CASE 17
Zynga INC. (2011): Whose Turn Is It?
17-8
b. Fragmented industry—consumers determine the trends and preferences
for online/mobile games.
c) Threat of substitute products or services: High
a. Board games
b. Social networking
c. Watch TV
d) Bargaining Power of Suppliers: High
a. Hosting websites such as Facebook have a tight contract with Zynga,
making sure that the company cannot host its games on their own
platform.
e) Rivalry around competing firms: High
a. Primary Competitors: game developers and other social networking
sites Crowdstar, DeNA, Electronic Arts, King.com, The Walt Disney
Companies, Vostu LTD,Wooga GmbH, game developers for mobile (Apple,
Electronic Arts, GREE, DeNA, Gameloft SA, Glu Mobile, Rovio Mobile,
Storm8), other game developers (Activision Blizzard, Big Fish Games,
f) Relative power of unions, governments, special interest groups, etc.—
Moderate
a. Gaming firms are subject to foreign and domestic laws and
regulations for conducting their business online, especially on–line
gambling regulations.
b. Gaming firms are also subject to privacy laws and regulations
regarding player data.
c. The law does not permit gaming companies to patent protect an idea,
only the expressions or codes used to create the game, hence, copying
has been very prominent among gaming firms.
2. The key factors affecting the corporation’s immediate environment are the
threat of substitute products/services, as well as the high bargaining power
IV. Internal Environment: Strengths and Weaknesses (SWOT)
A. Corporate Structure
1. Decentralized management (S/W)
a. Studios and newly acquired firms operate independently.
i.“Meritocracy” used to encourage creativity.
b. Zynga is organized by function (develop and monetize social games)
and geography (e.g. Zynga Boston, Zynga Seattle, Zynga China, Zynga
Germany…).