E&Y has stepped into the void, proposing three different models for social gaming companies to pick from: game-based, in which revenue is recognized very slowly, over the life of the game; user-based, a faster scheme that lasts over the time a typical user sticks with the game; and speedy item-based, rooted on the properties of specific virtual goods. Using the last method, Zynga recognizes revenues from “consumable” virtual items like energy immediately and revenues from “durable” ones like tractors over the time a player is projected to stick with a game­.

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