Page 514 -
P. 514

Chapter 12 Enhancing Decision Making  513


               A small start-up company can deploy Vertica on a     audience, and to generate revenue by selling virtual
               single node, adding new nodes as needed.             goods in game. The idea of virtual goods has been
                  Vertica’s data warehouse is columnar, which       around for years, most notably in Second Life and
               means that data are stored in columns instead of     other virtual worlds, where users can buy apparel
               rows. This allows Zynga’s data to be more tightly    and accessories for their avatars. But Zynga’s atten-
               compressed, at a rate of 10 to 1 (10 terabytes of data   tion to detail and ability to glean important informa-
               become 1 terabyte of compressed data). Vertica’s data   tion from countless terabytes of data generated by its
               warehouse is able to work with this compressed data,   users on a daily basis has set it apart.
               which improves performance by reducing processor        For example, product managers in Zynga’s
               demands, memory, and disk input/output at process-   FishVille Facebook game discovered that players
               ing time. Traditional database management systems    bought a certain type of fish in game, the translucent
               can’t work with compressed data. As a result, Zynga   anglerfish, more frequently than the rest. Zynga
               achieves rates of performance that are 50 to 100     began offering fish similar to the anglerfish for about
               times faster than the data warehouses used by other   $3 apiece, and FishVille players responded by buy-
               companies.                                           ing many more fish than usual. Analytics have also
                  Vertica software is also able to manipulate the   shown that Zynga’s gamers tend to buy more in-
               database for social graph analysis, transposing      game goods when they are offered as limited edition
               all of an individual user’s interactions with other   items. Zynga sells advertising, both in and around
               users into a single row, and it can do this quickly.   its games, but the vast majority of its revenue comes
               Relational database platforms are unable to cope     from its virtual goods sales.
               with the  massive volume of data created by all the     Zynga also benefits from using Facebook as its
                 connections in a social graph.                     gaming platform. When users install a Zynga applica-
                  Zynga’s social graph-related data are streamed in   tion, they allow Zynga access to all of their profile
               real time to a dedicated Vertica cluster where the   information, including their names, genders, and
               graph is generated daily. Every night, the models    lists of friends. Zynga then uses that information
               resulting from this graph are fed back into its games   to determine what types of users are most likely to
               for use the next day. Zynga runs as many as 130      behave in certain ways. Zynga particularly hopes to
               experiments to tweak and adjust its games each day   determine which types of users are most likely to
               and then observe how players react. Within minutes   become  “whales,” or big spenders that buy hundreds
               after releasing a new feature, Zynta is able to find   of dollars of virtual goods each month. Though only
               out whether millions of players liked it or not. On   5 percent of Zynga’s active users contribute to cor-
               the basis of this new knowledge, Zynga may make as   porate revenue, that subset of users is so dedicated
               many as 100 daily updates to its products.           that they account for nearly all of the company’s
                  With this business intelligence solution, Zynga has   earnings.
               been able to improve the targeting of items such as     Zynga’s games make heavy use of Facebook’s
               gifts to effectively increase the level of interaction   social features. For example, in CityVille, users must
               between active players while minimizing spam to      find friends to fill fictional posts at their “City Hall”
               passive players. Zynga is now in a position to iden-  to successfully complete the structure. All of Zynga’s
               tify groups of users with similar behavior or common   games have features like this, but Facebook hasn’t
               paths for even more precise targeting of game-related   always fully supported all of Zynga’s efforts. Zynga’s
               promotions and activities.                           Facebook apps were formerly able to send messages
                  Zynga’s revenue rose from $121 million in 2009    directly to Facebook members, but they disabled the
               to $1.14 billion in 2011. Clearly, Zynga’s methods are   feature after complaints that it was a form of spam.
               working. Traditional game-makers like Activision     Still, if your friends use Zynga’s Facebook apps,
               Blizzard and Electronic Arts are noting Zynga’s      chances are you’ve seen advertisements encouraging
               growth and success and have moved towards a          you to play as well in your News Feed.
               similar business model. For example, Electronic         Zynga’s success has disrupted the video game
               Arts launched a free Facebook version of the classic   industry. Traditional video game companies begin
               game The Sims. The game now has 40 million active    with an idea for a game that they hope players will
               monthly players and was Facebook’s fastest growing   buy and enjoy, and then make the game. Zynga
               app for much of 2011.                                begins with a game, but then studies data to deter-
                  Zynga’s business model is to offer free games     mine how its players play, what types of players
               geared towards a larger, more casual gaming          are most active, and what virtual goods players buy.







   MIS_13_Ch_12 global.indd   513                                                                             1/17/2013   2:30:35 PM
   509   510   511   512   513   514   515   516   517   518   519