The Business Side of FarmVille
Posted by Joe Cannon
The business side of online games is quite fascinating. In our text book, the segmentation chapter opens with a case highlighting how Nintendo grew the gaming market by designing products for new gamers. The easy-to-use Nintendo DS hand-held and the Wii console targeted girls and senior citizens with easy to learn, fun games. Zynga did Nintendo one better when it developed online games for Facebook. Its FarmVille soared in popularity with 10% of all Facebook users growing virtual crops online.
This example is a bit complicated, but it demonstrates a number of important marketing concepts:
- Price and the freemium business model. Freemium refers to a business model where most customers use a product for free, while a few power users cover costs. More than 95% of Zynga’s 150 million monthly visitors pay nothing to play its games. The other 5% pay hundreds and even thousands a year for virtual products that enhance their gaming experience. For example, $5 might get you a chicken in FarmVille, a skyscraper in CityVille, or an anglerfish in FishVille. Of course they love to sell these low cost virtual products…
- Fixed and variable costs. There are minimal fixed costs for creating a new anglerfish, but the variable cost of producing hundreds of thousands of them is very small. Almost no variable cost.Segmentation and targeting. In this post at TechCruch (“Who Spends The Most Money In Freemium Games?” September 8, 2011), you can see by age group, who uses mobile freemium games — and who “spends”. Not surprisingly, while more than half of users are under age 24 — this younger market contributes just 21% of the spending. Consequently, most of the action in online games targets an older demographic. And of course a little analytics can identify what products encourage spending…
- Marketing research. In “Virtual Products, Real Profits,” (Wall Street Journal, September 9, 2011, non-subscribers click here), Zynga’s president of data-analytics says, “We’re an analytics company masquerading as a games company.” Zynga analyzes game player behavior and adapts the game to get players to play longer or spend more. For example, after finding that FishVille players bought the translucent anglerfish much more often than other sea creatures, they created more variations on the anglerfish.
I don’t play these games — but I have Facebook friends who love them. Some of your students might relate to these examples. Also posted at Learn the 4 Ps.





