Most of the companies that are in the gaming world, such as Zynga did not start it as a way to make revenue directly, but intended to earn from the advertisers. However, as time went on, demand for games went high, and they are making significant returns from the games they bring to the social network such as Farmville and Zynga Poker. The company intends to reach more consumers, but competition is adamant with the emergence of other gaming companies. The greatest challenge to Zynga is that its games can only be played on Facebook on Personal computers, while the world has evolved to mobile gaming.
Most of the parents who learn how to play games like Tiny Zoo, it happens unintentionally. When the parents are observing their kids play the games, they gain some interest and are easily influenced into gaming when free as a way to bond with the kids.
In the case for Zynga, people who play their games may lack brand loyalty to the company. Most of the people who visit Facebook, come across the Zynga games and may develop some interest as a way to pass time, but not because they are loyal to the company games.
Most people go for online gaming because of the passion (Bae, Koo and Mattila 174-184) they have for a game. Some kids may have a liking for a certain game and influence their parents into it as a way to bond, and at the end, the guardians will end up buying the virtual products to ensure the children are satisfied. Consumer attitudes play a great role in online gaming because a person who has a negative attitude towards a given product cannot purchase it. However, people with positive attitudes towards the games will always spend their money on them.
Work Cited
Bae, Joonheui, Dong-Mo Koo, and Pekka Mattila. "Affective Motives To Play Online Games". Journal of Global Scholars of Marketing Science 26.2 (2016): 174-184. Web.