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Naoki Yamamoto
- 1. Mobile Social Game
Industry Trend
October 25, 2012
Copyright © GREE, Inc. All Rights Reserved.
- 3. GREE: Mobile Social Game Pioneer
SNS Avatar
Smartphone
Feature phone In-House Social Games
PC
3 rd Party Social Games
Copyright © GREE, Inc. All Rights Reserved.
- 4. GREE overview
Established 8 years ago Launched first ever mobile social
(2004) game Tsuri-Sta (Fishing Star)
(May 2007)
1,864 employees Social game platform (distribution
(3x the size of previous year) up to 169 countries)
*As of June 2012; group-wide total
Listed on the Merchandising:
Tokyo Stock Exchange GREE cartoons and goods
(June 2010)
Copyright © GREE, Inc. All Rights Reserved.
- 5. Company Financial Trend
Millions of yen
Yen 158,200M =
US$2.0B
1,800
158,231
1,600
1 00 0
6,0
1,400
1 00 0
4,0
In 5 years sales
1 00 0
2,0
1,200 have grown 500x!
1 00 0
0,0
1,000
82,729
800
8,0
00 0
64,178
600
6,0
00 0
400
4,0
00 0 35,231 31,135
19,578
200
2,0
00 0 13,945
8,361
2,9371,049
22 107 323
0
2005.6 2006.6 2007.6 2008.6 2009.6 2010.6 2011.6 2012.6
Sales Operating Profit
Copyright © GREE, Inc. All Rights Reserved.
- 6. 11 Offices in 10 Countries
Vancouver Amsterdam
San Francisco Beijing
London
Seoul
Tokyo
Singapore
São Dubai Osaka
Paulo
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- 7. GREE, Inc.
Tokyo Office
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- 8. GREE, Inc.
Tokyo Office
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- 9. GREE, Inc.
Tokyo Office
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- 12. GREE, Inc.
Seoul Office
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- 13. GREE, Inc.
Seoul Office
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- 15. The origin of social games
Social games emerged from the convergence of
hardware/software and infrastructure technology
Console
Console games
PC
Broadband
?
Mobile
Social gaming
3G
Copyright © GREE, Inc. All Rights Reserved.
- 16. The evolution of smart devices
Smartphones already approaching consoles
in performance
Now
Smartphone
Console
*source: NVIDIA Corporation
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- 17. Coevolution of devices and social gaming
Game models continuing to evolve alongside
device and network innovation
Penetration of Golden era of Penetration of Evolution of
Featurephones
feature
Phone feature hones smartphones smartphones
?
2G: Pay-per-use 3G:Unlimited 3G:Unlimited
data plans data plans data plans LTE etc.
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- 18. Emphasis on gameplay and storyline
Move beyond casual communication to greater
emphasis on gameplay and storyline
Introduction of gameplay Increased emphasis on gameplay
Emphasis on communication
and storyline and storyline
Simulation Action
Action Pet-raising RPG Simulation
?
Fishing Star Clinoppe Cerberus Age Dragon Ark
Copyright © GREE, Inc. All Rights Reserved.
- 19. MONPLA SMASH
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- 20. War Corps
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- 21. War Corps
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- 22. Puffy Puppy
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- 23. Puffy Puppy
Copyright © GREE, Inc. All Rights Reserved.
- 24. Wacky Motors
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- 25. Wacky Motors
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- 26. Wacky Pilots
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- 27. Wacky Pilots
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- 29. The shift to mobile internet
Mobile will drive internet access
Mobile Internet access as a proportion of
Global shipments of PCs and smartphones
overall Internet traffic (global)
Millions of units
600 12% 10%
500 10%
400 8%
5%
300 6%
4%
200 2%
2%
100
0%
0
2005 2007 2009 2011 2013
2010/4
2010年4月 2011/4
2011年4月 2012/4
2012年4月
PC SP
Source: Morgan Stanley「Mobile Internet Trend」 Source: KPCB「Internet Trend」
Copyright © GREE, Inc. All Rights Reserved.
- 30. Rapid growth of smartphones globally
Smartphone has growth potential not only in
developed countries but also in emerging countries
Smartphone shipments (worldwide)
Smartphone shipments
• Smartphone set to
Millions of units become a universal
4,069 device
Established
Emerging
11x • Huge potential in
2,238 more than emerging markets
2011
• Users new to games
will be able to play and
enjoy social games
4x
1,831 once they have access
more than
623
2011
to smartphones
208
415
2011 2015
Source: Statisia, IDC, Gartner, GREE, Inc
Copyright © GREE, Inc. All Rights Reserved.
- 31. Market potential for games from Japan
Japan’s success in console games provides a foundation for
creating globally popular social games
Total shipment value of Japanese console games (Jan-Dec 2010 )
Japan Outside of Japan
Target market
23.7%
76.3%
Millions of yen
Total shipment
value
425,763 1,371,701
Source: 2011 CESA
Copyright © GREE, Inc. All Rights Reserved.
- 32. Game Market Size
Game market will be 1.5x bigger in 2020
Game Market (Japan) Game Market (Worldwide *1)
(Unit:US$ bn) (Unit:US$ bn)
10 62
7 44
2010 2020 2010 2020
Source: Ministry of Economy, Trade and Industry *1:France, Germany, Spain, Italy, UK, Russia, US, Turkey, Brazil,
Report on “FY2011 Cool Japan Strategy Promotion Program” South Africa, Saudi Arabia, Japan, China, South Kore, India,
Indonesia, Thailand, Singapore, Hong Kong
Copyright © GREE, Inc. All Rights Reserved.
- 33. Agenda
1. GREE Introduction
2. Social Game Evolution
3. Social Game Market Trend
4. GREE Platform and Social Games
32
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- 34. GREE Platform
GREE Platform enables developers to distribute games
throughout the world
Application development
Application
Partner service
API
Development environment
Support service
GREE users
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- 35. GREE Platform Benefit
Support partners for distribution, engagement, acquisition,
retention and monetization
Mass Market Head Tail Mid Tail Long Tail
Success
$$$
Global Sharing Support & Consultation
Distribution Messaging Leaderboard & Achievement
Invite & APIs
Announcements
Requests Deposit & Payment APIs
Cross Promotion
$
iTunes
#1 Ranking
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- 36. World-renowned GREE games
Top-grossing games on App Store
Crime City
#1 grossing on the App Store(iPad) and Google Play
in Asia, Central America, Europe
Zombie Jombie
#10 grossing on U.S. AppStore
Modern War
#1 grossing on the AppStore (iPhone, iPad) in Asia,
LATAM and Europe etc.
Copyright © GREE, Inc. All Rights Reserved.