Sina Science and technology news Beijing time July 8 morning, according to people familiar with the situation, about 1% of the users for Zynga contributed 25% to 50% of the revenue. This kind of user is called "The Whale Class" by the industry personage (wahles), the equivalent casino's old gambler. A lot of social-gaming companies ' revenue comes from a handful of users, not news, but what's really disturbing is that some players in Zynga's games spend thousands of or even tens of thousands of of dollars a year. There have been critics in the industry about Zynga's approach, accusing it of attracting gamers and squeezing every penny out of them. But the industry believes that the reality is more subtle: People's behavior in the game stems from human nature, as long as Zynga does not use deception to attract people addicted, it is understandable. They think Zynga's game is addictive, but it's no different from other addictive things in daily life. From a business standpoint, all services that use the "free Value added" model rely on a small number of users to earn a large amount of revenue. For example, almost all of Skype's revenue comes from 6% of users, and this is precisely the essence of the free value-added model. Industry insiders believe that for potential investors, there is a need to understand this situation, but it is not worth vigilance. (PEI)
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