March 26, 2015, A San Francisco federal judge allowed Zynga Inc. shareholders to proceed
with their class-action lawsuit alleging the online gaming company failed to disclose
slumping revenue growth before its market value declined by several billion dollars in
2012. According to the plaintiffs, Zynga concealed declining user activity, masked how
changes in a Facebook platform for its games would affect demand, and inflated its 2012
revenue forecast. The shares fell from a peak of $15.91 on March 2, 2012 to below $3 on
July 26, 2012, when Zynga posted disappointing earnings and cut its outlook.
Zynga says it recognizes revenue after it determines that a service has been provided to a
player and the collection of fees is “reasonably assured.” But determining that a service
has been provided seems a little more complicated than it would appear, because Zynga
needs to differentiate between the types of goods it sells its players.
Zynga, which makes games like FarmVille and Mafia Wars for social networking platforms
like Facebook, classifies the game items it sells to players as either “consumable” or
“durable” goods. The former category is for goods that players can immediately use, like
energy in the game CityVille; the latter is for goods that players buy and keep for the
duration of the game, such as tractors in FarmVille.
The company recognizes revenue for the consumable goods as soon as they are
consumed. The durable goods present a problem, however, because things like virtual
tractors don’t depreciate, but potentially live forever, and the company is obligated to
ensure that the virtual game pieces continue to exist in the game world. That’s forced
Zynga to come up with a system of determining how long that may be.
Discuss the challenges of recognizing revenue for the online products/services Zynga
provides to its customers. Draw an analogy between how Zynga should go about
recognizing revenue and when gift cards are sold to be used at a later date.