Future of Zynga | Quantumrun

Future of Zynga

The Zynga Corporation is a U.S. based video game developing company, which runs services of social video games. The company was launched in July 2007. Its headquarters are based in San Francisco, California, the United States. This business creates social games that work individually on mobile phone podiums, such as Android, Windows Phone, Apple iOS, or on an Internet platform,via its website, i.e., Zynga.com, and social media sites such as Tencent QQ, Google+, and Facebook. The Zynga Company has declared its mission to be "connecting the world through games."

Home Country: 
United States
Industry: 
Interactive entertainment
Industry vulnerability to disruption: 

<p>Belonging to the entertainment sector means this company will be affected directly and indirectly by a number of disruptive opportunities and challenges over the coming decades. While described in detail within Quantumrun’s special reports, these disruptive trends can be summarized along the following broad points:</p>

<p>*First off, the cultural shift among Millennials and Gen Zs toward experiences over material goods will make entertainment consumption an increasingly desirable activity.<br />
*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment companies to start shifting sizeable resources into content production for these platforms.<br />
*By the late 2030s, the widespread popularity of VR and AR will shift the public’s media consumption tastes away from voyeuristic storytelling (traditional movies and television shows) to participatory forms of storytelling that immerses the content consumer by allowing them to influence the content they experience—kind of like being an actor in the movie you’re watching.<br />
*The shrinking cost and versatility of artificial intelligence systems, combined with the increasing computational capacity of future quantum computing systems, will drive down the cost of producing higher budget looking content, especially for future VR and AR platforms.<br />
*All entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.</p>

Total patents held: 
327
Number of patents field last year: 
1
Ranking List: 
483
Ranking List: 
2017 Quantumrun Global 1000
317
Ranking List: 
2017 Quantumrun US 500
52
Ranking List: 
2017 Quantumrun Silicon Valley 100
Market Revenue Country: 
Market country 
United States
Revenue from country 
0.68
Prod/Serv name revenue: 
Prod/Serv name: 
Online game
Prod/Serv revenue: 
547291000
Prod/Serv name: 
Advertising and other
Prod/Serv revenue: 
194129000
Founded: 
2007
Company Name: 
Zynga
Sector: 
Revenue: 
741420000
3y average revenue: 
732182333
Operating expenses: 
617123000
3y average expenses: 
671164000
Company profile data note: 
All company data collected from its 2016 annual report and other public sources. The accuracy of this data and the conclusions derived from them depend on this publicly accessible data. If a data point listed above is discovered to be inaccurate, Quantumrun will make the necessary corrections to this live page.
Global employee count: 
1681
Number of domestic locations: 
8
Funds in reserve: 
852467000
Investment into R&D: 
320300000
create term: 
#483 | 2017 Quantumrun Global 1000
#317 | 2017 Quantumrun US 500
#52 | 2017 Quantumrun Silicon Valley 100

The Zynga Corporation is a U.S. based video game developing company, which runs services of social video games. The company was launched in July 2007. Its headquarters are based in San Francisco, California, the United States. This business creates social games that work individually on mobile phone podiums, such as Android, Windows Phone, Apple iOS, or on an Internet platform,via its website, i.e., Zynga.com, and social media sites such as Tencent QQ, Google+, and Facebook. The Zynga Company has declared its mission to be "connecting the world through games."

Home country:
United States
Sector:
Entertainment
Industry:
Interactive entertainment
Website:
Founded:
2007
Global employee count:
1,681

Financial Health

Revenue
$741,420,000 USD
3y average revenue
$732,182,333 USD
Operating expenses
$617,123,000 USD
3y average expenses
$671,164,000 USD
Funds in reserve
$852,467,000 USD
#1 Market country
United States
% of revenue from country #1
0.68%

Asset Performance

#1 Product/Service/Dept. name
Online game
#1 Product/Service revenue
$547,291,000 USD
#2 Product/Service/Dept. name
Advertising and other
#2 Product/Service revenue
$194,129,000 USD

Innovation assets and Pipeline

Investment into R&D
$320,300,000 USD
Total patents held
327
Number of patents field last year
1
All company data collected from its 2016 annual report and other public sources. The accuracy of this data and the conclusions derived from them depend on this publicly accessible data. If a data point listed above is discovered to be inaccurate, Quantumrun will make the necessary corrections to this live page.

Disruption Vulnerability

Belonging to the entertainment sector means this company will be affected directly and indirectly by a number of disruptive opportunities and challenges over the coming decades. While described in detail within Quantumrun’s special reports, these disruptive trends can be summarized along the following broad points:

*First off, the cultural shift among Millennials and Gen Zs toward experiences over material goods will make entertainment consumption an increasingly desirable activity.

*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment companies to start shifting sizeable resources into content production for these platforms.

*By the late 2030s, the widespread popularity of VR and AR will shift the public’s media consumption tastes away from voyeuristic storytelling (traditional movies and television shows) to participatory forms of storytelling that immerses the content consumer by allowing them to influence the content they experience—kind of like being an actor in the movie you’re watching.

*The shrinking cost and versatility of artificial intelligence systems, combined with the increasing computational capacity of future quantum computing systems, will drive down the cost of producing higher budget looking content, especially for future VR and AR platforms.

*All entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.