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Japan‘s Social Gaming Market 2013:
Status Quo, Key Trends & Internationalization

By Serkan Toto, PhD
www.serkantoto.com
Image credit: DeNA
About Me
•  Social and mobile gaming industry consultant
•  Advisor for startups in Japan and the US
•  Japan contributor for TechCrunch.com
•  Based in Japan since 2004
•  Hardcore gamer
•  Personal site: http://www.serkantoto.com
Visit My Website For Free Information On
Japan’s Mobile Game Industry
(http://www.serkantoto.com)
Contact Information
Twitter: @serkantoto
LinkedIn: http://linkedin.com/in/serkantoto
Email: serkan AT serkantoto.com
Agenda
I: Status Quo Of Japan’s Social Gaming Market
II: 10 Key Trends In Japan (And Asia)
III: Internationalization Efforts
I: Status Quo Of Japan’s Social
Gaming Market
Japan‘s Unique Social Landscape
•  4 homegrown social networks with roughly
	
  	
  
25-40+ million registered users each:
–  Mixi (80% mobile social networking)
–  GREE (mobile social gaming)
–  Mobage (mobile social gaming)
–  LINE (mobile chat application)

•  Twitter: 30+ million users
•  Facebook: 19+ million MAU
Fragmented Game Market
• 
• 
• 

~300-400 social game providers in Japan.
20+ game platform providers (all mobile).
	
  	
  
2 dominant companies as platform and
game provider hybrids:
GREE and DeNA (“Facebook+Zynga in 1“).
•  LINE (since July 2012), Kakaotalk (February
2013), and dgame (December 2012) emerge
as domestic competitors.
Japan‘s Social Gaming Ecosystem
Size Of Japan‘s Social Gaming
Market

-> Projection from Morgan Stanley, January 2012

	
  	
  
Size Of Japan‘s Social Gaming
Market

-> Projection from Nomura Research, January 2012

	
  	
  

Image credit: The Nikkei
Size Of Japan‘s Social Gaming
Market
-> Other sources (July 2012)

	
  	
  

•  Ministry Of Internal Affairs:
US$3.26 billion (2011)
• Japan Online Game Association:
US$3.6 billion (2011)
-> SuperData: US market sized at $1.4 billion in
2011, to grow to $2.4 billion by 2014.
Size Of Japan‘s Social Gaming
Market

-> Projection from Yano Research, January 2013
Extremely High Paying User Ratio
-> Morgan Stanley offers more insight.
Spending Patterns
-> Not much difference compared to other regions
4 Big Reasons Why Japanese Play
Social Games
The Top 5 User Demographics For
Social Games
Some User Data From GREE
The	
  Top	
  10	
  On	
  Mobage.	
  
The	
  Top	
  10	
  On	
  GREE.	
  

-­‐>	
  Note:	
  on	
  feature	
  phones,	
  GREE	
  doesn‘t	
  show	
  their	
  own	
  Atles	
  in	
  the	
  
ranking.	
  
II: 10 Key Trends In Mobile Gaming
In Japan (And Asia)
Trend 1: Smartphone Revolution

	
  	
  Source:	
  Impress	
  R&D	
  
Trend 2: Shift To The App Economy
Trend 3: Rise Of The Chat Apps
Trend 3: Rise Of The Chat Apps
Trend 4: Competition In Platforms
Trend 4: Competition In Platforms
	
  	
  

Image credit: TechCrunch Japan
Trend 5: Puzzle & Dragons Hype
Trend 5: Puzzle & Dragons Hype
Trend 5: Puzzle & Dragons Hype
Trend 5: Puzzle & Dragons Hype

Image credit: Social Game Info
Trend 5: Puzzle & Dragons Hype
Trend 6: Next-Gen Social Games
Trend 7: Regulation (?)
•  There are now payment caps for younger
players on DeNA and GREE.
•  Real-money, off-platform trading of virtual
items is still a problem.
•  Certain bingo/lottery-like gaming mechanics
are banned.
•  Odds of winning are now disclosed in gacha.
•  JASGA has been established.
Trend 7: Regulation (?)
Trend 8: Card Battle Fatigue (?)
Trend 8: Card Battle Fatigue (?)
Trend 8: Card Battle Fatigue (?)
Trend 8: Card Battle Fatigue (?)
Trend 9: Diversification
Trend 10: Internationalization
III: Internationalization Efforts
DeNA And GREE’s Platform
Business Outside Japan Failed
DeNA And GREE’s Platform
Business Outside Japan Failed
•  GREE International publicly acknowledged
the platform (in the US) is „on ice“.
•  Openfeint was shut down in December 2012.
•  GREE‘s HTML5 platform is poised to fail, too.
•  Mobage offers 75 games on its Englishlanguage platform now – 20 months after
launch in the US (Japan: 1,500+ games).
•  Mobage moved to FB and Twitter integration.
Positive Signs Exist (In The US)
Positive Signs Exist (In The US)
Difficult Situation In China
•  GREE is active in China with an office, a
partnership with Tencent, and various
investments. There seems to be no progress.
•  DeNA is much more active in China. It runs
dozens of partnerships with handset makers,
telcos and app stores. Mobage had 60
games and 5 million users in August 2012.
•  Both companies are very, very quiet about
the Chinese market.
Difficult Situation In China
Japanese Content Does Well In SK
Outlook On Internationalization
•  The future will likely see both GREE and
Mobage turn into content providers and
publishers. People want games, devs want
distribution - not platforms-inside-platforms.
•  DeNA in particular is running a number of
titles successfully already.
•  GREE‘s Funzio titles are doing well.
•  Japan (and other markets in Asia) offer a big
reservoir of excellent content providers.
Transferability Of Content Is Key

"Key issue: art style and themes"
Thank you for listening!
Questions?
Contact Information
Twitter: @serkantoto
LinkedIn: http://linkedin.com/in/serkantoto
Email: serkan AT serkantoto.com

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