By the time Facebook went public in 2012, 12% of its revenues came from Zynga games, underscoring how central gaming was to early Facebook's business model.
Snapshot · Freakonomics Radio
By the time Facebook went public in 2012, 12% of its revenues came from Zynga games, underscoring how central gaming was to early Facebook's business model.
Where this was said
At 52:50 · chapter starts 51:20
With the NYT's games success attracting imitators — the New Yorker, the Atlantic, and others have launched their own game divisions — Dubner presses on whether this is a durable business or a fad. Zimmerman provides historical context: FarmVille had 83 million monthly players in 2010 and generated 12% of Facebook's revenue at its 2012 IPO. Then player fatigue killed it almost overnight. The pattern repeats in gaming: a new platform or revenue model gets so intense that players reject it and move on. Knight, who ran FarmVille at Zynga, pushes back from inside the Times: Wordle has shown 'incredible resilience,' and the desire for people to associate the Times brand with quality puzzles is built to last. The answer isn't to chase the trend — it's to keep innovating with new puzzles that re-engage existing subscribers and attract new audiences.
FarmVille had 83 million monthly players in 2010 and generated 12% of Facebook's revenue by its 2012 IPO. Then players wised up, fatigue set in, and the bubble burst. Jonathan Knight — who ran FarmVille — is now betting the NYT won't make the same mistake.
FarmVille drew 83 million monthly players in 2010 when Facebook was still young, with Facebook taking a 30% cut on all in-game purchases.
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Bhanu grew SiteGPT to $13,000 monthly recurring revenue entirely through organic channels, spending nothing on paid marketing.
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