<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-20T00:55:58Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/70824" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/70824</identifier><datestamp>2026-06-06T01:05:07Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Michael Cusumano.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Speller, Thomas Hughes, III</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">System Design and Management Program.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department" lang="en_US">System Design and Management Program.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Engineering Systems Division</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2012-05-15T21:15:27Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2012-05-15T21:15:27Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2012</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2012</dim:field>
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   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">793199186</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 95-100).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Thomas Hughes Speller, III.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M. in Engineering and Management</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">100 p.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by 
copyright. They may be viewed from this source for any purpose, but 
reproduction or distribution in any format is prohibited without written 
permission. See provided URL for inquiries about permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
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   <dim:field mdschema="dc" element="subject" lang="en_US">System Design and Management Program.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">The business and dynamics of free-to-play social-casual game apps</dim:field>
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   	&lt;Title>The business and dynamics of free-to-play social-casual game apps&lt;/Title>
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   	&lt;Abstract>The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga&amp;apos;s longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga&amp;apos;s circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.&lt;/Abstract>
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