users are likely to cause 5 of their friends to sign   of disk storage to work as a single parallel cluster.







   MIS_13_Ch_12 global.indd   512                                                                             1/17/2013   2:30:35 PM
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