This document summarizes the status of Japan's social gaming market in three parts. Part I discusses the unique social media landscape in Japan and provides statistics on the size and players of the social gaming market. Part II outlines 10 key trends occurring in Japan and Asia's mobile gaming space, such as the rise of smartphones and chat apps. Part III examines the challenges and opportunities for Japanese gaming companies to internationalize their content beyond Japan.
1. Japanâs Social Gaming Market 2013:
Status Quo, Key Trends & Internationalization
By Serkan Toto, PhD
www.serkantoto.com
Image credit: DeNA
2. About Me
â˘âŻ Social and mobile gaming industry consultant
â˘âŻ Advisor for startups in Japan and the US
â˘âŻ Japan contributor for TechCrunch.com
â˘âŻ Based in Japan since 2004
â˘âŻ Hardcore gamer
â˘âŻ Personal site: http://www.serkantoto.com
3. Visit My Website For Free Information On
Japanâs Mobile Game Industry
(http://www.serkantoto.com)
7. Japanâs Unique Social Landscape
â˘âŻ 4 homegrown social networks with roughly
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25-40+ million registered users each:
â⯠Mixi (80% mobile social networking)
â⯠GREE (mobile social gaming)
â⯠Mobage (mobile social gaming)
â⯠LINE (mobile chat application)
â˘âŻ Twitter: 30+ million users
â˘âŻ Facebook: 19+ million MAU
8. Fragmented Game Market
â˘âŻ
â˘âŻ
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~300-400 social game providers in Japan.
20+ game platform providers (all mobile).
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2 dominant companies as platform and
game provider hybrids:
GREE and DeNA (âFacebook+Zynga in 1â).
â˘âŻ LINE (since July 2012), Kakaotalk (February
2013), and dgame (December 2012) emerge
as domestic competitors.
10. Size Of Japanâs Social Gaming
Market
-> Projection from Morgan Stanley, January 2012
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11. Size Of Japanâs Social Gaming
Market
-> Projection from Nomura Research, January 2012
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Image credit: The Nikkei
12. Size Of Japanâs Social Gaming
Market
-> Other sources (July 2012)
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â˘âŻ Ministry Of Internal Affairs:
US$3.26 billion (2011)
â˘âŻJapan 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.
13. Size Of Japanâs Social Gaming
Market
-> Projection from Yano Research, January 2013
34. Trend 7: Regulation (?)
â˘âŻ There are now payment caps for younger
players on DeNA and GREE.
â˘âŻ Real-money, off-platform trading of virtual
items is still a problem.
â˘âŻ Certain bingo/lottery-like gaming mechanics
are banned.
â˘âŻ Odds of winning are now disclosed in gacha.
â˘âŻ JASGA has been established.
44. DeNA And GREEâs Platform
Business Outside Japan Failed
â˘âŻ GREE International publicly acknowledged
the platform (in the US) is âon iceâ.
â˘âŻ Openfeint was shut down in December 2012.
â˘âŻ GREEâs HTML5 platform is poised to fail, too.
â˘âŻ Mobage offers 75 games on its Englishlanguage platform now â 20 months after
launch in the US (Japan: 1,500+ games).
â˘âŻ Mobage moved to FB and Twitter integration.
47. Difficult Situation In China
â˘âŻ GREE is active in China with an office, a
partnership with Tencent, and various
investments. There seems to be no progress.
â˘âŻ 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.
â˘âŻ Both companies are very, very quiet about
the Chinese market.
50. Outlook On Internationalization
â˘âŻ 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.
â˘âŻ DeNA in particular is running a number of
titles successfully already.
â˘âŻ GREEâs Funzio titles are doing well.
â˘âŻ Japan (and other markets in Asia) offer a big
reservoir of excellent content providers.