Draw Something Loses 5 Million Users a Month After Zynga Purchase
1–10 of 71 posts
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#2zynga. think one million cold people in a dark room without hope for a light
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#3I can't help thinking that number would be of use if you were trying to estimate the worldwide cardinality of techno-hipsters.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#4And ? Zynga wasn't buying an app. They were buying a team.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#5A friend who really loved the game tried to show it to me, but it kept having server problems. I wonder if that was just an isolated case or if it was frequent, in which case it could drive off users.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#6And ? Zynga wasn't buying an app. They were buying a team.
Not really. They were buying $120,000 per day of an in-app sales. DS was the only OMGPOP hit; had they not succeed financially with DS, Zynga wouldn't have had bought them.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#7And ? Zynga wasn't buying an app. They were buying a team.
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Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#8zynga. think one million cold people in a dark room without hope for a light
can you imagine it to be a penny stock? they are right now where they were in january.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#9To be fair, people get bored of mobile apps, in general, pretty easily. I remember playing Draw Something constantly for a few weeks then I eventually stopped playing because it got old pretty fast. I don't think Zynga is the reason why this is happening.
Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase
#10Every smartphone-equipped college student played Robot Unicorn Attack for a month at one point too. It's a pretty well-made game, hilarious, fairly demanding...and absolutely boring after you play it for the 50th time.
At this point, the speed of viral distribution represents both the blessing and the curse of social companies. You can take your exponential growth this month and extrapolate it over the next year, but that doesn't take into account the dozen newcomers that will catch the attention of the fickle 15M next month. When Metcalfe's law works on a scale of weeks instead of years, network effects become more transient and less valuable. Hopefully this helps teach the market that eyeballs alone should not justify an enormous purchase price.