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iGaming Marketing Masterclass
      Macau | 2010.02




                Lessons from
                Asian
                Social Networks


      +8* | Plus Eight Star
      Benjamin Joffe, CEO
Benjamin Joffe
   本杰明
 ベンジャミン
   벤자민
5 years

          1 year
                   4 years
Consulting | Startups | Community
| Plus Eight Star
• “Innovation Arbitrage”
     • Internet & Mobile Digital strategy
     • Best practices from China, Japan & Korea


• Published reports
     • Inside Cyworld (2007)
     • Inside Tencent (2009)
     • Inside Alibaba (upcoming)


• Contact
  • benjamin@plus8star.com
References

EUROPE
                    USA




             ASIA
Cmune


• 3D Social Games

• First “Social Shooter”
   – Facebook
   – Apple.com
   – Web


• Check it out!
   – www.facebook.com/paradisepaintball
Asian Leaders
Common Assumptions

1. Social Networks
    1. The definition of “social network” is clear
    2. All social networks are variations of Facebook


2. Asia
    1. Asia is homogeneous
    2. Asia is all about copy
    3. What happens in Asia stays in Asia
Quick Survey!
How about those?
On the Origin of SNS in Asia
Charles Darwin




“On The Origin of Species”
         (1859)
Voyage of “The Beagle”
“Diverging” from common ancestors
150 years later…
IT Infrastructure
           100%

                                                    Avg. 7 Mbps
           80%

                                                                  Avg. 15 Mbps
           60%
3G users




           40%                C
                              hi
                              n
           20%                a Avg. 4 Mbps


                                                                  www.plus8star.com
            0%
                  0%           20%            40%          60%                   80%
                       % of Internet connections measured above 5Mbps
                                     (Source: Akamai, 4Q08)
Diverging digital species
Revenue vs. Profit (2008)
                70%
                60%
                50%
Profit Margin




                40%
                30%
                20%
                10%
                0%
                      0   200   400       600       800   1,000   1,200
                                      Million USD
Market Caps
(February 2010)
    $34.5B




     $3.3B




     $2.2B




    $800M
Evolution of Social Networks
SNS Timeline: USA




1967   1996   2002   2003    2004
Facebook

• Real-name
• Revenue models
   – Advertising (90%)
   – Some digital gifts (10%)
• Application platform
   – Leverage social graph
   – Mostly games
       • Text games
       • Flash games
       • (3D games)
   – All for developers!
SNS Timeline: Korea




1967             1999
Cyworld “Mini-hompy”
                (Initial Model)

• Real-name
• Digital goods
   –   Avatars
   –   Page designs
   –   Music
   –   Fonts
   –   Many payment systems
• Advertising
   – Brand pages
Cyworld Integrated Into
       SK Communications’ Ecosystem
• 20M reg. users (40% of web users)
• Revenue 2Q09:               50M USD
   –   (Includes IM + Portal)
   –   Community              40%
   –   Ads                    40%
   –   Other                  20%

• Revenue 2009:               200M USD
   – (Minor loss)
   – 1,000 staff
   – 10 years! Getting old?
3D Evolution
Application Platforms
Source: Web20Asia.com
3D Social Networks
Converging with Games & Virtual Worlds
Conclusions for Korea

1. Convergence of SNS, gaming & virtual worlds

2. Cyworld still dominant, but young users

3. Branded pages main way to advertise

4. Social apps growing
SNS Timeline: Japan




2004    2006     2006
SNS Timeline: Japan
Mixi
                  (Initial Model)

• Nickname
• Advertising
  – Banners
  – Brand pages
• Premium services
  – Storage
PC vs. Mobile


• Registered Users       18.6M
  – Monthly UV           12.6M


• Monthly PV             27.6B
  – Monthly PV / UV      >2,000!
Going Mobile
Social Apps on PC + Mobile!
From PC to Mobile
Unit: 100M PV                                                              Unit: 10K Users

                                                        Application platform
                                                                  introduced
         PV (mobile)   PV (PC)     Users




                            Monthly PV                      27.6B
                                 – Mobile (80%)             22.5B
                                 – PC (20%)                  5.1B


       2007.12                                2008.12                            2009.12
Demographics
                             Total

                            Mobile




Total
Mobile



         Most active social life?
Mobile Platform since Oct.09
                (330 apps as of February 2010)




City Building     Harvest Moon     Shopkeeper       Furauni
By Liveware        By Liveware   By Geisha Tokyo   By Konami
Parenthesis
           How is this Possible?

1. 3G everywhere (>95% users)

2. Unlimited data widespread (>50%)

3. Flash on all mobiles
Web Apps
• Over 500 titles
  – Tougher selection than FB
  – Farm & Pet games leading

• Usage & Monetization
  – 4.6M users for #1 (~25%)
  – 800K USD in 1 month for #1
  – Revenue share with Mixi

• Top developers are Chinese!
Revenue
• Revenue 2009: 130M USD
  – 10 USD / active user / year!

• Revenue Sources
  – Advertising 89%
  – Paid Services 7%
  – Job Search    4%

• New Sources
  – Applications & Payment (PC & Mobile)
Mixi
                 (New model)

• Saturation of user base
  – Need for new revenue models

• Full throttle on mobile
  – Mobile 4 times more active than web!

• Tapping into digital goods revenue
  – Mobile & Web social apps
  – Revenue share on apps
Mobile Game Town
Source: DeNA
3D Avatars
For Self-Expression & Gaming
National Brands on Board!
Mobile Open Platform
          • Launched January 2010
             – 40 partners
             – 92 games
             – Virtual goods, ads, avatars
             – Leverage expertise from in-
               house games
             – Some games also released
               on Mixi Mobile!


          • Target: Become the #1
            Social Entertainment
            Platform
Revenue
Revenue

70 MUSD
 in Q3!
            PV x2
           With apps



35M USD
= games!
Gree
               (Initial Model)

•   Web-based
•   Real name
•   Advertising
•   Competing with Mixi!
Gree
              Model Change!

•   Web-based > Mobile > Mobile + Web
•   Real name > Nickname
•   Advertising > Digital goods
•   Competing with Mixi! > With MBGT!
Usage & Demographics
• PageViews          • Demographics
  – 99% Mobile         – Gender parity
  – 24.7 bln/month     – 75% users 20+ y.o.
Gree
Advertising

Gree Home                     Advertising &
                              Affiliates | 25%

            Avatars & items



                              B2C virtual
            Games             goods | 75%
                              60% avatars
                              40% games
4Q09
Revenue
81M USD




        Profit
      50M USD!
Results
•   Spent millions of USD on ads!

•   Users skyrocketed
    – 15 million! (15% of mobile users)
    – Mostly thanks to 2 games titles!
      (fishing & pet games)

•   Opening mobile platform too
Conclusion for Japan
1. Mobile SNS is a Business
  – Facebook makes $0 on mobile

2. Mobile SNS is a Media
  – Not only for kids!
  – Various FMCG already on it


3. Mobile Social Games
  – In-house vs. Third-party
  – Ecosystem getting more complex
SNS Timeline: China




1996            1998
Digital Goods
Will it blend?
In 2008
• Revenue: 1bln USD
  – 90% from digital goods
     • (35% from games)
  – 10% from ads
• Net margin: 40%

• 2009: >1.5 bln USD
Facebook Influence




               Kaixin001.com
Fighting Dirty




                    Kaixin001.com



       Kaixin.com
Tencent Joins the Dance




                        Kaixin001.com



           Kaixin.com
Happy Farm!
Main Model

• Advertising is not enough!

• Social games
  – First farm game was in China!
  – Advertising in games
Demographics & Users

• Young
  – 70% of Internet users in China < 30 y.o.
  – Urban white collars (have PC)
  – University students
  – Many women!

• Average income
  – Avg. salary 500 USD / month
Key Numbers
• Users
  – Tencent            1B+ (485M active)
  – Qzone              310M users
  – RenRen             200M (50M also mobile)
  – Kaixin001          75M
  – 51.com             160M (38M MAU)


• Multiple accounts!
Conclusion for China

1. Tencent dominates with IM
  – BUT other SNS competing
  – Huge ad inventory for all


2. Social games = major revenue model
  – Social games are media too!
Leaders Going Global?
International Expansion
• Korea
   – Cyworld early mover! China, Japan, USA, Europe, etc.
   – Most operations closed by now.
   – Online game companies growing globally.

• Japan
   – DeNA (Mobile Game Town) acquisition in China, subsidiary in US.
   – Gree at home.
   – Mixi office in Shanghai but no traction so far.

• China
   – Tencent: partnerships & investments (including US).
   – Kaixin001, RenRen, 51.com busy at home.

               Social networks are cultural products!
DeNA Buys TX.com.cn
    (July 2009)

          • 9M members

          • Leverage expertise in
             – Avatars
             – Games
             – Content
Conclusion
SNS in Asia

1. Social networks = media

2. Japan          = mobile innovation

3. Korea          = web innovation

4. China          = leads by all numbers
How do you think?

1. Social Networks
    1. The definition of “social network” is clear
    2. All social networks are variations of Facebook


2. Asia
    1. Asia is homogeneous
    2. Asia is all about copy
    3. What happens in Asia stays in Asia
Thanks!
   More about “Innovation Arbitrage”

www.plus8star.com

benjamin@plus8star.com
                                       +81 | Japan

benjamin0123                           +82 | Korea

                                       +86 | China
http://twitter.com/plus8star
                                    Telecom & Internet

www.linkedin.com/in/benjaminjoffe     + Added Value

                                      * High quality
www.slideshare.net/plus8star

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Learning From Asian Social Networks

  • 1. iGaming Marketing Masterclass Macau | 2010.02 Lessons from Asian Social Networks +8* | Plus Eight Star Benjamin Joffe, CEO
  • 2. Benjamin Joffe 本杰明 ベンジャミン 벤자민
  • 3.
  • 4. 5 years 1 year 4 years
  • 5. Consulting | Startups | Community
  • 6. | Plus Eight Star • “Innovation Arbitrage” • Internet & Mobile Digital strategy • Best practices from China, Japan & Korea • Published reports • Inside Cyworld (2007) • Inside Tencent (2009) • Inside Alibaba (upcoming) • Contact • benjamin@plus8star.com
  • 7. References EUROPE USA ASIA
  • 8. Cmune • 3D Social Games • First “Social Shooter” – Facebook – Apple.com – Web • Check it out! – www.facebook.com/paradisepaintball
  • 10. Common Assumptions 1. Social Networks 1. The definition of “social network” is clear 2. All social networks are variations of Facebook 2. Asia 1. Asia is homogeneous 2. Asia is all about copy 3. What happens in Asia stays in Asia
  • 13. On the Origin of SNS in Asia
  • 14. Charles Darwin “On The Origin of Species” (1859)
  • 15. Voyage of “The Beagle”
  • 18. IT Infrastructure 100% Avg. 7 Mbps 80% Avg. 15 Mbps 60% 3G users 40% C hi n 20% a Avg. 4 Mbps www.plus8star.com 0% 0% 20% 40% 60% 80% % of Internet connections measured above 5Mbps (Source: Akamai, 4Q08)
  • 20. Revenue vs. Profit (2008) 70% 60% 50% Profit Margin 40% 30% 20% 10% 0% 0 200 400 600 800 1,000 1,200 Million USD
  • 21. Market Caps (February 2010) $34.5B $3.3B $2.2B $800M
  • 23. SNS Timeline: USA 1967 1996 2002 2003 2004
  • 24. Facebook • Real-name • Revenue models – Advertising (90%) – Some digital gifts (10%) • Application platform – Leverage social graph – Mostly games • Text games • Flash games • (3D games) – All for developers!
  • 26.
  • 27. Cyworld “Mini-hompy” (Initial Model) • Real-name • Digital goods – Avatars – Page designs – Music – Fonts – Many payment systems • Advertising – Brand pages
  • 28. Cyworld Integrated Into SK Communications’ Ecosystem • 20M reg. users (40% of web users) • Revenue 2Q09: 50M USD – (Includes IM + Portal) – Community 40% – Ads 40% – Other 20% • Revenue 2009: 200M USD – (Minor loss) – 1,000 staff – 10 years! Getting old?
  • 30.
  • 33. 3D Social Networks Converging with Games & Virtual Worlds
  • 34.
  • 35. Conclusions for Korea 1. Convergence of SNS, gaming & virtual worlds 2. Cyworld still dominant, but young users 3. Branded pages main way to advertise 4. Social apps growing
  • 38.
  • 39. Mixi (Initial Model) • Nickname • Advertising – Banners – Brand pages • Premium services – Storage
  • 40. PC vs. Mobile • Registered Users 18.6M – Monthly UV 12.6M • Monthly PV 27.6B – Monthly PV / UV >2,000!
  • 42. Social Apps on PC + Mobile!
  • 43. From PC to Mobile Unit: 100M PV Unit: 10K Users Application platform introduced PV (mobile) PV (PC) Users Monthly PV 27.6B – Mobile (80%) 22.5B – PC (20%) 5.1B 2007.12 2008.12 2009.12
  • 44. Demographics Total Mobile Total Mobile Most active social life?
  • 45. Mobile Platform since Oct.09 (330 apps as of February 2010) City Building Harvest Moon Shopkeeper Furauni By Liveware By Liveware By Geisha Tokyo By Konami
  • 46. Parenthesis How is this Possible? 1. 3G everywhere (>95% users) 2. Unlimited data widespread (>50%) 3. Flash on all mobiles
  • 47. Web Apps • Over 500 titles – Tougher selection than FB – Farm & Pet games leading • Usage & Monetization – 4.6M users for #1 (~25%) – 800K USD in 1 month for #1 – Revenue share with Mixi • Top developers are Chinese!
  • 48. Revenue • Revenue 2009: 130M USD – 10 USD / active user / year! • Revenue Sources – Advertising 89% – Paid Services 7% – Job Search 4% • New Sources – Applications & Payment (PC & Mobile)
  • 49. Mixi (New model) • Saturation of user base – Need for new revenue models • Full throttle on mobile – Mobile 4 times more active than web! • Tapping into digital goods revenue – Mobile & Web social apps – Revenue share on apps
  • 54. Mobile Open Platform • Launched January 2010 – 40 partners – 92 games – Virtual goods, ads, avatars – Leverage expertise from in- house games – Some games also released on Mixi Mobile! • Target: Become the #1 Social Entertainment Platform
  • 56. Revenue 70 MUSD in Q3! PV x2 With apps 35M USD = games!
  • 57. Gree (Initial Model) • Web-based • Real name • Advertising • Competing with Mixi!
  • 58. Gree Model Change! • Web-based > Mobile > Mobile + Web • Real name > Nickname • Advertising > Digital goods • Competing with Mixi! > With MBGT!
  • 59. Usage & Demographics • PageViews • Demographics – 99% Mobile – Gender parity – 24.7 bln/month – 75% users 20+ y.o.
  • 60. Gree
  • 61. Advertising Gree Home Advertising & Affiliates | 25% Avatars & items B2C virtual Games goods | 75% 60% avatars 40% games
  • 62. 4Q09 Revenue 81M USD Profit 50M USD!
  • 63.
  • 64.
  • 65.
  • 66. Results • Spent millions of USD on ads! • Users skyrocketed – 15 million! (15% of mobile users) – Mostly thanks to 2 games titles! (fishing & pet games) • Opening mobile platform too
  • 67. Conclusion for Japan 1. Mobile SNS is a Business – Facebook makes $0 on mobile 2. Mobile SNS is a Media – Not only for kids! – Various FMCG already on it 3. Mobile Social Games – In-house vs. Third-party – Ecosystem getting more complex
  • 71. In 2008 • Revenue: 1bln USD – 90% from digital goods • (35% from games) – 10% from ads • Net margin: 40% • 2009: >1.5 bln USD
  • 72. Facebook Influence Kaixin001.com
  • 73. Fighting Dirty Kaixin001.com Kaixin.com
  • 74. Tencent Joins the Dance Kaixin001.com Kaixin.com
  • 75.
  • 77. Main Model • Advertising is not enough! • Social games – First farm game was in China! – Advertising in games
  • 78. Demographics & Users • Young – 70% of Internet users in China < 30 y.o. – Urban white collars (have PC) – University students – Many women! • Average income – Avg. salary 500 USD / month
  • 79. Key Numbers • Users – Tencent 1B+ (485M active) – Qzone 310M users – RenRen 200M (50M also mobile) – Kaixin001 75M – 51.com 160M (38M MAU) • Multiple accounts!
  • 80. Conclusion for China 1. Tencent dominates with IM – BUT other SNS competing – Huge ad inventory for all 2. Social games = major revenue model – Social games are media too!
  • 82. International Expansion • Korea – Cyworld early mover! China, Japan, USA, Europe, etc. – Most operations closed by now. – Online game companies growing globally. • Japan – DeNA (Mobile Game Town) acquisition in China, subsidiary in US. – Gree at home. – Mixi office in Shanghai but no traction so far. • China – Tencent: partnerships & investments (including US). – Kaixin001, RenRen, 51.com busy at home. Social networks are cultural products!
  • 83. DeNA Buys TX.com.cn (July 2009) • 9M members • Leverage expertise in – Avatars – Games – Content
  • 85. SNS in Asia 1. Social networks = media 2. Japan = mobile innovation 3. Korea = web innovation 4. China = leads by all numbers
  • 86. How do you think? 1. Social Networks 1. The definition of “social network” is clear 2. All social networks are variations of Facebook 2. Asia 1. Asia is homogeneous 2. Asia is all about copy 3. What happens in Asia stays in Asia
  • 87. Thanks! More about “Innovation Arbitrage” www.plus8star.com benjamin@plus8star.com +81 | Japan benjamin0123 +82 | Korea +86 | China http://twitter.com/plus8star Telecom & Internet www.linkedin.com/in/benjaminjoffe + Added Value * High quality www.slideshare.net/plus8star