Sramana Mitra: They are more powerful, which makes it a PR nightmare. So, you don’t have a solution to this. You observe a problem; I observe a problem. There is no solution. We’ll just have to deal with this muck. It is an open problem, don’t you think? Doyon Kim: It is, yes. It is
Sramana Mitra: That was my impression also, that cross-promoting using each other’s ad inventory that is not being sold, because nobody wants to advertise. There is a huge amount of unmonetized ad inventory. Doyon Kim: And also, it’s a very targeted audience. SM: It’s a very targeted audience, yes. So, barter is one of the
Sramana Mitra: It’s an execution game. Doyon Kim: Right. And we don’t expect people to play our games for three years or four years. Yes, they can copy it, but we have a head start. SM: So, your strategy is to continuously come up with cross-platform games, keep using the user base, and market new
Sramana Mitra: What are the top five things you need to do when you design a game to be a cross-platform social and mobile game? Doyon Kim: One thing is you have to understand the technology. One way to do it is have one game for this platform and completely rewrite everything, maybe use the
Sramana Mitra: This was more about page views. You did the searching yourselves, so they can’t get into searching. Doyon Kim: Right. Content providers had to get some sort of code from us, but that code could track every activity of people on the website. Sites like TechCrunch implement a code, so we track their
By Guest Author Cindy Weng Zynga is the king of online social gaming. You may not know the company by its name but rather its games: Texas Hold’em, FarmVille, Mafia Wars, YoVille!, Scramble, and more. Its newest game, Roller Coaster Kingdom, was released only one month ago and already has almost four million users.
We continue our focus on gaming applications for social networks with San Francisco-based Zynga. Founded in January 2007 by Mark Pincus, Zynga marries Pincus’s knowledge of social networks with his desire to create the next mass market video game phenomenon. Through his experience with Tribe Networks, which he founded in 2003, Pincus saw that the