Overall Average: 72% Sell
Recent stock forum discussions about ZNGA http://investorshangout.com/search?q=ZNGA&...mp;yt0=Go!
Is the Facebook Inc Deal for Oculus in Trouble?
Tim Brugger, The Motley Fool - Motley Fool - Sat May 03, 12:00PM CDT
A few eye brows were raised in the past month or so following a string of acquisitions by Facebook . The shopping spree started with the $19 billion deal to bring mobile messenger WhatsApp into the fold. The WhatsApp acquisition made sense from a... (full story)
Final Glance: Internet companies
AP - Fri May 02, 5:03PM CDT
NEW YORK (AP) — Shares of some top internet companies were mixed at the close of trading: (full story)
Most active Nasdaq-traded stocks
AP - Fri May 02, 12:30PM CDT
NEW YORK (AP) — A look at Nasdaq 10 most-active stocks at 1 p.m.: (full story)
Midday Glance: Internet companies
AP - Fri May 02, 12:30PM CDT
NEW YORK (AP) — Shares of some top internet companies are mixed at 1 p.m.: (full story)
Early Glance: Internet companies
AP - Fri May 02, 9:33AM CDT
NEW YORK (AP) — Shares of some top internet companies are mixed at 10 a.m.: (full story)
1 Chart Every Potential King Investor Needs to See
Brandy Betz, The Motley Fool - Motley Fool - Thu May 01, 12:00PM CDT
Source: King Monetization problems plague the social gaming industry, and investors responded with a retreat. Zynga shares have fallen about 60% from its IPO price in 2011. King shares have slipped over 11% since its listing last month.... (full story)
No Cigar for Zynga Inc
George Kesarios, The Motley Fool - Motley Fool - Thu May 01, 11:29AM CDT
Zynga's recent quarterly report was probably better than expected, however better than expected might not mean much. Non-GAAP earnings were in line at a loss of $0,01 per share, and revenue was a little better than expected, totaling $168 million... (full story)
Interesting ZNGA Put And Call Options For May 9th
at The Street - Thu May 01, 10:07AM CDT
Investors in Zynga Inc saw new options begin trading today, for the May 9th expiration. At Stock Options Channel, our YieldBoost formula has looked up and down the ZNGA options chain for the new May 9th contracts and identified one put and one call... (full story)
Perfect Storm Setup Buy for Zynga
at The Street - Wed Apr 30, 2:01PM CDT
If and when Zynga expands real money gaming into other markets, all bets are off on how far the stock may go. (full story)
Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
M2 - Wed Apr 30, 6:46AM CDT
Research and Markets (http://www.researchandmarkets.com/research/ss9n7p/social_gaming) has announced the addition of the "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019" report to their offering. Driven by continuous growth in sales of smartphones, tablets and others mobile devices, global market for social gaming was valued at USD 5.40 billion in 2012 and is expected to reach USD 17.40 billion by 2019, growing at a CAGR of 16.1% during the forecast period from 2013 to 2019. Individuals and console based game manufacturers and designers have started recognizing the potential and importance of social networking sites, which is in turn, contributing to the growth of social games. People have always been attracted to video games and these console based games come at prices that is not affordable by common man. Today's generation spend their time on Facebook, Twitter and MySpace among others to socialize with family and friends. During their time on the web, the users spend over 50% of their time on social games competing with friends and colleagues. Many of the game developers are now looking to tap the social media market and develop games for the social networking sites. On an average 200 million active users play games online and it expected to increase with each passing year. With the increase in social network users the number of people likely to sign up for social games is expected to increase. The number of monthly active users in 2012 was approximately over 200 million and it expected to double by 2019. Social game publishers are in a constant mode for development and redesigning the games as users tend to get bored by playing the same game over and over again. To meet the demands of the users, organizations are designing games of different genre such as casino games, virtual villages, sport role playing games, social role playing games and ownership games among others. Casino and virtual village games are quite popular among the gamers. The growth of social games can be attributed to the growing demand of smartphones and tablets in the market. The ever increasing demand of the mobile devices has made the social game developers rework their strategies and they are now designing games that can be played on these devices. The growth in the internet subscribers has also contributed to the growth of the social game users. It is expected that in 2014 one third of internet users are likely to take to social gaming. Another factor resulting in the growth social gaming market is free cost of the games on the net. Scope of the Report By revenue generation - Virtual goods - Advertisements - Lead generation offers - By Gender - Male - Female By age group - 13 - 18 years - 19 - 25 years - 26 - 35 years - 36 - 45 years - 46 years Key Topics Covered: Chapter 1 Preface Chapter 2 Executive Summary Chapter 3 Market Overview Chapter 4 Social gaming Market Analysis, by Segment Chapter 5 Social gaming Market Analysis, by Gender Chapter 6 Social Gaming Market Analysis, by Age Group Chapter 7 Social gaming Market Analysis, By Geography Chapter 8 Company Profiles - Booyah Inc. - CrowdStar - Electronic Arts, Inc. - King - Renren Inc. - RockYou - Rovio Entertainment Limited - Social Point - Tencent Holdings Ltd. - Wooga GmbH - Zynga, Inc For more information visit http://www.researchandmarkets.com/research/ss...ial_gaming (full story)
Global Virtual Currency Market to 2018 - DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc Dominate the Lucrative Space
M2 - Wed Apr 30, 4:06AM CDT
Research and Markets (http://www.researchandmarkets.com/research/dkq3wp/global_virtual) has announced the addition of the "Global Virtual Currency Market 2014-2018" report to their offering. Gamification involves the use of gaming mechanics and principles in the field of learning. There is an increased interest from the Corporate sectors in adopting games in the learning process. These provide learners with interactive media, animated videos, competition among colleagues, and, most importantly, learning scenarios. Gamification helps users improve their problem solving and negotiation skills, analytical skills, strategic thinking, attention, cognition, teamwork, and creativity. Also, games increase learner engagement and readers apply these acquired skills in their job instantly. Further, this trend is responsible for maintaining the attrition level in companies since it engages the employees and makes learning more interesting. This has led to an increase in the purchase of virtual currency among corporates that are using it to upgrade levels and purchase other add-ons. Some of the popular games include Math Blaster, Candy Crush Saga, FarmVille, Mavis Beacon Teaches Typing, Oregon Trail, Jeopardy, and many more. The Gamification market was valued at US$0.55 billion and is expected to reach US$4.35 billion by 2018. Thus, the increasing adoption of gamification is a new trend that is expected to have a positive impact on the market during the forecast period. According to the report, one of the major drivers in this market is the increasing usage of social media and online games. This is mainly due to the rise in smartphone and tablet users across the world and a wide variety of online game offerings in recent years. Key vendors dominating this space are: - DeNA Co., Ltd. - Facebook Inc. - Gree Inc. - Zynga Inc. For more information visit http://www.researchandmarkets.com/research/dk...al_virtual (full story)