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This statistic highlights Zynga’s Revenue Breakdown by Platform, reported on a quarterly basis from Q1 2016 onwards.
Zynga Inc. is a US based social game developing company focusing primarily on mobile and social networking platforms. It competes with Electronic Arts Inc., Gameloft Se and Dena Co. Ltd. The company generates revenue from operations on different platforms: Apple, Google, Facebook and others with the objective to become the worldwide leader in play by connecting the world through games. As of Q2 2018, the revenues from the different platforms providing access to the company’s games came in at. And lets look into Zynga Revenue by Platform data now
Revenue by platform (in thousands USD)
According to Zynga Revenue by Platform statistics 2020, the social games developed by Zynga are primarily distributed, marketed and promoted through third parties, primarily Apple’s App Store, the Google Play Store and Facebook. Virtual items for these games are purchased through the payment processing systems of these platform providers. These platforms not only have the discretion to set the amounts of their platform fees (recorded as cost of revenue as incurred) but can also make changes to their platform’s terms of service and other policies. These policies govern the content, promotion, distribution and operation of games on the respective platforms.
In 2019, as per Zynga Revenue by Platform statistics, for the six months ended June 30, 2019, it is estimated that approximately 51%, 41% an d6% of the revenue and 49%, 45% and 5% of the bookings have been generated on Apple, Google, Facebook platforms, respectively, while in the same period of the prior year, the estimate was that 50%, 37% and 10% of revenue and bookings are generated on these three platforms, respectively. This information is estimated because some payment methods and certain advertising networks through which the company operates does not allow to determine the platform used.
Zynga Inc., publicly traded on NASDAQ as ZNGA, is a leading provider of social game services with approximately 70 million average mobile monthly active users. These social games developed, marketed and operated by the company are generally available as live services played on platforms like iOS, Android and are free-to-play.
Headquartered in San Francisco, California, the company is operating in an extremely competitive industry facing several risks such as volatile and difficult operations, lower switching costs to name a few. The company intends to maintain its consistency through retention of the customer (player) base, continued enhancement of the current games, expansion into new markets and focused research and development initiatives and
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