we believe players are more likely to purchase virtual goods when they are connected to and playing with their friends , whether those friends play for free or also purchase virtual goods . players may also elect to pay a one-time download fee to obtain certain mobile games free of third-party advertisements . 2014 was the first year in which our business generated a higher percentage of bookings through mobile platforms than through the facebook platform . for the twelve months ended december 31 , 2014 and 2013 we estimate that we generated 51 % and 27 % of our bookings , respectively , from mobile platforms while 43 % and 69 % of our bookings , respectively , were generated from the facebook platform . facebook is still the largest single distribution , marketing , promotion and payment platform for our games and we generate a significant portion of our revenue through the facebook platform . for the twelve months ended december 31 , 2014 and 2013 , we estimate that 51 % and 75 % of our revenue , respectively , was generated through the facebook platform , while 44 % and 24 % of our revenue , respectively , was generated through mobile platforms . we have had to estimate this information because certain payment methods we accept and certain advertising networks do not allow us to determine the platform used . for all payment transactions in our games under facebook 's local currency-based payments model , facebook remits to us an amount equal to 70 % of the price we requested to be charged to our players . on platforms other than facebook , players purchase our virtual goods through various widely accepted payment methods offered in the games , including paypal , apple itunes accounts , google wallet , credit cards and direct wires . advertising and other . advertising revenue primarily includes branded virtual goods and sponsorships , engagement ads and offers , mobile ads and display ads and other . we generally report our advertising revenue net of amounts due to advertising agencies and brokers . other revenue includes software licensing and maintenance related to technology acquired in our acquisition of naturalmotion as well as licensing of our brands . key metrics we regularly review a number of metrics , including the following key financial and operating metrics , to evaluate our business , measure our performance , identify trends in our business , prepare financial projections and make strategic decisions . key financial metrics bookings . bookings ( as defined in the section titled non-gaap financial measures included in item 6. selected consolidated financial and other data of this annual report on form 10-k ) is the fundamental top-line metric we use to manage our business , as we believe it is a useful indicator of the sales activity in a given period . over the long term , the factors impacting our bookings and revenue are the same . however , in the short term , there are factors that may cause revenue to exceed or be less than bookings in any period . we use bookings to evaluate the results of our operations , generate future operating plans and assess the performance of our company . while we believe that this non-gaap financial measure is useful in evaluating our business , this information should be considered as supplemental in nature and is not meant as a substitute for revenue recognized in accordance with u.s. gaap . in addition , other companies , including companies in our industry , may calculate bookings differently or not at all , which reduces its usefulness as a comparative measure . 51 adjusted ebitda . adjusted ebitda is a non-gaap financial measure that we calculate as net income ( loss ) , adjusted for provision for / ( benefit from ) income taxes ; other income ( expense ) , net ; interest income ; gain ( loss ) from significant legal settlements ; restructuring expense ; depreciation and amortization ; impairment of intangible assets ; stock-based expense ; contingent consideration fair value adjustments ; acquisition-related transaction expenses , and change in deferred revenue . we believe that adjusted ebitda provides useful information to investors and others in understanding and evaluating our operating results in the same manner as our management and board of directors . for a reconciliation of net income ( loss ) to adjusted ebitda , see the section titled non-gaap financial measures included in item 6. selected consolidated financial and other data of this annual report on form 10-k. key operating metrics we manage our business by tracking several operating metrics : daus ,  which measure daily active users of our games , maus ,  which measure monthly active users of our games , muus ,  which measure monthly unique users of our games , mups ,  which measure monthly unique payers in our games , and abpu ,  which measures our average daily bookings per average dau , each of which is recorded by our internal analytics systems . the numbers for these operating metrics are calculated using internal company data based on tracking the activity of user accounts . we believe that the numbers are reasonable estimates of our user base for the applicable period of measurement ; however , factors relating to user activity and systems may impact these numbers . daus . we define daus as the number of individuals who played one of our games during a particular day . under this metric , an individual who plays two different games on the same day is counted as two daus . similarly , an individual who plays the same game on two different platforms or social networks ( e.g . , facebook.com , ipad , android phone , iphone , etc . ) on the same day would be counted as two daus . story_separator_special_tag the decrease in online game revenue was partially offset by an increase in online game revenue of $ 47.1 million from hit it rich ! slots . all other games accounted for the remaining net decrease of $ 34.8 million . international revenue as a percentage of total revenue was 38 % and 40 % in 2014 and 2013 , respectively . in 2014 , farmville 2 and zynga poker were our top two revenue-generating games and comprised 28 % and 23 % , respectively , of our online game revenue for the period . no other game generated more than 10 % of online game revenue during the year . consumable virtual goods accounted for 38 % and 29 % of online game revenue 2014 and 2013 , respectively . durable virtual goods accounted for 62 % and 71 % of online game revenue in 2014 and 2013 , respectively . the estimated weighted-average life of durable virtual goods was 12 months in 2014 and 2013. changes in our estimated average life of durable virtual goods during the twelve months ended december 31 , 2014 for various games resulted in a decrease in revenue , income from continuing operations and net income of $ 1.2 million , which is the result of adjusting the remaining recognition period of deferred revenue generated in prior periods at the time of a change in estimate . these changes in estimates did not impact our reported earnings per share for the twelve months ended december 31 , 2014. for 2013 , changes in our estimated average life of durable virtual goods resulted in an increase in revenue , income from continuing operations and net income of $ 12.3 million . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2013. advertising and other revenue increased $ 39.1 million from 2013 to 2014 , due to a $ 39.3 million increase in in-game display ads as a result of better optimization on mobile platforms and a $ 7.6 million increase in licensing revenue driven by the final licensing payment from a strategic partner , offset by a $ 5.6 million decrease in in-game sponsorships and a $ 2.2 million decrease in in-game offers , engagement ads , and other advertising revenue . 57 2013 compared to 2012. total revenue decreased $ 408.0 million in 2013 as a result of a decline in both online game and advertising revenue . bookings decreased by $ 431.5 million from 2012 to 2013 due to declines in existing games and the lack of successful new launches to offset these declines . abpu increased from $ 0.050 in 2012 to $ 0.053 in 2013 , while daus decreased from 63 million in 2012 to 37 million in 2013 and mups decreased from 3.4 million in 2012 to 1.8 million in 2013. online game revenue decreased $ 384.7 million in 2013 as compared to the same period of the prior year . this decrease is primarily attributable to decreases in revenue from farmville , cityville , frontierville , castleville and zynga poker in the amounts of $ 152.1 million , $ 112.6 million , $ 60.4 million , $ 59.4 million and $ 54.7 million , respectively . the decreases in online game revenue from farmville , cityville , frontierville , zynga poker and castleville were due to overall decay rate in bookings and audience metrics in these games . the decreases in online game revenue were partially offset by increases in online game revenue of $ 118.0 million and $ 32.9 million from farmville 2 and chefville , respectively , which were the result of the launch of these games in september 2012 and august 2012 , respectively . all other games accounted for the remaining net decrease of $ 96.4 million . international revenue as a percentage of total revenue was 40 % and 41 % in 2013 and 2012 , respectively . in 2013 , zynga poker , farmville 2 and farmville were our top three revenue-generating games and comprised 21 % , 17 % , and 16 % , respectively , of our online game revenue for the period . no other game generated more than 10 % of online game revenue during the year . consumable virtual goods accounted for 29 % and 30 % of online game revenue 2013 and 2012 , respectively . durable virtual goods accounted for 71 % and 70 % of online game revenue in 2013 and 2012 , respectively . the estimated weighted-average life of durable virtual goods was 12 months in 2013 and 2012. changes in our estimated average life of durable virtual goods during the twelve months ended december 31 , 2013 for various games resulted in an increase in revenue , income from continuing operations and net income of $ 12.3 million , which is the result of adjusting the remaining recognition period of deferred revenue generated in prior periods at the time of a change in estimate . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2013. for 2012 , changes in our estimated average life of durable virtual goods resulted in an increase in revenue , income from continuing operations and net income of $ 14.1 million . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2012. advertising revenue decreased $ 23.3 million from 2012 to 2013 , due to a $ 14.1 million decrease in in-game sponsorships , a $ 6.0 million decrease in in-game offers , engagement ads and other advertising revenue and a $ 3.4 million decrease in licensing revenue , offset by an increase of $ 0.2 million from in-game display ads . these declines may be attributed to declines in our daus in 2013. cost

liquidity and capital resources replace_table_token_22_th 63 as of december 31 , 2014 , we had cash , cash equivalents and marketable securities of approximately $ 1.15 billion , which consisted of cash , money market funds , u.s. government and government agency debt securities and corporate debt securities . for the full year ended december 31 , 2014 , we made capital expenditures of $ 9.2 million , which included hardware and software to support business operations . in october 2012 , our board of directors authorized a $ 200 million stock repurchase program . we initiated purchases under this program in december 2012. in 2012 and 2013 we repurchased an aggregate of 5.0 million shares and 3.4 million shares of our class a common stock under this repurchase program at a weighted average price of $ 2.36 per share and $ 2.74 per share for a total of $ 11.8 million and $ 9.3 million , respectively . we did not repurchase any shares in 2014. the total amount repurchased under the plan was $ 21.1 million . the program expired on october 31 , 2014. operating activities after our net loss of $ 225.9 million is adjusted to exclude non-cash items , operating activities used $ 4.5 million of cash during the twelve months ended december 31 , 2014. significant non-cash items included stock-based expense of $ 129.2 million and depreciation and amortization of $ 82.9 million . depreciation and amortization decreased by $ 46.2 million as compared to the twelve months ended december 31 , 2013 as a result of fixed assets that were fully depreciated and disposed of and intangible assets that were fully amortized in 2014. stock-based expense increased by $ 44.8 million in the twelve months ended december 31 , 2014 as compared to the same period of the prior year primarily due to grants related to the naturalmotion acquisition .


 Write a concise suspicious activity report of the following text delimited by triple backquotes. Return your response as a formal report which covers the key points highlighting the location,dates,entity names and account holder information in chronological order of the text.
     ```liquidity and capital resources replace_table_token_22_th 63 as of december 31 , 2014 , we had cash , cash equivalents and marketable securities of approximately $ 1.15 billion , which consisted of cash , money market funds , u.s. government and government agency debt securities and corporate debt securities . for the full year ended december 31 , 2014 , we made capital expenditures of $ 9.2 million , which included hardware and software to support business operations . in october 2012 , our board of directors authorized a $ 200 million stock repurchase program . we initiated purchases under this program in december 2012. in 2012 and 2013 we repurchased an aggregate of 5.0 million shares and 3.4 million shares of our class a common stock under this repurchase program at a weighted average price of $ 2.36 per share and $ 2.74 per share for a total of $ 11.8 million and $ 9.3 million , respectively . we did not repurchase any shares in 2014. the total amount repurchased under the plan was $ 21.1 million . the program expired on october 31 , 2014. operating activities after our net loss of $ 225.9 million is adjusted to exclude non-cash items , operating activities used $ 4.5 million of cash during the twelve months ended december 31 , 2014. significant non-cash items included stock-based expense of $ 129.2 million and depreciation and amortization of $ 82.9 million . depreciation and amortization decreased by $ 46.2 million as compared to the twelve months ended december 31 , 2013 as a result of fixed assets that were fully depreciated and disposed of and intangible assets that were fully amortized in 2014. stock-based expense increased by $ 44.8 million in the twelve months ended december 31 , 2014 as compared to the same period of the prior year primarily due to grants related to the naturalmotion acquisition .
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 Suspicious Activity Report : we believe players are more likely to purchase virtual goods when they are connected to and playing with their friends , whether those friends play for free or also purchase virtual goods . players may also elect to pay a one-time download fee to obtain certain mobile games free of third-party advertisements . 2014 was the first year in which our business generated a higher percentage of bookings through mobile platforms than through the facebook platform . for the twelve months ended december 31 , 2014 and 2013 we estimate that we generated 51 % and 27 % of our bookings , respectively , from mobile platforms while 43 % and 69 % of our bookings , respectively , were generated from the facebook platform . facebook is still the largest single distribution , marketing , promotion and payment platform for our games and we generate a significant portion of our revenue through the facebook platform . for the twelve months ended december 31 , 2014 and 2013 , we estimate that 51 % and 75 % of our revenue , respectively , was generated through the facebook platform , while 44 % and 24 % of our revenue , respectively , was generated through mobile platforms . we have had to estimate this information because certain payment methods we accept and certain advertising networks do not allow us to determine the platform used . for all payment transactions in our games under facebook 's local currency-based payments model , facebook remits to us an amount equal to 70 % of the price we requested to be charged to our players . on platforms other than facebook , players purchase our virtual goods through various widely accepted payment methods offered in the games , including paypal , apple itunes accounts , google wallet , credit cards and direct wires . advertising and other . advertising revenue primarily includes branded virtual goods and sponsorships , engagement ads and offers , mobile ads and display ads and other . we generally report our advertising revenue net of amounts due to advertising agencies and brokers . other revenue includes software licensing and maintenance related to technology acquired in our acquisition of naturalmotion as well as licensing of our brands . key metrics we regularly review a number of metrics , including the following key financial and operating metrics , to evaluate our business , measure our performance , identify trends in our business , prepare financial projections and make strategic decisions . key financial metrics bookings . bookings ( as defined in the section titled non-gaap financial measures included in item 6. selected consolidated financial and other data of this annual report on form 10-k ) is the fundamental top-line metric we use to manage our business , as we believe it is a useful indicator of the sales activity in a given period . over the long term , the factors impacting our bookings and revenue are the same . however , in the short term , there are factors that may cause revenue to exceed or be less than bookings in any period . we use bookings to evaluate the results of our operations , generate future operating plans and assess the performance of our company . while we believe that this non-gaap financial measure is useful in evaluating our business , this information should be considered as supplemental in nature and is not meant as a substitute for revenue recognized in accordance with u.s. gaap . in addition , other companies , including companies in our industry , may calculate bookings differently or not at all , which reduces its usefulness as a comparative measure . 51 adjusted ebitda . adjusted ebitda is a non-gaap financial measure that we calculate as net income ( loss ) , adjusted for provision for / ( benefit from ) income taxes ; other income ( expense ) , net ; interest income ; gain ( loss ) from significant legal settlements ; restructuring expense ; depreciation and amortization ; impairment of intangible assets ; stock-based expense ; contingent consideration fair value adjustments ; acquisition-related transaction expenses , and change in deferred revenue . we believe that adjusted ebitda provides useful information to investors and others in understanding and evaluating our operating results in the same manner as our management and board of directors . for a reconciliation of net income ( loss ) to adjusted ebitda , see the section titled non-gaap financial measures included in item 6. selected consolidated financial and other data of this annual report on form 10-k. key operating metrics we manage our business by tracking several operating metrics : daus ,  which measure daily active users of our games , maus ,  which measure monthly active users of our games , muus ,  which measure monthly unique users of our games , mups ,  which measure monthly unique payers in our games , and abpu ,  which measures our average daily bookings per average dau , each of which is recorded by our internal analytics systems . the numbers for these operating metrics are calculated using internal company data based on tracking the activity of user accounts . we believe that the numbers are reasonable estimates of our user base for the applicable period of measurement ; however , factors relating to user activity and systems may impact these numbers . daus . we define daus as the number of individuals who played one of our games during a particular day . under this metric , an individual who plays two different games on the same day is counted as two daus . similarly , an individual who plays the same game on two different platforms or social networks ( e.g . , facebook.com , ipad , android phone , iphone , etc . ) on the same day would be counted as two daus . story_separator_special_tag the decrease in online game revenue was partially offset by an increase in online game revenue of $ 47.1 million from hit it rich ! slots . all other games accounted for the remaining net decrease of $ 34.8 million . international revenue as a percentage of total revenue was 38 % and 40 % in 2014 and 2013 , respectively . in 2014 , farmville 2 and zynga poker were our top two revenue-generating games and comprised 28 % and 23 % , respectively , of our online game revenue for the period . no other game generated more than 10 % of online game revenue during the year . consumable virtual goods accounted for 38 % and 29 % of online game revenue 2014 and 2013 , respectively . durable virtual goods accounted for 62 % and 71 % of online game revenue in 2014 and 2013 , respectively . the estimated weighted-average life of durable virtual goods was 12 months in 2014 and 2013. changes in our estimated average life of durable virtual goods during the twelve months ended december 31 , 2014 for various games resulted in a decrease in revenue , income from continuing operations and net income of $ 1.2 million , which is the result of adjusting the remaining recognition period of deferred revenue generated in prior periods at the time of a change in estimate . these changes in estimates did not impact our reported earnings per share for the twelve months ended december 31 , 2014. for 2013 , changes in our estimated average life of durable virtual goods resulted in an increase in revenue , income from continuing operations and net income of $ 12.3 million . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2013. advertising and other revenue increased $ 39.1 million from 2013 to 2014 , due to a $ 39.3 million increase in in-game display ads as a result of better optimization on mobile platforms and a $ 7.6 million increase in licensing revenue driven by the final licensing payment from a strategic partner , offset by a $ 5.6 million decrease in in-game sponsorships and a $ 2.2 million decrease in in-game offers , engagement ads , and other advertising revenue . 57 2013 compared to 2012. total revenue decreased $ 408.0 million in 2013 as a result of a decline in both online game and advertising revenue . bookings decreased by $ 431.5 million from 2012 to 2013 due to declines in existing games and the lack of successful new launches to offset these declines . abpu increased from $ 0.050 in 2012 to $ 0.053 in 2013 , while daus decreased from 63 million in 2012 to 37 million in 2013 and mups decreased from 3.4 million in 2012 to 1.8 million in 2013. online game revenue decreased $ 384.7 million in 2013 as compared to the same period of the prior year . this decrease is primarily attributable to decreases in revenue from farmville , cityville , frontierville , castleville and zynga poker in the amounts of $ 152.1 million , $ 112.6 million , $ 60.4 million , $ 59.4 million and $ 54.7 million , respectively . the decreases in online game revenue from farmville , cityville , frontierville , zynga poker and castleville were due to overall decay rate in bookings and audience metrics in these games . the decreases in online game revenue were partially offset by increases in online game revenue of $ 118.0 million and $ 32.9 million from farmville 2 and chefville , respectively , which were the result of the launch of these games in september 2012 and august 2012 , respectively . all other games accounted for the remaining net decrease of $ 96.4 million . international revenue as a percentage of total revenue was 40 % and 41 % in 2013 and 2012 , respectively . in 2013 , zynga poker , farmville 2 and farmville were our top three revenue-generating games and comprised 21 % , 17 % , and 16 % , respectively , of our online game revenue for the period . no other game generated more than 10 % of online game revenue during the year . consumable virtual goods accounted for 29 % and 30 % of online game revenue 2013 and 2012 , respectively . durable virtual goods accounted for 71 % and 70 % of online game revenue in 2013 and 2012 , respectively . the estimated weighted-average life of durable virtual goods was 12 months in 2013 and 2012. changes in our estimated average life of durable virtual goods during the twelve months ended december 31 , 2013 for various games resulted in an increase in revenue , income from continuing operations and net income of $ 12.3 million , which is the result of adjusting the remaining recognition period of deferred revenue generated in prior periods at the time of a change in estimate . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2013. for 2012 , changes in our estimated average life of durable virtual goods resulted in an increase in revenue , income from continuing operations and net income of $ 14.1 million . these changes in estimates resulted in a $ 0.01 increase in our reported earnings per share for the year ended december 31 , 2012. advertising revenue decreased $ 23.3 million from 2012 to 2013 , due to a $ 14.1 million decrease in in-game sponsorships , a $ 6.0 million decrease in in-game offers , engagement ads and other advertising revenue and a $ 3.4 million decrease in licensing revenue , offset by an increase of $ 0.2 million from in-game display ads . these declines may be attributed to declines in our daus in 2013. cost

