Preview

Zynga’s Revenue Recognition Dilemma

Good Essays
Open Document
Open Document
676 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Zynga’s Revenue Recognition Dilemma
http://accrualperspective.wordpress.com/2012/10/10/zyngas-revenue-recognition-dilemma/

Zynga’s Revenue Recognition Dilemma
Leave a reply
Zynga’s Revenue Recognition Dilemma
Zynga has been the focus of a highly disputed topic on bookings and revenues as of late. Unfortunately for the online gaming company, many accountants and financial analysts are not in Zynga’s favor on the way that the company has been recognizing revenues.
To put the company in perspective, there are 26 million digital farmers via the vastly rampant FarmVille application run by Zynga. In the popular game, Facebook users build farms to produce crops and create the kind of productivity that they desire. This creates the need for virtual, heavy equipment, such as tractors, seeders and harvesters, all which can be bought with FarmVille Currency. Zynga makes money by allowing users to hurry the process by converting real dollars from their credit cards into the virtual currency necessary to get the equipment they need to get the job done. Like FarmVille, Zynga has users across a variety of applications such as CityVille, Words with Friends, and Mafia Wars, all of which using the same models.
This type of unique revenue however provokes a unique question; that is, how is Zynga supposed to report revenues from these products that they’ve offered?
According to the company’s 10-k report, it’s policies on reporting states that: * “For the sale of consumable virtual goods, we recognize revenue as the goods are consumed” * “We recognize revenue from the sale of durable virtual goods ratably over the estimated average playing period of paying players for the applicable game, which represents our best estimate of the average life of our durable virtual goods”
And perhaps the most important: * “If we do not have the ability to differentiate revenue attributable to durable virtual goods from consumable virtual goods for a specific game, we recognize revenue from the sale of durable and

You May Also Find These Documents Helpful

  • Good Essays

    Acc 403

    • 297 Words
    • 2 Pages

    In adding the sale of $35,500 worth of computers, it adds to the sales revenue as well as the cost of goods sold.…

    • 297 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    Legal Plan

    • 438 Words
    • 2 Pages

    Revenue from service transactions should be recognized when it has been earned and is realized or…

    • 438 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    The Consolidated Statement of Earnings on page 39 of the 2011 10K describes the 2 sources of revenue: retail sales and credit cards. Page 33 of the notes state that they recognize revenue from sales at their retail stores at the point of sale, net of an allowance for estimated sales returns.…

    • 471 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    Nt1310 Unit 2 Assignment

    • 506 Words
    • 3 Pages

    Virtual goods are intangible objects in online games and communities. Examples include everything from weapons and potions in multiplayer online role-playing games to seeds and cows in online social farming games. Virtual items have value, and are purchased and sold by game players for real money in the real world. These companies have games which the user can come to their physical outlets and play these…

    • 506 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    According to the Generally Accepted Accounting Principles (GAAP), revenue should be recognized when a transaction occurs and 1) the revenue is realized or realizable and 2) the revenue is earned. Revenue is generally considered realized when cash is received for a product or service and realizable when a promise to pay is made (i.e. accounts receivable or notes payable). There are also issues with a customer’s ability to pay along with the timeliness of that payment. Several critics even believe that the only real way to determine revenues is through the matching of cash receipts to their corresponding expenses.…

    • 490 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Oroton

    • 6664 Words
    • 27 Pages

    | OrotonGroup recognises revenue when a group entity sells a product to the customers. Revenue from license fees, franchise fees, and commissions are recognised and accrued in the period in which the fees are earned.…

    • 6664 Words
    • 27 Pages
    Good Essays
  • Good Essays

    Product warranties will be accounted for differently than under current guidance, which may impact both the timing and measurement of revenue. The proposal also includes a model for customer return rights that is generally consistent with current practice. The timing of revenue recognition for licenses of intangible assets will depend on whether the license is exclusive, and whether or not the license is for the entire economic life of the…

    • 760 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Boston Chicken, Inc.

    • 869 Words
    • 4 Pages

    Boston Chicken wanted to be a home meal replacement. Its main strategy includes (1) focus on franchising to larger regional developers who will open new stores in the region; (2) focus on home cook taste food and keen on introducing new varieties of food choices; (3) rapid expand to open new stores; (4) keen on operation and process improvement.…

    • 869 Words
    • 4 Pages
    Good Essays
  • Good Essays

    B&L Case Study

    • 543 Words
    • 3 Pages

    There are two conditions for revenue recognition. One is completion of the earning process, which means that the seller’s obligation to provide goods or services must be performed, or almost performed. Another is the receipt of assets from customers - cash should be collected or cash collectability reasonably guaranteed.…

    • 543 Words
    • 3 Pages
    Good Essays
  • Good Essays

    In an essay by Alex Weiss called “Should Gamers Be Prosecuted for Virtual Stealing?” he writes about a Dutch Supreme Court case where a teenage boy was convicted for virtual stealing in the online video game RuneScape. Weiss argues that playing video games are just an escape from reality and is not work which has a monetary value. The author then gives an example from his teenage years where he played a game called EVE Online where players actually spend their own money to purchase in-game currency in order to build a world. Many times building a world can sometimes take up to months to build. He explains that gamers take risks when playing video games which can include having things…

    • 743 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    4. How does Patten recognize revenues? Do you agree or disagree with this revenue recognition policy? If you disagree, what alternative revenue recognition policy would you propose using? Why is the revenue recognition policy you recommend better than Patten’s current revenue recognition policy?…

    • 2183 Words
    • 9 Pages
    Powerful Essays
  • Powerful Essays

    revenue recognition

    • 1779 Words
    • 8 Pages

    g. Refer to Apple's revenue recognition footnote. Consider the sale of peripheral products obtained from other companies, such as Logitech speakers. How would Apple determine the…

    • 1779 Words
    • 8 Pages
    Powerful Essays
  • Powerful Essays

    This report is an assignment of the Advanced Strategic Management course taught by Professor Andrei Vilarroel. The report consists in an assessment of the sources of competitive advantage on the giant gaming company Zynga.…

    • 4523 Words
    • 130 Pages
    Powerful Essays
  • Powerful Essays

    References: Castronova, E., 2003, ‘On Virtual Economies’, Game Studies, vol. 3, viewed 4 August 2008.…

    • 2303 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays