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     GMIC	
  2012	
  ROADSHOW	
  USA	
  	
  
	
  
	
  
	
  
       China’s	
  Tech	
  Leaders	
  On	
  Tour	
  
	
  
	
  
       GMIC	
  2012	
  ROADSHOW	
  USA	
  |	
  Company	
  Visits	

	
  
	
     November	
  5th-­‐11th,	
  2011	

	
  
	
  
Outline	
  
1.  Event	
  IntroducDon	
  

2.  United	
  States	
  Market	
  Review	
  

3.  Companies	
  Visited	
  

4.  Conclusion	
  

5.  GMIC	
  2012	
  



                                     research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
Event	
  IntroducDon	
  
Ø    	
  	
  About	
  GMIC	
  2012	
  
Ø    	
  	
  GMIC	
  ROADSHOW	
  
Ø    	
  	
  DelegaMon	
  Members	
  
Ø    	
  	
  IMnerary	
  




                                          research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
EVENT	
  INTRODUCTION|	
  GMIC	
  2012	
  
Global	
  Mobile	
  Internet	
  Conference	
  




 May 9th – 11th 2012
 Beijing, China


Asia’s	
  largest	
  mobile	
  internet	
  conference	
  
   §    5000	
  aPendees	
  
   §    61%	
  CxO	
  and	
  VP	
  level	
  
   §    Elite	
  Speakers	
  
   §    G20	
  Summit	
  closed	
  door	
  leaders	
  meeMng	
  
   §    Startup	
  and	
  developer	
  tracks:	
  G-­‐Startup	
  and	
  AppSpace	
  

gmic.greatwallclub.com	
                                research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
EVENT	
  INTRODUCTION|	
  GMIC	
  ROADSHOW	
  	
  

        GMIC	
  ROADSHOW	
  is	
  one	
  of	
  the	
  Great	
  Wall	
  Club’s	
  (GWC)	
  events	
  
        as	
  well	
  as	
  an	
  overseas	
  promoMon	
  for	
  the	
  Global	
  Mobile	
  Internet	
  
        Conference	
  (GMIC).	
  This	
  event	
  is	
  designed	
  to	
  show	
  GMIC	
  as	
  a	
  
        communicaMon	
  link	
  between	
  Asia,	
  especially	
  China,	
  and	
  overseas	
  
        markets	
  to	
  global	
  industry	
  leaders	
  and	
  entrepreneurs.	
  	
  
        。	

        	
  




5	
                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
EVENT	
  INTRODUCTION	
  |	
  DELEGATION	
  MEMBERS	




           LEI	
  JUN	
             LIN	
  BIN	
               Wang	
  Jian	
  
        CEO,	
  Xiaomi	
    President,	
  Xiaomi	
         CTO,	
  Alibaba	





                            Michael	
  Song	
  	
         Wang	
  Yong	
                       WANG	
  QIANGYU	
  
                             CEO,	
  Skymobi	
        CEO,	
  DeNA	
  China	
                  CEO,	
  Duanqu	





                                                             文厨	
                                  BO	
  YIQUN	
                       BARRETT	
  PARKMAN	
  
                                                           CEO,	
  GWC	
                      President,	
  GWC	
                          VP,	
  GWC	

6	
                                                                               research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
EVENT	
  INTRODUCTION	
  |	
  ITINERARY	

   NOVEMBER	
  5 -­‐13 ,	
  2011:	
  HIGHLIGHTS	
  REVIEW	

                              TH     TH




                                                 §    Glu	
  Mobile	
  |	
  One	
  of	
  the	
  top	
  3	
  mobile	
  game	
  
                                                       development	
  and	
  publishing	
  companies	
  in	
  the	
  world.	
  
                                                       Square	
  |	
  A	
  payment	
  giant	
  with	
  an	
  annual	
  transacMon	
  
                                   Company	
   § 
                                                       volume	
  of	
  more	
  than	
  $2	
  billion.	
  
                                     Visits	
   §     SV	
  Angel	
  |	
  A	
  legendary	
  angel	
  investment	
  agency	
  that	
  
        11/7	
  -­‐	
                 	
              invested	
  in	
  Google,	
  Facebook,	
  TwiPer,	
  and	
  Groupon.	
  
         	

                                                 §    RocketSpace	
  |	
  A	
  startup	
  company	
  incubator.	
  
                                                 §    Zynga	
  |	
  A	
  leading	
  social	
  game	
  developer.	


                                                 §    GMIC	
  Roadshow	
  San	
  Francisco	
  
                                    Events	
 §       VIP	
  Dinner	
  

                                   Company	
   §      eBay	
  |	
  The	
  world's	
  largest	
  e-­‐commerce	
  plaeorm.	
  
                                     Visits	
   §     Paypal	
  |The	
  world's	
  largest	
  payment	
  soluMon	
  provider.	

        11/8	
  -­‐	
  	
  
         	
                                     §    Venture	
  Capitalist	
  Dinner	
  	
  
                                    Events	
    §    Boundless	
  Mobile	
  InnovaMon	
  
                                                 §    CEO	
  Dinner	
  

7	
                                                                                 research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
EVENT	
  INTRODUCTION	
  |	
  ITINERARY	

   NOVEMBER	
  5 -­‐13 ,	
  2011:	
  HIGHLIGHTS	
  REVIEW	

                           TH   TH




                                              §    Sequoia	
  Capital	
  |	
  The	
  world’s	
  largest	
  venture	
  
                                Company	
           capital	
  firm.	
  
         11/9	
  -­‐	
            Visits	
   §     Google	
  Android	
  |	
  The	
  development	
  team	
  for	
  the	
  
          	
                                       most	
  popular	
  mobile	
  operaMng	
  system.	
  


                                 Events	
    §    SVCW	
  CEO	
  Dinner	
  

                                              §    Evernote	
  |The	
  world’s	
  No.	
  1	
  cross-­‐plaeorm	
  
                                Company	
           note-­‐taking	
  sohware	
  /	
  cloud	
  storage	
  plaeorm.	
  
        11/10	
  -­‐	
  
                                  Visits	
   §     Mozilla	
  |	
  The	
  world’s	
  3rd	
  largest	
  browser	
  
                                                    provider.	
  	





8	
                                                                        research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
USA	
  Market	
  Review	
  	
  
Ø            From	
  Horizontal	
  to	
  VerMcal	

Ø            Three	
  Important	
  Trends	
  of	
  the	
  VerMcal	
  Market	

Ø            Social-­‐Local-­‐Mobile	
  
Ø    	
  	
  Other	
  Noteworthy	
  Segments	





                                                   research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
MOBILE	
  MARKET	
  IN	
  THE	
  UNITED	
  STATES	
  AND	
  IN	
  GENERAL	
  	
  
         From	
  Horizontal	
  to	
  VerDcal	

         »  With	
  the	
  introducMon	
  of	
  cloud	
  networking	
  and	
  increased	
  bandwidth,	
  the	
  market	
  
               for	
  Mobile	
  Services	
  stands	
  to	
  increase	
  significantly.	
  One	
  of	
  the	
  important	
  trends	
  is	
  
               that	
  market	
  entrance	
  shihs	
  from	
  horizontal	
  products	
  and	
  services	
  to	
  verMcal	
  
               business	
  soluMons,	
  which	
  is	
  exemplified	
  by	
  Square	
  (see	
  the	
  company	
  visits	
  page)	
  
         »  Two	
  Major	
  Classes	
  of	
  Services	
  in	
  the	
  Future	
  Mobile	
  Market	
  
               §    Horizontal	
  -­‐	
  Services	
  and	
  products	
  that	
  meet	
  user	
  needs.	
  
               §    VerMcal	
  	
  -­‐	
  Services	
  and	
  soluMons	
  that	
  meet	
  the	
  market	
  segments'	
  needs.	

         »  Three	
  Major	
  Reasons	
  	
  
               §    Users’	
  core	
  needs	
  have	
  been	
  met	
  in	
  general.	
  SubstanMal	
  innovaMon	
  in	
  a	
  single	
  
                     market	
  is	
  difficult.	
  
               §    Technological	
  development	
  makes	
  it	
  possible	
  for	
  package	
  soluMons	
  to	
  be	
  
                     applied	
  in	
  market	
  segments.	
  
               §    Hot	
  segments	
  and	
  products	
  are	
  cooling	
  down.	
  Making	
  revenue	
  from	
  a	
  single	
  
                     product	
  or	
  service	
  hot	
  spot	
  is	
  becoming	
  difficult.	
  Product	
  integraMon	
  and	
  
                     added-­‐value	
  services	
  that	
  meet	
  the	
  systemaMc	
  needs	
  are	
  becoming	
  popular.	
  
10	
                                                                               research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
MOBILE	
  MARKET	
  IN	
  THE	
  UNITED	
  STATES	
  AND	
  IN	
  GENERAL	
  	
  
         Three	
  Important	
  Trends	
  of	
  the	
  VerMcal	
  Market	
  
         1.  Connected	
  devices	
  could	
  reach	
  50	
  billion	
  devices	
  by	
  2020	
  (There	
  were	
  roughly	
  
                12.5	
  billion	
  as	
  of	
  2010).	
  	

               §     Two	
  Types:	
  Single	
  Use	
  (eReaders,	
  Health	
  Monitors)	
  and	
  MulM-­‐purpose	
  devices	
  
                      (smartphones,	
  tablets).	

               §     Major	
  technological	
  refinements	
  and	
  adjustments	
  are	
  going	
  to	
  need	
  to	
  take	
  place	
  to	
  
                      handle	
  this	
  increase	
  in	
  data	
  transfer.	

         2.  Healthcare	
  oriented	
  services	
  via	
  mobile	
  will	
  surge.	

               §     Healthcare	
  will	
  account	
  for	
  20%	
  of	
  the	
  U.S.	
  GDP	
  soon.	

               §     The	
  aging	
  populaMon	
  of	
  the	
  U.S.	
  and	
  the	
  world	
  will	
  act	
  as	
  the	
  accelerant	
  that	
  pushes	
  
                      this	
  market	
  into	
  overdrive.	

         3.  Ongoing	
  Development	
  of	
  Mobile	
  Search	
  Engines	

               §     Constraints	
  of	
  mobile	
  devices	
  demand	
  simpler	
  ways	
  to	
  search	
  for	
  things	
  than	
  
                      tradiMonal	
  “Google-­‐like”	
  search	
  engines.	

               §     New	
  search	
  methods,	
  such	
  as	
  “voice	
  command”	
  searches	
  like	
  Siri	
  that	
  are	
  capable	
  of	
  
                      doing	
  one	
  or	
  two	
  word	
  searches	
  with	
  reasonable	
  accuracy,	
  are	
  the	
  future.	

               §     The	
  winner	
  in	
  this	
  market	
  will	
  be	
  the	
  new	
  Google	
  for	
  the	
  next	
  10	
  years.	



11	
                                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
MOBILE	
  MARKET	
  IN	
  THE	
  UNITED	
  STATES	
  AND	
  IN	
  GENERAL	

         Social-­‐Local-­‐Mobile	
  (So-­‐Lo-­‐Mo) 	

         »  So-­‐Lo-­‐Mo	
  will	
  conDnue	
  to	
  develop	
  and	
  have	
  a	
  deepening	
  
              impact.	

              §    SoLoMo	
  will	
  provide	
  the	
  informaMon	
  that	
  will	
  allow	
  businesses	
  to	
  target	
  and	
  
                    influence	
  customers	
  in	
  ways	
  never	
  before	
  possible.	

              §    Dataming	
  and	
  controlling	
  opinions	
  will	
  make	
  or	
  break	
  companies	
  in	
  the	
  
                    future.	

              §    34%	
  of	
  TwiPer	
  users	
  share	
  a	
  link	
  about	
  a	
  product	
  more	
  than	
  once	
  a	
  day.	
  	
  This	
  
                    means	
  that	
  push	
  noMficaMon	
  between	
  users	
  has	
  become	
  a	
  reality	
  in	
  a	
  sense.	





12	
                                                                                   research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
MOBILE	
  MARKET	
  IN	
  THE	
  UNITED	
  STATES	
  AND	
  IN	
  GENERAL	

         Other	
  Noteworthy	
  Segments	

         1.  Mobile	
  Payment	

             §    Global	
  Mobile	
  Payments	
  will	
  exceed	
  $750	
  billion	
  by	
  2015.	

             §    NFC	
  transacMons	
  will	
  make	
  up	
  75%	
  of	
  these	
  transacMons.	

             §    SMS	
  payments	
  and	
  mobile	
  web	
  payments	
  will	
  stagnate.	

             §    From	
  July	
  2009	
  to	
  July	
  2010,	
  $1	
  billion	
  of	
  goods	
  were	
  purchased	
  from	
  Amazon	
  via	
  mobile	
  
                   payment.	

         2.  Mobile	
  AdverMsing	

             §    Of	
  the	
  $33	
  billion	
  spent	
  on	
  digital	
  adverMsing	
  in	
  the	
  U.S.,	
  $1	
  billion	
  was	
  mobile.	

             §    Only	
  35%	
  of	
  U.S.	
  mobile	
  subscribers	
  are	
  currently	
  using	
  smartphones.	
  	
  As	
  this	
  grows	
  
                   exponenMally,	
  so	
  will	
  the	
  mobile	
  adverMsing	
  market.	
  
             §    Targeted	
  adverMsing	
  through	
  SoLoMo	
  will	
  make	
  mobile	
  markeMng	
  more	
  effecMve	
  and	
  thus	
  
                   more	
  aPracMve.	

         3.  Mobile	
  VoIP	

             §    Mobile	
  VoIP	
  is	
  expected	
  to	
  jump	
  from	
  15	
  billion	
  minutes	
  in	
  2010	
  to	
  over	
  470	
  billion	
  by	
  2015.	

             §    This	
  growth	
  will	
  kill	
  the	
  revenue	
  generated	
  from	
  tradiMonal	
  voice	
  and	
  SMS	
  services.	

             §    This	
  will	
  be	
  a	
  baPleground	
  for	
  the	
  coming	
  years	
  as	
  carriers	
  fight	
  to	
  find	
  new	
  ways	
  to	
  balance	
  
                   their	
  loss	
  of	
  profits	
  from	
  tradiMonal	
  services.	
  VoIP	
  services	
  need	
  a	
  way	
  to	
  moneMze	
  their	
  
                   product.	
  	

13	
                                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
Companies	
  Visited	
  
Ø    	
  	
  Glu	
  Mobile	
           Ø    	
  	
  Sequoia	
  Capital	
  
Ø    	
  	
  Square	
                  Ø    	
  	
  Google	
  Android	
  
Ø    	
  	
  SV	
  Angel	
  	
         Ø    	
  	
  Evernote	
  
Ø    	
  	
  Zynga	
                   Ø    	
  	
  Mozilla	
  
Ø    	
  	
  eBay	
  
Ø    	
  	
  Paypal	
  




                                                 research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  GLU	
  MOBILE	

»  Company	
  IntroducDon	
  
         §    One	
  of	
  the	
  top	
  3	
  mobile	
  game	
  development	
  and	
  publishing	
  companies	
  in	
  the	
  
               world.	

         §    Founded	
  in	
  2001,	
  Glu	
  is	
  based	
  in	
  San	
  Francisco	
  and	
  has	
  a	
  branch	
  in	
  Beijing.	
  
         §    Listed	
  on	
  the	
  NASDAQ	
  in	
  2007.	
  (NASDAQ:	
  GLUU)	
  
         §    Beijing	
  branch	
  employs	
  about	
  150	
  people.	
  




                   Contract	
  Killer                             Super	
  KO	
  Boxing                                Big	
  Time	
  Gangsta




               Guitar	
  Hero                                   Deer	
  Hunter                                                    StarBlitz
15	
                                                                                  research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  GLU	
  MOBILE	

»  OperaDng	
  condiDons	
  
         §    More	
  than	
  70	
  million	
  users	
  
         §    22,090	
  acMve	
  users	
  per	
  month	
  	
  
         §    2,103	
  acMve	
  users	
  per	
  day	
  
         §    34%	
  are	
  Android	
  users;	
  66%	
  are	
  iOS	
  
               users	
  

»  Financial	
  PosiDon	
  
         §    Market	
  Value:	
  $197.06M	
  	
  
         §    Total	
  Revenue	
  in	
  the	
  Last	
  12	
  Months:	
  
               $66.65M	
  
         §    Gross	
  Profit	
  in	
  the	
  last	
  12	
  Months:	
  
               $47.69M	
  
         §    Net	
  Profit	
  in	
  the	
  Last	
  12	
  Months:	
  	
  	
  	
  	
  	
  	
  	
  	
  
               -­‐$16.02M	
  

16	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  GLU	
  MOBILE	

»  Business	
  Model	
  
         Free	
  +	
  Premium	
  
         §  Micro-­‐TransacMons-­‐-­‐75%	
  of	
  Total	
  
             Revenue	
  
         §  Display	
  Ads	
  (CPM)-­‐-­‐5%	
  of	
  Total	
  
             Revenue	
  
         §  Incented	
  Ads	
  (CPX)-­‐-­‐20%	
  of	
  Total	
  
             Revenue	
  

»  Product	
  Strategy	
  
         ü  Seek	
  “Word	
  of	
  Mouth”	
  and	
  Social	
  
             CommunicaMon	
  
         ü  Give	
  the	
  Full	
  Game	
  to	
  the	
  Customer	
  	
  
         ü  Free	
  +	
  Premium	
  +	
  Maximized	
  
             Product	
  Value	
  (Fully	
  Develop	
  the	
  
             Commercial	
  Value	
  of	
  Each	
  Game)	
  
17	
                                                                        research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  GLU	
  MOBILE	

»  Keys	
  to	
  Glu’s	
  Success	
  
         1.  Free	
  +	
  Premium	
  (Freemium)	
  Business	
  Model	
  
         2.  Great	
  cross-­‐plaeorm	
  porMng	
  capability:	
  Dedicated	
  teams	
  responsible	
  for	
  the	
  
             adaptaMon	
  of	
  all	
  aspects	
  in	
  the	
  Android	
  ecosystem	
  to	
  ensure	
  that	
  each	
  game	
  
             can	
  be	
  run	
  in	
  a	
  variety	
  of	
  hardware	
  and	
  sohware	
  environments.	
  
         3.  Industrial	
  chain	
  coverage:	
  From	
  the	
  proposal	
  of	
  game	
  concepts	
  to	
  the	
  release	
  
             and	
  promoMon	
  of	
  it	
  -­‐	
  cooperaMon	
  with	
  chip	
  makers,	
  handset	
  manufacturers,	
  
             most	
  of	
  the	
  SNS	
  plaeorms	
  and	
  almost	
  all	
  retail	
  stores.	

         4.  Tremendous	
  advantages	
  on	
  heavy	
  client	
  games,	
  especially	
  3D	
  game	
  
             development.	
  
         5.  Make	
  business	
  strategies	
  based	
  on	
  its	
  own	
  advantages.	
  Instead	
  of	
  following	
  
             the	
  trends	
  of	
  social	
  games	
  or	
  the	
  socializaMon	
  of	
  games,	
  it	
  sMcks	
  to	
  the	
  player-­‐
             oriented	
  strategy	
  to	
  add	
  social	
  elements	
  at	
  the	
  premise	
  of	
  gameplay	
  and	
  
             players	
  experience	
  (As	
  social	
  as	
  relevant).	
  

»  The	
  Future	
  of	
  the	
  Game	
  Market	
  from	
  Glu’s	
  PerspecDve	
  
         1.  Three	
  Major	
  Trends:	
  Mobile,	
  Freemium,	
  and	
  Social	
  Games	
  
         2.  Two	
  DirecMons	
  for	
  the	
  Development:	
  CompaMbility	
  (browser-­‐oriented)	
  or	
  user	
  
18	
  
             experience	
  (local	
  resource-­‐oriented)	
  	
     research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  SQUARE	

»  Company	
  IntroducDon	
  	
  
         §      A	
  payment	
  giant	
  with	
  annual	
  transacMon	
  volume	
  of	
  more	
  than	
  $	
  2	
  billion.	
  
         §      Co-­‐founded	
  in	
  February	
  2009	
  by	
  TwiPer	
  founder	
  Jack	
  Dorsey.	
  	
  It	
  is	
  
                 headquartered	
  in	
  San	
  Francisco,	
  United	
  States.	
  
         §      By	
  	
  October	
  the	
  company	
  has	
  raised	
  over	
  170	
  million	
  U.S.	
  dollars.	

»  OperaDng	
  	
  CondiDons	
  
         §      Nearly	
  20,000	
  acMve	
  users	
  per	
  day.	
  More	
  than	
  900,000	
  actual	
  users.	
  
         §      More	
  than	
  9,000	
  sales	
  outlets	
  in	
  the	
  United	
  States.	
  Nearly	
  one	
  million	
  card	
  readers	
  have	
  
                 been	
  distributed.	
  
         §                                   More	
  than	
  100,000	
  new	
  businesses	
  per	
  month.	
  Total	
  number	
  of	
  businesses	
  has	
  reached	
  
                                              10%	
  of	
  that	
  of	
  Visa	
  or	
  MasterCard.	
  
         §                                   Usage	
  by	
  mobile	
  device:	
  
                                          	
  iPad(21%),	
  iPhone(45%)	
  
         	
  	
  	
  	
  	
  	
  	
  	
  	
  iPod(3%),	
  Android(31%)	
  
»  Financial	
  PosiDons	
  
         §      Over	
  $11M	
  in	
  daily	
  transacMons	
  
         §      Over	
  $2B	
  in	
  annual	
  transacMons	
  
         §      Company	
  valuated	
  at	
  $2B	
  
19	
                                                                                                research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  SQUARE	

»  Business	
  Model	
  
         Current:	
  Cost	
  Per	
  TransacDon	
  
         §  Cost	
  Per	
  Swipe	
  –	
  2.75%	
  of	
  the	
  transacMon	
  volume.	
  	
  No	
  extra	
  charge.	
  
         §  Cost	
  Per	
  Keyed-­‐in	
  -­‐-­‐	
  2.75%	
  of	
  the	
  transacMon	
  volume.	
  No	
  extra	
  charge.	
  
         Future:	
  product	
  recommendaMons	
  +	
  adverMsing,	
  and	
  may	
  become	
  a	
  e-­‐
             commerce	
  plaeorm	
  as	
  well	
  as	
  a	
  portal	





20	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANIES	
  VISITS	
  |	
  SQUARE	

»  Keys	
  To	
  Square’s	
  Success	
  
         1.  Reasonable	
  Commercial	
  PosiDoning:	
  	
  Believe	
  in	
  the	
  concept	
  of	
  "new	
  
             technologies	
  will	
  not	
  just	
  improve	
  the	
  tradiMonal	
  payment	
  methods	
  but	
  
             completely	
  change	
  the	
  payment	
  industry"	
  and	
  posiMon	
  the	
  company	
  as	
  a	
  "one-­‐
             stop	
  payment	
  soluMon	
  provider"	
  rather	
  than	
  a	
  mere	
  "mobile	
  payment"	
  
             company.	
  
         2.  Simple	
  Business	
  Model:	
  	
  Do	
  everything	
  possible	
  to	
  simplify	
  the	
  user	
  payment	
  
             process.	
  Cancelled	
  the	
  $0.15	
  extra	
  charge	
  early	
  in	
  this	
  year.	
  
         3.  Product	
  for	
  Niche	
  Market:	
  	
  TradiMonal	
  payment	
  system	
  could	
  not	
  meet	
  the	
  
             needs	
  of	
  small	
  businesses	
  and	
  individuals,	
  and	
  it	
  is	
  by	
  paying	
  aPenMon	
  to	
  their	
  
             needs	
  that	
  helped	
  Square	
  accumulate	
  core	
  users	
  in	
  its	
  early	
  stage.	
  
         4.  Customer	
  Experience-­‐Oriented	
  Product	
  InnovaDon:	
  Instead	
  of	
  using	
  new	
  
             technologies	
  (e.g.,	
  NFC)	
  sequaciously,	
  Square	
  set	
  its	
  target	
  as	
  "to	
  support	
  every	
  
             payment	
  method	
  available	
  to	
  customers"	
  and	
  "to	
  help	
  businesses	
  complete	
  
             every	
  possible	
  transacMon.”	
  	
  
         5.  Cost:	
  Efficient	
  strategies	
  for	
  markeMng	
  and	
  core	
  user	
  accumulaMon	
  :	
  1)	
  add	
  
             word-­‐of-­‐mouth	
  and	
  popular	
  elements	
  to	
  the	
  product	
  so	
  that	
  it	
  is	
  sought	
  aher	
  
             by	
  users;	
  2)	
  distribute	
  product	
  trials	
  to	
  different	
  target	
  groups;	
  3)	
  use	
  social	
  
21	
  
             communicaMon	
  plaeorms.	
                                       research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  SV	
  ANGEL	

»  Fund	
  InformaDon	
  	
  
         1.  Founded	
  in	
  2005	
  by	
  Ron	
  Conway,	
  a	
  legendary	
  angel	
  investor	
  in	
  Silicon	
  Valley	
  
             who	
  has	
  invested	
  in	
  Google,	
  Facebook,	
  TwiPer,	
  and	
  Zynga.	
  
         2.  Headquartered	
  in	
  Silicon	
  Valley,	
  the	
  $60	
  million	
  fund	
  mainly	
  conducts	
  small	
  
             investments	
  to	
  start-­‐up	
  companies	
  during	
  their	
  early	
  stage.	
  
         3.  Only	
  one	
  General	
  Partner	
  (David	
  Lee),	
  others	
  including	
  Ron	
  Conway	
  are	
  LPs.	
  
         4.  As	
  of	
  November	
  15,	
  2011,	
  SV	
  ANGEL	
  has	
  invested	
  in	
  more	
  than	
  220	
  business	
  
             projects,	
  including	
  TwiPer,	
  Foursquare,	
  Groupon,	
  Dropbox,	
  Square,	
  Filpboard	
  
             and	
  AirBnB.	
  More	
  than	
  half	
  of	
  the	
  companies	
  have	
  received	
  Series	
  A	
  
             financing,	
  and	
  25%	
  of	
  them	
  received	
  investments	
  from	
  Top	
  10	
  venture	
  capital	
  
             investors。	
  
         5.  The	
  average	
  investment	
  amount	
  is	
  around	
  $	
  150,000	
  (about	
  1%	
  to	
  5%	
  of	
  the	
  
             equity),	
  while	
  that	
  of	
  key	
  projects	
  vary	
  from	
  $	
  500,000	
  to	
  1,000,000.	
  
         6.  Give	
  priority	
  to	
  projects	
  with	
  long-­‐term	
  impacts,	
  and	
  put	
  parMcular	
  emphasis	
  
             on	
  establishing	
  long-­‐term	
  relaMonships	
  with	
  excellent	
  entrepreneurs	
  as	
  well	
  
             as	
  on	
  future	
  investment	
  possibiliMes.	

22	
                                                                           research@greatwallclub.com	
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  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  SV	
  ANGEL	

»  SV	
  Angel’s	
  Views:	
  
         1.  Two	
  key	
  market	
  drivers:	
  	
  MobilizaMon	
  and	
  GlobalizaMon	
  
         2.  Three	
  future	
  market	
  direcMons:	
  
                §  New	
  Media	
  Channel,	
  Real	
  Time	
  Data	
  ConsumpMon	
  
                §  O2O	
  Commerce	
  
                §  CollaboraMve	
  ConsumpMons	
  
         3.  A	
  technology	
  update	
  cycle	
  usually	
  lasts	
  about	
  20	
  to	
  25	
  years,	
  and	
  now	
  
             everything	
  is	
  only	
  in	
  the	
  early	
  stage	
  of	
  the	
  cycle,	
  so	
  the	
  industry	
  is	
  sMll	
  far	
  
             from	
  being	
  a	
  bubble.	
  SV	
  Angel	
  will	
  conMnue	
  its	
  current	
  momentum	
  of	
  
             investment	
  for	
  at	
  least	
  another	
  five	
  years.	
  
         4.  SV	
  Angel	
  has	
  never	
  been	
  so	
  opMmisMc	
  for	
  this	
  industry	
  and	
  does	
  not	
  think	
  
             there	
  are	
  signs	
  of	
  slowdown.	
  
         5.  The	
  next	
  Google	
  and	
  Facebook	
  will	
  come	
  from	
  Y	
  Combinator.	
  


23	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  ZYNGA	

»  Company	
  IntroducDon	
  
   §     World's	
  No.1	
  social	
  gaming	
  company	
  
   §     Founded	
  in	
  June	
  2007,	
  it	
  began	
  to	
  profit	
  in	
  the	
  fall	
  the	
  same	
  year.	
  
   §     Headquartered	
  in	
  San	
  Francisco,	
  USA.	
  Employs	
  more	
  than	
  2,000	
  people.	
  
          Maintains	
  a	
  branch	
  in	
  Beijing.	
  
   §     Core	
  team:	
  Mark	
  Pincus	
  (CEO)	
  Cadir	
  Lee	
  (CTO)	
  Dave	
  Wehner	
  (CFO)	
  
   	
  
   	
  
   	





                                                                        research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  ZYNGA	

»  OperaDng	
  CondiDons	
  
         §    Over	
  148	
  million	
  unique	
  users	
  per	
  month	
  (average)	
  spread	
  over	
  166	
  countries.	
  
         §    232	
  million	
  acMve	
  users	
  per	
  month	
  (average).	
  
         §    Over	
  the	
  past	
  year:	
  
               §  More	
  than	
  60	
  million	
  users	
  logged	
  on	
  at	
  least	
  one	
  Zynga	
  game	
  plaeorm	
  every	
  day.	
  2	
  
                   billion	
  minutes	
  were	
  spent	
  in	
  Zynga's	
  games	
  per	
  day.	
  
               §  Zynga	
  sold	
  38,000	
  virtual	
  goods	
  per	
  second	
  and	
  the	
  annual	
  revenue	
  from	
  virtual	
  
                   goods	
  reached	
  $	
  575	
  million.	
  
               §  Zynga	
  gained	
  only	
  $	
  22.8	
  million	
  from	
  adverMsing,	
  a	
  figure	
  decreased	
  by	
  36%	
  
                   compared	
  to	
  2009.	
  

»  Financial	
  PosiDon	
  
         §    Annual	
  Revenue:	
  $598M,	
  an	
  391%	
  increase	
  compared	
  with	
  122	
  million	
  in	
  2009	
  
         §    Q1	
  revenue:	
  $235M,	
  133%	
  more	
  than	
  last	
  year	
  
         §    Annual	
  profit:	
  $90M	
  
         §    Q1	
  profit	
  :	
  $11.8M,	
  84%	
  more	
  than	
  last	
  year	
  
         §    Current	
  disposable	
  cash	
  :	
  $1	
  billion	
  
         §    The	
  total	
  cost	
  of	
  markeMng	
  in	
  2010	
  was	
  more	
  than	
  $114	
  million	
  
         §    R	
  &	
  D	
  costs	
  in	
  the	
  first	
  quarter	
  reached	
  $71.8	
  million,	
  158%	
  more	
  than	
  last	
  year	
  
25	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
企业拜访 |	
  ZYNGA	

»  Business	
  Model	
  	
  
         Virtual	
  Commodity	
  Trading	
  +	
  AdverMsing	
  
         §  3%	
  to	
  5%	
  of	
  the	
  users	
  pay	
  for	
  virtual	
  goods.	
  
         §  Online	
  and	
  offline	
  purchase	
  channels,	
  with	
  a	
  variety	
  of	
  payment	
  methods.	
  
         §  Virtual	
  commodity	
  trading	
  accounts	
  for	
  90%	
  of	
  total	
  revenue,	
  while	
  
              adverMsing	
  revenue	
  takes	
  an	
  increasingly	
  small	
  proporMon.	
  
         §  TransacMons	
  conducted	
  via	
  Facebook	
  are	
  charged	
  for	
  30%	
  of	
  the	
  volume.	
  
         §  AdverMsing	
  services	
  are	
  via	
  1)	
  graphics	
  display	
  of	
  the	
  adverMser's	
  brand	
  ,	
  2)	
  
              implanted	
  adverMsements	
  in	
  the	
  game	
  interface.	
  




26	
                                                                          research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  ZYNGA	

»  CooperaDon	
  and	
  CompeDDon	
  Netween	
  Zynga	
  and	
  Facebook	

         1.  CooperaDon	
  
             §  Facebook	
  is	
  the	
  largest	
  channel	
  plaeorm	
  for	
  Zynga	
  
             §  Zynga	
  games	
  bring	
  Facebook	
  new	
  users	
  
         2.  Facebook	
  Banned	
  “NoDficaDon”	
  
             §  In	
  May	
  2010	
  Facebook	
  stopped	
  social	
  games	
  from	
  using	
  the	
  
                 "noMficaMon"	
  funcMon	
  to	
  promote	
  
         3.  Facebook	
  Introduced	
  Credit	
  
             §  In	
  September	
  2010,	
  Facebook	
  introduced	
  the	
  Facebook	
  credit	
  
             §  StarMng	
  from	
  July	
  1,	
  2011,	
  the	
  Facebook	
  credit	
  has	
  become	
  the	
  
                 only	
  currency	
  on	
  the	
  plaeorm,	
  and	
  Facebook	
  charges	
  30%	
  of	
  the	
  
                 trading	
  volume	
  
         4.  Zynga	
  Built	
  Its	
  Plahorm	
  Itself	
  
             §  Zynga	
  built	
  a	
  plaeorm	
  itself	
  in	
  reacMon	
  to	
  Facebook's	
  method,	
  
                 and	
  started	
  to	
  launch	
  new	
  promoMon	
  and	
  revenue	
  channels	
  
27	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
企业拜访 |	
  ZYNGA	

»  Why	
  Zynga	
  succeeded?	

         1.    Started	
  on	
  the	
  shoulders	
  of	
  Facebook	
  
               §  Take	
  full	
  advantage	
  of	
  Facebook's	
  dominance	
  at	
  the	
  desktop	
  market,	
  and	
  seize	
  the	
  
                   market	
  quickly	
  through	
  strong	
  channels.	
  
         2.     Copy	
  successful	
  games	
  ASAP	
  
               §  Copy	
  popular	
  games	
  in	
  a	
  short	
  period	
  of	
  Mme,	
  and	
  accumulate	
  large	
  numbers	
  of	
  
                   users	
  through	
  large-­‐scale	
  adverMsing	
  (which	
  cost	
  10%	
  to	
  20%	
  of	
  its	
  total	
  annual	
  
                   income)	
  and	
  cross-­‐promoMon	
  between	
  users	
  
         3.     AjenDon	
  to	
  the	
  data	
  decision	
  
               §  Allocate	
  significant	
  resources	
  to	
  data	
  centers,	
  	
  and	
  build	
  data	
  models	
  for	
  each	
  
                   game.	
  Zynga	
  invested	
  hundreds	
  of	
  millions	
  of	
  dollars	
  over	
  the	
  past	
  three	
  years	
  on	
  
                   recruiMng	
  engineers	
  and	
  purchasing	
  servers	
  
               §  Product	
  development	
  relies	
  on	
  its	
  strong	
  technological	
  system	
  and	
  data	
  analysis	
  
                   teams	
  (mostly	
  from	
  Oracle).	
  The	
  company	
  make	
  decisions	
  based	
  on	
  mass	
  data	
  and	
  
                   rigorous	
  analysis	
  rather	
  than	
  experience	
  
         4.     Adjust	
  channel	
  strategies	
  according	
  to	
  the	
  situaDon	
  
               §  In	
  the	
  desktop	
  market,	
  Zynga	
  introduced	
  new	
  promoMon	
  and	
  moneMzaMon	
  
                   channels	
  such	
  as	
  embedded	
  adverMsing	
  and	
  offline	
  payment	
  
               §  In	
  the	
  mobile	
  market,	
  it	
  remains	
  a	
  loose	
  cooperaMon	
  with	
  Facebook	
  and	
  at	
  the	
  
                   same	
  Mme	
  open	
  up	
  other	
  channels	
  as	
  well	
  
28	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  EBAY	

»  Company	
  IntroducMon	
  
         §    World's	
  largest	
  e-­‐commerce	
  plaeorm.	
  
         §    Founded	
  on	
  September	
  4,	
  1995;	
  listed	
  on	
  NASDAQ	
  on	
  September	
  24,	
  
               1998	
  (NASDAQ:	
  EBAY)	
  .	
  
         §    Headquartered	
  in	
  San	
  Jose,	
  California;	
  17,700	
  employees.	
  
         §    Core	
  team:	
  Pierre	
  Omidyar	
  (founder	
  and	
  Chairman),	
  John	
  Donahoe	
  (CEO),	
  
               Bob	
  Swan	
  (CFO).	
  




29	
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  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
企业拜访 |	
  EBAY	

»  OperaDng	
  CondiDons	
                                             »  Financial	
  PosiDon	
  
         §    More	
  than	
  100	
  million	
  acMve	
  users	
           §        Market	
  value:	
  $37.43B	
  	
  
         §    More	
  than	
  1.6	
  billion	
  page	
  views	
  per	
     §        Total	
  revenue	
  in	
  last	
  12	
  months:	
  
               day	
                                                                  $10.77B	
  
         §    $	
  1,877	
  worth	
  of	
  transacMons	
  per	
            §        Gross	
  profit	
  in	
  last	
  12	
  months:	
  
               second	
                                                               $7.64B	
  
         §    2011	
  Q2	
  transacMon	
  totaled	
  more	
  than	
   §             Net	
  profit	
  in	
  last	
  12	
  months:	
  $1.81B	
  
               $14.6	
  billion	
                                      	
  




30	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  EBAY	

»  Business	
  Model	
  
         C2C	
  online	
  Trading	
  Plaeorm	
  
         1.  Online	
  aucMon	
  /	
  fixed	
  price	
  
                transacMons	
  
               §  eBay	
  inserMon	
  fee	
  
               §  eBay	
  final	
  value	
  fee	
  
         2.  PayPal	
  transacMon	
  fee	
  income	
  
         3.  AdverMsing	
  /	
  classificaMon	
  services	
  
              revenue	
  
         	
  




31	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
企业拜访 |	
  PAYPAL	

»  Company	
  IntroducDon	
  
         §     World's	
  largest	
  payment	
  soluMon	
  provider.	
  
         §     eBay	
  was	
  founded	
  in	
  December	
  1998	
  and	
  is	
  headquartered	
  in	
  San	
  Jose,	
  
                California.	
  It	
  was	
  acquired	
  by	
  eBay	
  in	
  2002,	
  and	
  now	
  is	
  an	
  eBay	
  company.	
  	
  
         §     Paypal	
  can	
  be	
  used	
  in	
  194	
  countries	
  and	
  regions	
  worldwide	
  and	
  supports	
  
                more	
  than	
  20	
  currencies.	
  
         §     Core	
  Team:	
  ScoP	
  Thompson	
  (President), Patrick	
  Dupuis	
  (CFO)	
  

         	
  




32	
                                                                              research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  PAYPAL	

»  OperaDng	
  CondiDons	
  
         §    More	
  than	
  90%	
  of	
  the	
  sellers	
  and	
  more	
  
               than	
  85%	
  of	
  buyers	
  use	
  PayPal	
  in	
  
               internaMonal	
  online	
  transacMons.	
  	
  
         §    More	
  than	
  100	
  million	
  acMve	
  users,	
  and	
  
               about	
  1	
  million	
  new	
  users	
  per	
  month.	
  
         §    More	
  than	
  $315	
  million	
  of	
  daily	
  
               transacMon	
  volume,	
  which	
  means	
  
               $3,650	
  per	
  second.	
  
         §    In	
  2011	
  the	
  total	
  transacMon	
  volume	
  
               will	
  exceed	
  $120	
  billion.	
  
»  Financial	
  PosiDon	
  
         §    Total	
  revenue	
  in	
  2010:	
  $3.4	
  billion,	
  in	
  
               which	
  internaMonal	
  business	
  accounted	
  
               for	
  47%	
  
         §    Gross	
  profit	
  in	
  2010:	
  about	
  $1	
  billion	
  
         §    2011	
  Q3	
  revenue	
  was	
  $1.1	
  billion,	
  an	
  
               32%	
  growth	
  over	
  the	
  same	
  period	
  last	
  
               year.	
  
33	
                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  PAYPAL	

»  Business	
  Model	

         Core	
  payment	
  methods	
  
         1)	
  Banking	
  system	
  recharge	
  2)	
  operator	
  billing	
  3)	
  Paypal	
  Credit	
  Card	
  
         Core	
  profit	
  model	
  -­‐-­‐	
  Account	
  TransacMon	
  Fees	
  
         §     Monthly	
  trading	
  volume	
  less	
  than	
  $	
  3,000	
  -­‐	
  $	
  0.30	
  per	
  transacMon	
  +	
  3.9%	
  of	
  turnover;	
  
         §     Monthly	
  trading	
  volume	
  from	
  $	
  3,000	
  to	
  $10,000	
  -­‐	
  $	
  0.30	
  per	
  transacMon	
  +	
  3.4%	
  of	
  
                turnover;	
  
         §     Monthly	
  trading	
  volume	
  from	
  $	
  10,000	
  to	
  $100,000	
  -­‐	
  $	
  0.30	
  per	
  transacMon	
  +	
  3.2%	
  of	
  
                turnover;	
  
         §     Monthly	
  trading	
  volume	
  more	
  than	
  $	
  100,000	
  -­‐	
  $	
  0.30	
  per	
  transacMon	
  +	
  2.9%	
  of	
  
                turnover.	
  
         	
  




34	
                                                                                        research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  PAYPAL	

»  eBay	
  and	
  the	
  Mobile	
  Internet	
  
         1.  By	
  October,	
  eBay	
  mobile	
  client	
  has	
  
             been	
  downloaded	
  for	
  more	
  than	
  57	
  
             million	
  Mmes.	
  
         2.  Last	
  year	
  eBay	
  mobile	
  client	
  
             contributed	
  more	
  than	
  5	
  billion	
  worth	
  
             of	
  transacMon	
  volume.	
  
         3.  	
  Each	
  week	
  2600	
  automobiles	
  are	
  sold	
  
             via	
  eBay	
  mobile	
  clients.	
  
         4.  It	
  is	
  expected	
  that	
  within	
  three	
  years,	
  
             50%	
  of	
  eBay	
  customers	
  will	
  use	
  mobile	
  
             devices	
  for	
  Internet	
  communicaMons	
  .	
  
         5.  Aher	
  acquiring	
  RedLaser,	
  eBay	
  began	
  
             to	
  implement	
  new	
  mobile	
  strategies	
  -­‐	
  
             to	
  find	
  and	
  develop	
  mobile	
  
             applicaMons	
  that	
  support	
  voice	
  and	
  
             video	
  recogniMon	
  technologies.	
  
»  Paypal	
  and	
  the	
  mobile	
  Internet	
  
         1.  In	
  2011	
  Paypal's	
  mobile	
  payment	
  
             totaled	
  $	
  3.5	
  billion	
  ($	
  10	
  million	
  per	
  
             day	
  or	
  more	
  than	
  $	
  10,000	
  per	
  
             minute.	
  
         2.  Aquired	
  the	
  mobile	
  payment	
  
             company	
  Zong	
  for	
  $	
  240	
  million.	

35	
                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  SEQUOIA	
  	
  CAPITAL	

»  Fund	
  introducDon	
  
         1.  World's	
  largest	
  venture	
  capital	
  firm.	
  
         2.  Founded	
  in	
  1972,	
  Sequoia	
  Capital	
  owns	
  nearly	
  30	
  funds	
  and	
  $10	
  billion	
  
                managed	
  capital	
  in	
  total.	
  

         3.  Sequoia	
  Capital	
  has	
  invested	
  in	
  a	
  total	
  of	
  more	
  than	
  500	
  companies	
  -­‐	
  more	
  
                than	
  130	
  of	
  which	
  have	
  been	
  successfully	
  listed.	
  The	
  companies	
  they	
  invested	
  
                in	
  take	
  up	
  10%	
  of	
  the	
  total	
  NASDAQ	
  value.	
  

         4.  Sequoia	
  Capital	
  has	
  invested	
  in	
  a	
  number	
  of	
  prominent	
  companies	
  such	
  as	
  
                Apple,	
  Cisco,	
  Oracle,	
  Yahoo	
  and	
  Google.	
  For	
  more	
  than	
  30	
  years,	
  Sequoia	
  
                Capital	
  has	
  powered	
  many	
  of	
  the	
  well-­‐known	
  companies	
  in	
  the	
  United	
  States.	
  

         5.  Sequoia	
  Capital	
  China	
  Fund	
  currently	
  manages	
  seven	
  funds	
  with	
  a	
  worth	
  of	
  2	
  
                billion	
  US	
  dollars	
  and	
  4	
  billion	
  yuan	
  in	
  total	
  for	
  investments	
  in	
  China's	
  high-­‐
                growth	
  companies.	
  
36	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  SEQUOIA	
  	
  CAPITAL	

»  Sequoia	
  Capital's	
  Views	
  
         1.  Look	
  for	
  sparks	
  that	
  can	
  start	
  prairie	
  fires:	
  
                §  New	
  technological	
  and	
  innovaMve	
  projects	
  
                §  Projects	
  with	
  superior	
  customer	
  values	
  and	
  fast	
  distribuMon	
  plaeorms	
  
         2.  Investment	
  strategy	
  should	
  not	
  change	
  with	
  market	
  condiMons,	
  for	
  at	
  any	
  
                stage	
  of	
  the	
  economic	
  cycle	
  there	
  will	
  be	
  good	
  businesses.	
  
         3.  One	
  of	
  the	
  standards	
  to	
  measure	
  whether	
  an	
  industry	
  is	
  overheated	
  is	
  the	
  
                difficulty	
  and	
  cost	
  for	
  start-­‐ups	
  to	
  recruit	
  people.	
  
         4.  Sequoia	
  sees	
  itself	
  not	
  as	
  an	
  investor	
  but	
  a	
  business	
  partner	
  with	
  the	
  
                companies.	
  Do	
  not	
  pursue	
  "in-­‐and-­‐out"	
  profits,	
  but	
  look	
  for	
  products	
  that	
  
                change	
  the	
  world.	
  
         5.  Prefer	
  projects	
  with	
  long-­‐term	
  and	
  extensive	
  values	
  to	
  delicate	
  small	
  
                business.	
  
         6.  According	
  to	
  Sequoia's	
  observaMon,	
  Chinese	
  e-­‐commerce	
  companies	
  spend	
  a	
  
                lot	
  on	
  markeMng	
  but	
  the	
  customer	
  conversion	
  rate	
  and	
  product	
  gross	
  margin	
  
                are	
  far	
  below	
  the	
  average	
  of	
  their	
  U.S.	
  counterparts	
  (Amazon	
  enjoys	
  25%	
  to	
  
                30%	
  gross	
  margin	
  rate,	
  which	
  is	
  the	
  lowest	
  in	
  the	
  US).	
  
37	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  GOOGLE	
  ANDROID	

»  Company	
  IntroducDon	
  
         §    The	
  most	
  popular	
  mobile	
  operaMng	
  system	
  in	
  the	
  world.	
  
         §    Google	
  officially	
  unveiled	
  the	
  Android	
  operaMng	
  system	
  in	
  November	
  5th,	
  
               2007.	
  
         §    It	
  was	
  founded	
  by	
  Andy	
  Rubin	
  and	
  only	
  supported	
  phones	
  at	
  first.	
  In	
  2005,	
  
               only	
  22	
  months	
  since	
  its	
  founding,	
  Android	
  was	
  acquired	
  by	
  Google,	
  who	
  
               later	
  invited	
  a	
  number	
  of	
  manufacturers	
  to	
  form	
  the	
  Open	
  Handset	
  
               Alliance.	
  The	
  system	
  was	
  gradually	
  ported	
  to	
  Tablet	
  PCs	
  and	
  other	
  
               devices.	
  
         §    In	
  the	
  first	
  quarter	
  of	
  2011,	
  Android	
  surpassed	
  Nokia's	
  Symbian	
  which	
  had	
  
               been	
  dominaMng	
  for	
  more	
  than	
  10	
  years	
  and	
  became	
  the	
  world's	
  No.1.	





38	
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  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  GOOGLE	
  ANDROID	

»  OperaDng	
  CondiDons	
  
    §     By	
  August	
  2011,	
  Android	
  has	
  been	
  the	
  No.1	
  in	
  35	
  countries,	
  with	
  an	
  average	
  
           48%	
  market	
  share.	
  
    §     By	
  November	
  2011,	
  Android	
  has	
  taken	
  over	
  52.5%	
  of	
  the	
  global	
  smart	
  phone	
  
           market	
  share.	
  In	
  China	
  the	
  number	
  was	
  58%.	
  
    §     November	
  18,	
  Google	
  reported	
  that	
  more	
  than	
  200	
  million	
  Android	
  devices	
  
           have	
  been	
  acMvated	
  via	
  Google	
  servers,	
  and	
  55	
  million	
  new	
  acMvaMons	
  each	
  
           day.	
  To	
  be	
  noted,	
  this	
  is	
  only	
  the	
  acMvaMons	
  via	
  Google	
  servers.	
  
    	
  




                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  GOOGLE	
  ANDROID	

»  Views	
  from	
  the	
  Android	
  Team	
  
         1.    Compared	
  with	
  iOS,	
  which	
  only	
  covers	
  high-­‐end	
  users,	
  Android	
  ecosystem	
  boasts	
  a	
  wider	
  range.	
  iOS	
  
               developers	
  make	
  simple,	
  but	
  not	
  necessarily	
  more,	
  profits.	
  There	
  will	
  be	
  more	
  innovaMons	
  and	
  bePer	
  
               opportuniMes	
  in	
  the	
  profit	
  model	
  for	
  Android	
  users.	
  

         2.    Rovio,	
  the	
  developer	
  of	
  Angry	
  Birds,	
  makes	
  almost	
  the	
  same	
  amount	
  of	
  profit	
  from	
  in-­‐app	
  adverMsing	
  on	
  
               Android	
  plaeorm	
  than	
  in	
  AppStore.	
  

         3.    Android	
  has	
  not	
  devote	
  resources	
  on	
  the	
  profitability	
  of	
  this	
  plaeorm,	
  but	
  this	
  will	
  be	
  one	
  of	
  the	
  main	
  
               tasks	
  for	
  the	
  Android	
  team.	
  

         4.    Android	
  plaeorm	
  is	
  flexible	
  enough	
  to	
  adapt	
  to	
  a	
  variety	
  of	
  market	
  characterisMcs	
  in	
  different	
  regions.	
  

         5.    Revenue	
  generated	
  from	
  Android	
  plaeorm	
  in	
  Japan	
  surpassed	
  that	
  of	
  iOS.	
  

         6.    Google	
  is	
  prepared	
  for	
  long-­‐lasMng,	
  all-­‐round	
  compeMMon.	
  	
  What	
  we	
  see	
  now	
  is	
  just	
  the	
  beginning.	
  
               Google's	
  killer	
  app	
  will	
  be	
  the	
  coordinaMon	
  between	
  various	
  products	
  and	
  services.	
  

         7.    Any	
  innovaMons	
  on	
  the	
  plaeorm-­‐level	
  face	
  compaMbility	
  issues.	
  

         8.    One	
  of	
  the	
  purposes	
  for	
  Android's	
  open	
  strategy	
  is	
  to	
  use	
  many	
  distribuMon	
  channels	
  to	
  maximize	
  the	
  
               market	
  share,	
  so	
  that	
  	
  customers	
  have	
  easier	
  access	
  to	
  the	
  product.	
  
         9.    Current	
  revenue	
  of	
  Android	
  is	
  mainly	
  from	
  adverMsing	
  on	
  search	
  engines.	
  Android,	
  as	
  one	
  of	
  the	
  major	
  
               markeMng	
  channels	
  for	
  Google	
  search,	
  has	
  brought	
  nearly	
  1	
  /	
  3	
  of	
  their	
  users.	
  

40	
                                                                                                       research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  EVERNOTE	

»  Company	
  IntroducDon	
  
         §    World's	
  No.	
  1	
  cross-­‐plaeorm	
  note	
  sohware	
  /	
  cloud	
  storage	
  plaeorm.	
  
         §    Founded	
  in	
  2007,	
  and	
  headquartered	
  in	
  Mountain	
  View,	
  California.	
  
         §    Core	
  team:	
  Stepan	
  Pachikov	
  (founder),	
  Phil	
  Libin	
  (CEO),	
  Dave	
  Engberg	
  (CTO)	
  
         §    66	
  days	
  aher	
  the	
  product	
  launch,	
  the	
  number	
  of	
  users	
  reached	
  100	
  million;	
  
               222	
  days,	
  200	
  million;	
  133	
  days;	
  300	
  million;	
  1084	
  days,	
  400	
  million;	
  83	
  days;	
  
               reach	
  500	
  million;	
  52	
  days,	
  600	
  million.	
  




41	
                                                                           research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  EVERNOTE	

»  OperaDng	
  CondiDons	
  
         §    By	
  Oct	
  2011	
  there	
  have	
  been	
  16	
  million	
  
               users,	
  2/3	
  of	
  which	
  internaMonal	
  users.	
  
         §    Registered	
  users	
  grow	
  by	
  100	
  million	
  
               every	
  month.	
  
         §    By	
  the	
  end	
  of	
  2010	
  the	
  total	
  number	
  of	
  
               unique	
  users	
  had	
  reached	
  2,089,705.	
  
               Paying	
  customers	
  grew	
  at	
  470%	
  
               annually,	
  exceeding	
  that	
  of	
  free	
  users	
  
»  Financial	
  PosiDon	
  
         §    Total	
  revenue	
  in	
  last	
  12	
  months:	
  
               $16M	
  
         §    Average	
  monthly	
  income:	
  more	
  than	
  
               $	
  1.2M.	
  Revenue	
  growth	
  rate:	
  more	
  
               than	
  300%	
  
         §    Last	
  valuaMon:	
  $	
  1	
  B	
  
42	
                                                                                research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  EVERNOTE	

»  Business	
  Model	

         Free	
  +	
  Premium	
  
         1.  Accumulate	
  core	
  users	
  with	
  free	
  
             services	
  (The	
  easiest	
  way	
  to	
  have	
  1	
  
             million	
  paid	
  users	
  is	
  to	
  have	
  1	
  billion	
  
             free	
  users.	
  -­‐	
  Evernote	
  CEO	
  Phil	
  Libin)	
  
         2.  By	
  providing	
  amazing	
  free	
  products,	
  
             improving	
  the	
  user	
  experience	
  
             gradually,	
  and	
  constantly	
  updaMng	
  its	
  
             high-­‐quality	
  value-­‐added	
  services,	
  
             Evernote	
  switches	
  acMve	
  users	
  into	
  
             paying	
  users	
  and	
  keep	
  the	
  conversion	
  
             above	
  1%	
  (Phil	
  Libin	
  assumed	
  that	
  1%	
  
             is	
  enough	
  be	
  profitable,	
  whereas	
  the	
  
             actual	
  conversion	
  rate	
  is	
  more	
  than	
  
             5%).	
  
         3.  Ensure	
  the	
  gross	
  margin	
  in	
  the	
  whole	
  
43	
  
             process	
  with	
  effecMve	
  cost	
  control.	
                   research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS|	
  EVERNOTE	

»  InspiraDons	
  from	
  Evernote	
  
         1.  The	
  core	
  of	
  free	
  +	
  premium	
  business	
  model	
  lies	
  in	
  	
  superior	
  product	
  
             experience,	
  stable	
  conversion	
  rate	
  from	
  acMve	
  to	
  paid	
  users,	
  and	
  the	
  
             extraordinary	
  cost	
  control.	
  
         2.  One	
  of	
  the	
  benefits	
  that	
  large	
  groups	
  of	
  free	
  users	
  bring	
  is	
  the	
  user	
  
             ecosystem.	
  
             §  Large	
  number	
  of	
  free	
  users	
  actually	
  become	
  the	
  most	
  dynamic	
  product	
  
                     development	
  team,	
  and	
  their	
  understanding	
  of	
  user	
  needs	
  and	
  acMve	
  
                     creaMon	
  are	
  qualiMes	
  that	
  even	
  professional	
  teams	
  do	
  not	
  have.	
  
             §  Its	
  huge	
  number	
  of	
  users	
  influences	
  device	
  manufacturers,	
  such	
  as	
  HTC,	
  
                     so	
  that	
  they	
  build	
  in	
  Evernote	
  products	
  as	
  their	
  default	
  back-­‐end	
  service	
  
                     plaeorm	
  as	
  well	
  as	
  take	
  the	
  iniMaMve	
  to	
  integrate	
  their	
  products.	
  
         3.  Sharing	
  is	
  informaMon	
  addiMon;	
  search	
  is	
  subtracMon.	
  For	
  most	
  users,	
  search	
  
             has	
  more	
  pracMcal	
  significance	
  than	
  sharing.	
  
         4.  The	
  vision	
  of	
  Evernote	
  is	
  not	
  to	
  make	
  cross-­‐plaeorm	
  applicaMons,	
  but	
  a	
  
             universal	
  memory	
  plaeorm	
  for	
  all	
  mankind.	
  For	
  any	
  plaeorm	
  services,	
  
             building	
  data	
  centers	
  is	
  of	
  great	
  importance.	
  Evernote	
  has	
  clearly	
  taken	
  this	
  
             into	
  account	
  when	
  distribuMng	
  the	
  ecosystem	
  in	
  overseas	
  markets.	
  
         5.  Pure	
  promoMon	
  and	
  markeMng	
  is	
  much	
  less	
  effecMve	
  than	
  the	
  integraMon	
  of	
  
             industrial	
  chain.	
  Evernote	
  tends	
  to	
  rely	
  on	
  their	
  own	
  strength	
  of	
  the	
  
44	
  
             ecosystem	
  to	
  extend	
  its	
  services	
  at	
  all	
  levels.	
  
                                                                                   research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  MOZILLA	

»  Company	
  IntroducDon	
  
   §  Mozilla	
  Fund	
  (referred	
  to	
  as	
  Mozilla)	
  is	
  a	
  non-­‐profit	
  organizaMon	
  to	
  support	
  
         and	
  lead	
  the	
  open-­‐sourced	
  Mozilla	
  project,	
  and	
  is	
  the	
  provider	
  for	
  world's	
  
         third-­‐largest	
  browser	
  Firefox	
  (the	
  top	
  two	
  being	
  IE	
  and	
  Chrome).	
  
   §    Mozilla	
  OrganizaMon	
  was	
  founded	
  in	
  February	
  1998	
  by	
  Netscape	
  staff	
  
         internally,	
  while	
  the	
  Fund	
  was	
  formally	
  established	
  in	
  July	
  2003.	
  It	
  is	
  
         headquartered	
  in	
  Mountain	
  View,	
  California,	
  USA	
  
   §    Mozilla	
  Fund	
  describes	
  itself	
  as	
  "a	
  public	
  service	
  organizaMon	
  commiPed	
  to	
  
         the	
  provision	
  of	
  a	
  variety	
  of	
  Internet	
  opMons	
  and	
  innovaMons",	
  and	
  its	
  
         project	
  includes	
  Firefox,	
  Thunderbird,	
  Drumbeat,	
  Mozilla	
  Labs.	
  
   §    Core	
  team:	
  Gary	
  Kovacs	
  (CEO),	
  Mitchell	
  Baker	
  (Chairman),	
  Brendan	
  Eich	
  
         (CTO),	
  Chris	
  Beard	
  (CIO),	
  Jim	
  Cook	
  (CFO) 	




                                                                      research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  MOZILLA	

»  OperaDng	
  CondiDons	
  
         §    There	
  are	
  about	
  500	
  million	
  Firefox	
  users	
  
         §    More	
  than	
  140	
  million	
  daily	
  acMve	
  users	
  
         §    Over	
  25%	
  of	
  market	
  share,	
  ranking	
  3rd	
  
         §    Its	
  market	
  share	
  in	
  China	
  has	
  been	
  
               declining	
  since	
  2008,	
  and	
  is	
  only	
  3.32%	
  
               now	
  
         §    40%	
  of	
  the	
  updates	
  are	
  from	
  volunteers	
  
»  Financial	
  PosiDon	
  
         §    Throughout	
  2010,	
  Mozilla	
  (including	
  
               the	
  Fund	
  and	
  its	
  subsidiaries)	
  gained	
  
               more	
  than	
  $	
  123	
  million	
  of	
  total	
  
               revenue,	
  a	
  18%	
  growth	
  compared	
  to	
  
               2009.	
  
46	
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  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
COMPANY	
  VISITS	
  |	
  MOZILLA	

»  Views	
  from	
  Mozilla	
  
         1.  Browser	
  developers	
  need	
  innovaMons	
  in	
  business	
  models.	
  In	
  the	
  mobile	
  
             Internet	
  era,	
  a	
  third-­‐party	
  browser	
  will	
  no	
  longer	
  suffice.	
  "One	
  more	
  choice"	
  
             is	
  no	
  longer	
  the	
  primary	
  user	
  need.	
  
         2.  The	
  next	
  objecMve	
  for	
  Firefox	
  will	
  be	
  deep	
  customizaMon	
  and	
  integraMon	
  of	
  
             the	
  browser	
  and	
  the	
  user.	
  
         3.  Firefox	
  will	
  try	
  a	
  HTML5	
  applicaMon-­‐centric,	
  open	
  Web-­‐Based,	
  cross-­‐
             plaeorm	
  appstore.	
  The	
  first	
  step	
  will	
  be	
  a	
  developer	
  Beta	
  in	
  the	
  forth	
  
             quarter.	
  
         4.  One	
  of	
  the	
  purposes	
  of	
  Firefox's	
  open	
  appstore	
  is	
  to	
  verify	
  the	
  feasibility	
  
             and	
  pracMcality	
  of	
  the	
  Web	
  as	
  an	
  applicaMon	
  plaeorm.	
  
         5.  HTML5	
  developers	
  should	
  have	
  more	
  paMence	
  -­‐	
  due	
  to	
  technical	
  limits,	
  
             most	
  of	
  the	
  apps	
  cannot	
  run	
  on	
  HTML5	
  smoothly	
  for	
  now.	
  However,	
  the	
  
             HTML5	
  trend	
  is	
  set,	
  so	
  the	
  advent	
  of	
  large-­‐scale,	
  cross-­‐plaeorm	
  
             compaMbility	
  is	
  only	
  a	
  maPer	
  of	
  Mme.	
  
         6.  Firefox	
  add-­‐on	
  is	
  the	
  largest	
  exisMng	
  Web-­‐based	
  appstore.	
  With	
  this	
  Firefox	
  
             accumulated	
  a	
  lot	
  of	
  experience	
  and	
  	
  developers.	
  This	
  a	
  unique	
  advantage	
  
             that	
  other	
  plaeorms	
  do	
  not	
  have.	
  
47	
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  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
Conclusion	
  
Ø    	
  Freemium	
  
Ø    	
  HTML5	
  
Ø    	
  Ecosystem	
  
Ø    	
  On	
  New	
  Technologies	
  and	
  Business	
  Models	

Ø        On	
  the	
  Mobile	
  Internet	
  Boom	
  
Ø    	
  On	
  the	
  Investment	





                                               research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
KEYWORDS	

»  Keyword	
  -­‐	
  Freemium	
  
        Although	
  it	
  has	
  a	
  long	
  history,	
  Freemium	
  only	
  has	
  gained	
  its	
  popularity	
  recently.	
  	
  It	
  is	
  a	
  free	
  +	
  premium	
  business	
  
        model;	
  companies	
  provide	
  main	
  features	
  of	
  the	
  products	
  or	
  services	
  for	
  free	
  to	
  acquire	
  a	
  large	
  number	
  of	
  high-­‐
        quality	
  core	
  users,	
  and	
  then	
  charge	
  them	
  with	
  value-­‐added	
  services	
  or	
  an	
  advanced	
  versions.	
  China	
  is	
  one	
  of	
  the	
  
        early	
  markets	
  where	
  Freemium	
  has	
  succeeded.	
  Tencent,	
  now	
  a	
  industrial	
  giant,	
  started	
  with	
  this	
  model.	
  	
  Some	
  
        companies	
  we	
  visited	
  in	
  GMIC	
  Roadshow,	
  such	
  as	
  Zynga,	
  Glu	
  and	
  Evernote,	
  are	
  also	
  typical	
  Freemium	
  players.	
  

        Basic	
  Elements	
  of	
  Freemium:	
  
        §  “IrresisMble”	
  Free	
  Products:Inferior	
  products	
  will	
  not	
  aPract	
  users,	
  even	
  free	
  of	
  charge.	
  Successful	
  
                  Freemium	
  products	
  are	
  amazing	
  because	
  they	
  provide	
  full-­‐funcMon	
  versions	
  (instead	
  of	
  crippled	
  ones)	
  to	
  
                  users	
  for	
  free.	
  
        §        A	
  Large	
  AcMve	
  User	
  Base:AcMve	
  users	
  means	
  product	
  retenMon,	
  and	
  retained	
  users	
  have	
  the	
  
                  possibility	
  to	
  be	
  paid	
  users.	
  As	
  Evernote	
  CEO	
  Phil	
  Libin	
  says	
  –	
  “The	
  easiest	
  way	
  to	
  have	
  1	
  million	
  paid	
  users	
  
                  is	
  to	
  have	
  1	
  billion	
  free	
  users.”	
  
        §        Extraordinary	
  Cost	
  Control:Venture	
  capitals	
  do	
  not	
  ensure	
  the	
  long-­‐term	
  success	
  of	
  Freemium	
  
                  companies;	
  only	
  great	
  cost	
  control	
  abiliMes	
  do.	
  
        §        User	
  Data	
  Analysis	
  and	
  Mining:The	
  user	
  value	
  needs	
  to	
  be	
  exploited.	
  The	
  massive	
  number	
  of	
  users	
  
                  requires	
  strong	
  data	
  teams	
  to	
  support	
  the	
  decision	
  making	
  for	
  products	
  and	
  services.	
  Only	
  by	
  knowing	
  
                  who	
  will	
  pay	
  and	
  how	
  much	
  they	
  will	
  pay	
  can	
  Freemium	
  companies	
  succeed.	
  
        §        InnovaMons	
  in	
  Value-­‐Added	
  Services:From	
  the	
  services	
  themselves	
  to	
  the	
  moneMzaMon	
  model,	
  
                  Freemium	
  requires	
  constant	
  innovaMons.	
  With	
  the	
  cost	
  set,	
  how	
  to	
  maximize	
  the	
  value	
  of	
  the	
  product	
  in	
  a	
  
                  way	
  that	
  users	
  accept?	
  How	
  to	
  improve	
  the	
  conversion	
  rate	
  from	
  free	
  users	
  to	
  paid	
  ones?	
  These	
  will	
  
                  always	
  be	
  frequently	
  asked	
  quesMons.	
  
49	
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  Copyright	
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  All	
  rights	
  reserved.	
  	
  
KEYWORDS	

»  Keyword	
  -­‐	
  Freemium	
  
        Why	
  is	
  Freemium	
  so	
  Popular?	
  
        §    Users	
  are	
  easier	
  aPracted	
  by	
  free	
  products.	
  	
  It	
  is	
  the	
  "easily-­‐aPracted	
  users"	
  that	
  are	
  
              the	
  premise	
  of	
  Freemium.	
  	
  
        §    Free	
  products	
  with	
  greater	
  user	
  retenMon	
  cause	
  higher	
  transfer	
  cost	
  to	
  users.	
  	
  The	
  
              fundamental	
  advantage	
  of	
  Freemium	
  is	
  the	
  accumulaMon	
  and	
  retenMon	
  of	
  core	
  users,	
  
              because	
  no	
  maPer	
  how	
  good	
  the	
  moneMzaMon	
  model	
  is,	
  it	
  cannot	
  make	
  profits	
  
              without	
  stable	
  user	
  groups.	
  
        §    The	
  marginal	
  cost	
  advantage	
  of	
  sohware	
  and	
  Internet	
  products.	
  It	
  was	
  difficult	
  for	
  
              Freemium	
  to	
  succeed	
  before	
  the	
  Internet	
  era.	
  The	
  reason	
  why	
  it	
  prevails	
  now	
  is	
  that	
  
              most	
  IT	
  products	
  have	
  almost	
  zero	
  marginal	
  cost.	
  
        §    Another	
  reason	
  for	
  the	
  popularity	
  of	
  Freemium	
  is	
  its	
  advantages	
  in	
  markeMng.	
  	
  Before	
  
              there	
  were	
  social	
  media,	
  “word-­‐of-­‐mouth”	
  markeMng	
  was	
  difficult,	
  whereas	
  now	
  
              various	
  social	
  media	
  plaeorms	
  amplify	
  its	
  effecMveness.	
  
        §    Core	
  users	
  aPracted	
  by	
  free	
  products	
  contribute	
  more	
  to	
  the	
  formaMon	
  of	
  the	
  
              ecosystem.	
  As	
  Evernote	
  CEO	
  said,	
  a	
  major	
  part	
  of	
  the	
  development	
  of	
  Freemium	
  
              products	
  comes	
  from	
  users.	
  	
  Free	
  users	
  are	
  more	
  willing	
  to	
  contribute	
  their	
  efforts	
  to	
  
              improve	
  the	
  user	
  experience.	
  Numerous	
  user-­‐developed	
  products	
  will,	
  	
  in	
  a	
  short	
  Mme,	
  
              form	
  a	
  ecosystem	
  that	
  is	
  difficult	
  for	
  compeMtors	
  to	
  replicate.	
  

50	
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  All	
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KEYWORDS	

»  Keywords	
  -­‐	
  HTML5	
  
        Cu~ng-­‐Edge	
  PracMMoners‘	
  Views	
  
        1.  Webstore	
  -­‐	
  cross-­‐plaeorm	
  compaMbility	
  is	
  undoubtedly	
  the	
  primary	
  
               significance	
  of	
  HTML5.	
  Web-­‐based	
  apps	
  is	
  not	
  only	
  a	
  technical	
  soluMon,	
  but	
  
               also	
  opens	
  up	
  different	
  market	
  segments	
  for	
  more	
  opportuniMes	
  in	
  business	
  
               model	
  innovaMon.	
  Microsoh,	
  Mozilla	
  and	
  Google	
  have	
  started	
  their	
  own	
  
               browser-­‐related	
  strategies.	
  
        2.  The	
  80/20	
  rule	
  of	
  HTML5	
  -­‐	
  due	
  to	
  technical	
  limits	
  at	
  this	
  stage,	
  only	
  about	
  
               20%	
  of	
  all	
  apps	
  are	
  suitable	
  to	
  run	
  on	
  HTML5	
  plaeorm,	
  and	
  the	
  rest	
  80%	
  are	
  
               not	
  for	
  they	
  require	
  higher	
  performance.	
  But	
  the	
  trend	
  is	
  set.	
  This	
  80%	
  
               represents	
  potenMal	
  rather	
  than	
  obstacle.	

        3.  Games	
  that	
  are	
  larger	
  than	
  100m	
  currently	
  cannot	
  run	
  in	
  the	
  browser	
  -­‐	
  
            although	
  HTML5	
  reduces	
  the	
  cost	
  of	
  porMng,	
  the	
  response	
  Mme	
  and	
  gaming	
  
            experience	
  greatly	
  limited	
  so	
  that	
  hard-­‐core	
  gamers	
  will	
  not	
  be	
  saMsfied.	
  
        4.  HTML5	
  is	
  hard	
  to	
  promote	
  -­‐	
  on	
  the	
  one	
  hand,	
  HTML5	
  is	
  being	
  pushed	
  more	
  
            because	
  of	
  strategic	
  needs	
  from	
  companies	
  than	
  by	
  urgent	
  needs	
  from	
  users;	
  
            the	
  other	
  hand,	
  its	
  high	
  requirements	
  for	
  hardware	
  and	
  bandwidth	
  are	
  also	
  
            constraints.	
  

51	
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  Copyright	
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  All	
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  reserved.	
  	
  
KEYWORDS	

»  Key	
  word	
  -­‐	
  Ecosystem	
  
        InspiraMons	
  from	
  great	
  Silicon	
  Valley	
  business	
  
        1.     APenMon	
  to	
  their	
  own	
  posiMon	
  in	
  the	
  ecosystem	
  and	
  to	
  the	
  industry	
  chain	
  integraMon	
  capabiliMes.	
  
               No	
  maPer	
  who	
  is	
  speaking,	
  Glu,	
  Zynga,	
  or	
  Google	
  Android,	
  the	
  construcMon	
  and	
  development	
  of	
  
               ecosystem	
  have	
  become	
  an	
  important	
  part	
  of	
  their	
  long-­‐term	
  strategy.	
  
               §       Android's	
  success	
  comes	
  from	
  the	
  rapid	
  formaMon	
  of	
  a	
  large	
  ecosystem,	
  thanks	
  to	
  Google's	
  
                        efforts.	
  In	
  terms	
  of	
  scale	
  it	
  is	
  even	
  larger	
  than	
  that	
  of	
  Apple.	
  Google's	
  core	
  strengths	
  in	
  the	
  
                        future	
  also	
  lie	
  in	
  the	
  synergy	
  between	
  various	
  parts	
  of	
  its	
  ecosystem.	
  
               §  Glu	
  has	
  dedicated	
  teams	
  responsible	
  for	
  the	
  adaptaMon	
  of	
  all	
  aspects	
  of	
  the	
  Android	
  
                        ecosystem.	
  It	
  also	
  cooperates	
  with	
  the	
  industrial	
  chain	
  covering	
  chip	
  makers,	
  handset	
  
                        manufacturers,	
  SNS	
  plaeorms,	
  and	
  a	
  variety	
  of	
  retail	
  stores.	
  
               §  Evernote	
  believes	
  that	
  pure	
  markeMng	
  is	
  much	
  less	
  effecMve	
  than	
  integraMng	
  the	
  industrial	
  
                        chain,	
  therefore	
  it	
  always	
  adheres	
  to	
  the	
  construcMon	
  of	
  ecological	
  system,	
  with	
  which	
  to	
  
                        promote	
  and	
  extend	
  its	
  own	
  business.	
  
        2.     Drive	
  product	
  development	
  and	
  markeMng	
  by	
  customer	
  needs	
  to	
  accelerate	
  the	
  formaMon	
  of	
  
               ecosystems.	
  This	
  is	
  parMcularly	
  evident	
  in	
  development	
  of	
  companies	
  like	
  Evernote	
  and	
  Mozilla,	
  
               whose	
  large	
  number	
  of	
  free	
  users	
  and	
  volunteers	
  actually	
  become	
  the	
  most	
  dynamic	
  product	
  
               development	
  team,	
  and	
  their	
  understanding	
  of	
  user	
  needs	
  and	
  acMve	
  creaMon	
  are	
  qualiMes	
  that	
  
               even	
  professional	
  teams	
  do	
  not	
  have.	
  
        3.     Lead	
  or	
  parMcipate	
  in	
  the	
  construcMon	
  of	
  a	
  business	
  ecosystem	
  so	
  that	
  companies	
  have	
  resources	
  
               beyond	
  their	
  own	
  borders	
  and	
  beyond	
  the	
  local	
  market.	
  During	
  the	
  enMre	
  trip	
  this	
  is	
  the	
  theme	
  of	
  
               all	
  China-­‐related	
  topics.	
  Glu	
  and	
  Mozilla	
  are	
  acMvely	
  seeking	
  cooperaMon	
  with	
  OEMs	
  and	
  
               operators;	
  Zynga	
  formed	
  an	
  alliance	
  with	
  Tencent;	
  Evernote	
  began	
  trying	
  to	
  build	
  data	
  centers	
  in	
  
               China;	
  Google,	
  although	
  quiet	
  in	
  the	
  Chinese	
  market,	
  conMnues	
  to	
  envolve	
  Chinese	
  developers	
  into	
  
               its	
  own	
  ecosystem.	
  

52	
                                                                                                 research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
CONCLUSION	

»  On	
  New	
  Technologies	
  and	
  Business	
  Models	
  -­‐	
  InspiraDons	
  from	
  Square	
  
        and	
  Evernote	
  
        §  Whether	
  it	
  is	
  HTML5	
  or	
  NFC,	
  new	
  technologies	
  tend	
  to	
  be	
  over-­‐sought	
  or	
  
              idolized.	
  But	
  we	
  also	
  see	
  such	
  entrepreneurs	
  as	
  Jack	
  Dorsey	
  who	
  set	
  up	
  
              companies	
  in	
  a	
  quite	
  different	
  way:	
  From	
  the	
  beginning,	
  the	
  idea	
  was	
  not	
  to	
  
              mobilize	
  the	
  payment	
  method.	
  It	
  was	
  the	
  overall	
  development	
  of	
  
              technologies	
  to	
  make	
  a	
  whole	
  new	
  model	
  that	
  completely	
  changes	
  tradiMonal	
  
              methods	
  or	
  even	
  the	
  way	
  of	
  life.	
  	
  As	
  Jack	
  Dorsey	
  said,	
  “First	
  of	
  all,	
  Square	
  is	
  
              not	
  a	
  mobile	
  payment	
  company;	
  secondly	
  it	
  is	
  not	
  even	
  a	
  payment	
  company.”	
  
        §    What	
  Square	
  pursues	
  is	
  "make	
  the	
  payment	
  itself	
  no	
  longer	
  a	
  hindrance"	
  -­‐	
  	
  
              "to	
  support	
  every	
  payment	
  method	
  available	
  to	
  customers"	
  and	
  "to	
  help	
  
              businesses	
  complete	
  every	
  possible	
  transacMon".	
  	
  They	
  will	
  support	
  NFC	
  as	
  
              long	
  as	
  customers	
  need	
  them	
  to.	
  While	
  most	
  companies	
  focus	
  solely	
  on	
  new	
  
              technologies,	
  Square	
  sees	
  the	
  bigger	
  picture	
  and	
  emphasizes	
  on	
  how	
  these	
  
              technologies	
  can	
  be	
  applied	
  to	
  the	
  business	
  model	
  and	
  ecosystem.	
  This	
  
              difference	
  in	
  perspecMve	
  differenMate	
  this	
  companies	
  from	
  ordinary	
  ones.	
  
        §    In	
  Evernote	
  we	
  also	
  heard	
  them	
  say	
  "to	
  be	
  a	
  universal	
  memory	
  plaeorm	
  of	
  
              mankind".	
  We	
  can't	
  help	
  thinking	
  about	
  the	
  words	
  Mr.	
  Lei	
  Jun	
  said	
  to	
  Tencent	
  
              employees	
  in	
  a	
  recent	
  GWC	
  mobitalk:	
  "It	
  is	
  Mme	
  for	
  Tencent,	
  as	
  a	
  giant	
  with	
  
              $40	
  billion	
  of	
  market	
  value,	
  to	
  change	
  the	
  world."	
  A	
  great	
  company	
  from	
  
              China	
  is	
  something	
  we	
  all	
  look	
  forward	
  to.	
  
53	
                                                                                 research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
CONCLUSION	

»  On	
  the	
  Mobile	
  Internet	
  boom	
  -­‐	
  trend	
  or	
  trick	
  ?	
  
        §      Throughout	
  the	
  GMIC	
  Roadshow,	
  we	
  heard	
  more	
  than	
  once	
  American	
  colleagues'	
  
                amazement:	
  The	
  startup-­‐boom	
  in	
  Beijing	
  is	
  quite	
  similar	
  to	
  that	
  in	
  Silicon	
  Valley	
  some	
  Mme	
  
                ago.	
  Angel	
  investors	
  and	
  VCs	
  have	
  different	
  views	
  due	
  to	
  their	
  business	
  backgrounds.	
  For	
  
                example,	
  SV	
  Angel,	
  from	
  the	
  perspecMve	
  of	
  science	
  and	
  technology	
  update	
  cycle,	
  believes	
  
                that	
  mobile	
  Internet	
  is	
  sMll	
  only	
  at	
  the	
  early	
  stage	
  and	
  far	
  from	
  a	
  bubble,	
  not	
  to	
  menMon	
  
                slowing	
  down;	
  Sequoia	
  capital	
  measures	
  whether	
  there	
  is	
  overheaMng	
  based	
  on	
  "the	
  
                difficulty	
  and	
  cost	
  for	
  start-­‐ups	
  to	
  recruit	
  people."	
  They	
  thinks	
  that	
  "at	
  any	
  stage	
  of	
  the	
  
                economic	
  cycle	
  there	
  will	
  be	
  good	
  businesses,"	
  and	
  invest	
  in	
  projects	
  and	
  entrepreneurs	
  
                with	
  long-­‐term	
  and	
  extensive	
  values	
  for	
  in-­‐and-­‐out	
  returns.	
  
»       On	
  the	
  direcMon	
  of	
  investment	
  -­‐	
  angel	
  investment	
  vs	
  venture	
  capital.	
  
        ü  SV	
  Angel's	
  focuses	
  
                §    New	
  media	
  channels,	
  real-­‐Mme	
  content	
  consumpMon	
  
                §    O2O	
  Business	
  
                §    Collaborated	
  consumpMon	
  	
  
        ü  Basic	
  investment	
  philosophy	
  of	
  Sequoia	
  Capital	
  :	
  find	
  a	
  spark	
  can	
  start	
  a	
  prairie	
  fire:	
  
                §    New	
  technological	
  and	
  innovaMve	
  projects	
  
                §    Projects	
  with	
  superior	
  customer	
  values	
  and	
  fast	
  distribuMon	
  plaeorms	
  

54	
                                                                                            research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
PICTURES	
  	
  |	
  EVENTS




       Churchill	
  Club	
                                   Top	
  Tier	
  VC	
  Dinner	





                                                                                alley	

GMIC	
  Roadshow	
                           Monday	
  Dinner,	
  Silicon	
  V
                                                  research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
PICTURES	
  |	
  COMPANY	
  VISITS




                                                                                           Square	

Mozilla	
  Fund	

                                      eBay	





                                                                                                        bator	

         Evernote	
             Google	
  Android	
                              RocketS pace	
  Incu

                                                   research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
PICTURES	
  	
  |	
  COMPANY	
  VISITS




                                                    Do   nahoe	
  	
                        TwiPer	
  Founder	
  -­‐	
  Jack	
  Dor
                     eBay	
  CEO	
  -­‐	
  John	
                                                                                   sey	





                                                                                   Aliyun	
  President,	
  Wang	
  
            ice	
  President	
  of	
  Mobile	
  Bus iness,	
  	
  David	
  Marcus	
                                Jian	
  -­‐	
  GMIC	
  Roadshow	

Paypal	
  V                                                                             research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
ABOUT	
  GWC:	
  WHO	
  WE	
  ARE



                           enable’s its members and clients to:
      Develop trusted relationships
      Learn market leading strategies
      Promote their initiatives


Connecting the	
     mobile internet
ecosystem
               of 
 China
 to that of
 the world’s
en.greatwallclub.com
                research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  
If	
  you	
  have	
  any	
  comments	
  on	
  this	
  report	
  or	
  want	
  more	
  informaMon	
  about	
  GWC	
  and	
  the	
  
                                Global	
  Mobile	
  Internet	
  Conference,	
  please	
  contact	
  us	
  at	
  research@greatwallclub.com	


                                                  SHAWN	
  MICHAEL	
  CUI	
  	
  |	
  	
  MARKET	
  RESEARCH	
  AND	
  CONSULTING	
  PROJECTS,	
  SENIOR	
  MANAGER	
  
                                                  »  Email:	
  shawn@greatwallclub.com	
  
                                                  »  www.linkedin.com/in/shawnmichael	
  




                                                                                                                                             	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
  CommiPed	
  to	
  building	
  a	
  world-­‐leading	
  mobile	
  
                                                                                                                                             Internet	
   business	
   plaeorm.	
   We	
   help	
   our	
   members	
   and	
  
                                                                                                                                             clients	
   establish	
   business	
   relaMonships	
   based	
   on	
   mutual	
  
                                                                                                                                             trust,	
   learn	
   strategies	
   and	
   innovaMve	
   market-­‐leading	
  
                                                                                                                                             business	
   model,	
   and	
   promote	
   their	
   development	
   major	
  
This	
  report	
  is	
  an	
  internal	
  publicaMon	
  of	
  Great	
  Wall	
  Club	
  and	
  is	
  intended	
  for	
  its	
  members.	
     strategic	
  markets	
  both	
  in	
  China	
  and	
  the	
  world.	

Unauthorized	
   publicaMon	
   and/or	
   use	
   of	
   communicaMons	
   are	
   prohibited	
   without	
  
permission	
  from	
  the	
  copyright	
  owners.          	
                                                                               research@greatwallclub.com	
  |	
  Copyright	
  2011.	
  All	
  rights	
  reserved.	
  	
  

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  • 1.           GMIC  2012  ROADSHOW  USA           China’s  Tech  Leaders  On  Tour       GMIC  2012  ROADSHOW  USA  |  Company  Visits      November  5th-­‐11th,  2011     
  • 2. Outline   1.  Event  IntroducDon   2.  United  States  Market  Review   3.  Companies  Visited   4.  Conclusion   5.  GMIC  2012   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 3. Event  IntroducDon   Ø     About  GMIC  2012   Ø     GMIC  ROADSHOW   Ø     DelegaMon  Members   Ø     IMnerary   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 4. EVENT  INTRODUCTION|  GMIC  2012   Global  Mobile  Internet  Conference   May 9th – 11th 2012 Beijing, China Asia’s  largest  mobile  internet  conference   §  5000  aPendees   §  61%  CxO  and  VP  level   §  Elite  Speakers   §  G20  Summit  closed  door  leaders  meeMng   §  Startup  and  developer  tracks:  G-­‐Startup  and  AppSpace   gmic.greatwallclub.com   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 5. EVENT  INTRODUCTION|  GMIC  ROADSHOW     GMIC  ROADSHOW  is  one  of  the  Great  Wall  Club’s  (GWC)  events   as  well  as  an  overseas  promoMon  for  the  Global  Mobile  Internet   Conference  (GMIC).  This  event  is  designed  to  show  GMIC  as  a   communicaMon  link  between  Asia,  especially  China,  and  overseas   markets  to  global  industry  leaders  and  entrepreneurs.     。    5   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 6. EVENT  INTRODUCTION  |  DELEGATION  MEMBERS  LEI  JUN   LIN  BIN   Wang  Jian   CEO,  Xiaomi  President,  Xiaomi  CTO,  Alibaba  Michael  Song     Wang  Yong   WANG  QIANGYU   CEO,  Skymobi  CEO,  DeNA  China  CEO,  Duanqu  文厨   BO  YIQUN   BARRETT  PARKMAN   CEO,  GWC  President,  GWC  VP,  GWC  6   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 7. EVENT  INTRODUCTION  |  ITINERARY  NOVEMBER  5 -­‐13 ,  2011:  HIGHLIGHTS  REVIEW  TH TH §  Glu  Mobile  |  One  of  the  top  3  mobile  game   development  and  publishing  companies  in  the  world.   Square  |  A  payment  giant  with  an  annual  transacMon   Company   §  volume  of  more  than  $2  billion.   Visits   §  SV  Angel  |  A  legendary  angel  investment  agency  that   11/7  -­‐    invested  in  Google,  Facebook,  TwiPer,  and  Groupon.    §  RocketSpace  |  A  startup  company  incubator.   §  Zynga  |  A  leading  social  game  developer.  §  GMIC  Roadshow  San  Francisco   Events  §  VIP  Dinner   Company   §  eBay  |  The  world's  largest  e-­‐commerce  plaeorm.   Visits   §  Paypal  |The  world's  largest  payment  soluMon  provider.  11/8  -­‐      §  Venture  Capitalist  Dinner     Events  §  Boundless  Mobile  InnovaMon   §  CEO  Dinner   7   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 8. EVENT  INTRODUCTION  |  ITINERARY  NOVEMBER  5 -­‐13 ,  2011:  HIGHLIGHTS  REVIEW  TH TH §  Sequoia  Capital  |  The  world’s  largest  venture   Company   capital  firm.   11/9  -­‐   Visits   §  Google  Android  |  The  development  team  for  the    most  popular  mobile  operaMng  system.   Events  §  SVCW  CEO  Dinner   §  Evernote  |The  world’s  No.  1  cross-­‐plaeorm   Company   note-­‐taking  sohware  /  cloud  storage  plaeorm.   11/10  -­‐   Visits   §  Mozilla  |  The  world’s  3rd  largest  browser   provider.    8   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 9. USA  Market  Review     Ø  From  Horizontal  to  VerMcal  Ø  Three  Important  Trends  of  the  VerMcal  Market  Ø  Social-­‐Local-­‐Mobile   Ø     Other  Noteworthy  Segments  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 10. MOBILE  MARKET  IN  THE  UNITED  STATES  AND  IN  GENERAL     From  Horizontal  to  VerDcal  »  With  the  introducMon  of  cloud  networking  and  increased  bandwidth,  the  market   for  Mobile  Services  stands  to  increase  significantly.  One  of  the  important  trends  is   that  market  entrance  shihs  from  horizontal  products  and  services  to  verMcal   business  soluMons,  which  is  exemplified  by  Square  (see  the  company  visits  page)   »  Two  Major  Classes  of  Services  in  the  Future  Mobile  Market   §  Horizontal  -­‐  Services  and  products  that  meet  user  needs.   §  VerMcal    -­‐  Services  and  soluMons  that  meet  the  market  segments'  needs.  »  Three  Major  Reasons     §  Users’  core  needs  have  been  met  in  general.  SubstanMal  innovaMon  in  a  single   market  is  difficult.   §  Technological  development  makes  it  possible  for  package  soluMons  to  be   applied  in  market  segments.   §  Hot  segments  and  products  are  cooling  down.  Making  revenue  from  a  single   product  or  service  hot  spot  is  becoming  difficult.  Product  integraMon  and   added-­‐value  services  that  meet  the  systemaMc  needs  are  becoming  popular.   10   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 11. MOBILE  MARKET  IN  THE  UNITED  STATES  AND  IN  GENERAL     Three  Important  Trends  of  the  VerMcal  Market   1.  Connected  devices  could  reach  50  billion  devices  by  2020  (There  were  roughly   12.5  billion  as  of  2010).    §  Two  Types:  Single  Use  (eReaders,  Health  Monitors)  and  MulM-­‐purpose  devices   (smartphones,  tablets).  §  Major  technological  refinements  and  adjustments  are  going  to  need  to  take  place  to   handle  this  increase  in  data  transfer.  2.  Healthcare  oriented  services  via  mobile  will  surge.  §  Healthcare  will  account  for  20%  of  the  U.S.  GDP  soon.  §  The  aging  populaMon  of  the  U.S.  and  the  world  will  act  as  the  accelerant  that  pushes   this  market  into  overdrive.  3.  Ongoing  Development  of  Mobile  Search  Engines  §  Constraints  of  mobile  devices  demand  simpler  ways  to  search  for  things  than   tradiMonal  “Google-­‐like”  search  engines.  §  New  search  methods,  such  as  “voice  command”  searches  like  Siri  that  are  capable  of   doing  one  or  two  word  searches  with  reasonable  accuracy,  are  the  future.  §  The  winner  in  this  market  will  be  the  new  Google  for  the  next  10  years.  11   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 12. MOBILE  MARKET  IN  THE  UNITED  STATES  AND  IN  GENERAL  Social-­‐Local-­‐Mobile  (So-­‐Lo-­‐Mo)  »  So-­‐Lo-­‐Mo  will  conDnue  to  develop  and  have  a  deepening   impact.  §  SoLoMo  will  provide  the  informaMon  that  will  allow  businesses  to  target  and   influence  customers  in  ways  never  before  possible.  §  Dataming  and  controlling  opinions  will  make  or  break  companies  in  the   future.  §  34%  of  TwiPer  users  share  a  link  about  a  product  more  than  once  a  day.    This   means  that  push  noMficaMon  between  users  has  become  a  reality  in  a  sense.  12   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 13. MOBILE  MARKET  IN  THE  UNITED  STATES  AND  IN  GENERAL  Other  Noteworthy  Segments  1.  Mobile  Payment  §  Global  Mobile  Payments  will  exceed  $750  billion  by  2015.  §  NFC  transacMons  will  make  up  75%  of  these  transacMons.  §  SMS  payments  and  mobile  web  payments  will  stagnate.  §  From  July  2009  to  July  2010,  $1  billion  of  goods  were  purchased  from  Amazon  via  mobile   payment.  2.  Mobile  AdverMsing  §  Of  the  $33  billion  spent  on  digital  adverMsing  in  the  U.S.,  $1  billion  was  mobile.  §  Only  35%  of  U.S.  mobile  subscribers  are  currently  using  smartphones.    As  this  grows   exponenMally,  so  will  the  mobile  adverMsing  market.   §  Targeted  adverMsing  through  SoLoMo  will  make  mobile  markeMng  more  effecMve  and  thus   more  aPracMve.  3.  Mobile  VoIP  §  Mobile  VoIP  is  expected  to  jump  from  15  billion  minutes  in  2010  to  over  470  billion  by  2015.  §  This  growth  will  kill  the  revenue  generated  from  tradiMonal  voice  and  SMS  services.  §  This  will  be  a  baPleground  for  the  coming  years  as  carriers  fight  to  find  new  ways  to  balance   their  loss  of  profits  from  tradiMonal  services.  VoIP  services  need  a  way  to  moneMze  their   product.    13   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 14. Companies  Visited   Ø     Glu  Mobile   Ø     Sequoia  Capital   Ø     Square   Ø     Google  Android   Ø     SV  Angel     Ø     Evernote   Ø     Zynga   Ø     Mozilla   Ø     eBay   Ø     Paypal   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 15. COMPANY  VISITS|  GLU  MOBILE  »  Company  IntroducDon   §  One  of  the  top  3  mobile  game  development  and  publishing  companies  in  the   world.  §  Founded  in  2001,  Glu  is  based  in  San  Francisco  and  has  a  branch  in  Beijing.   §  Listed  on  the  NASDAQ  in  2007.  (NASDAQ:  GLUU)   §  Beijing  branch  employs  about  150  people.   Contract  Killer Super  KO  Boxing Big  Time  Gangsta Guitar  Hero Deer  Hunter StarBlitz 15   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 16. COMPANY  VISITS|  GLU  MOBILE  »  OperaDng  condiDons   §  More  than  70  million  users   §  22,090  acMve  users  per  month     §  2,103  acMve  users  per  day   §  34%  are  Android  users;  66%  are  iOS   users   »  Financial  PosiDon   §  Market  Value:  $197.06M     §  Total  Revenue  in  the  Last  12  Months:   $66.65M   §  Gross  Profit  in  the  last  12  Months:   $47.69M   §  Net  Profit  in  the  Last  12  Months:                   -­‐$16.02M   16   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 17. COMPANY  VISITS|  GLU  MOBILE  »  Business  Model   Free  +  Premium   §  Micro-­‐TransacMons-­‐-­‐75%  of  Total   Revenue   §  Display  Ads  (CPM)-­‐-­‐5%  of  Total   Revenue   §  Incented  Ads  (CPX)-­‐-­‐20%  of  Total   Revenue   »  Product  Strategy   ü  Seek  “Word  of  Mouth”  and  Social   CommunicaMon   ü  Give  the  Full  Game  to  the  Customer     ü  Free  +  Premium  +  Maximized   Product  Value  (Fully  Develop  the   Commercial  Value  of  Each  Game)   17   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 18. COMPANY  VISITS|  GLU  MOBILE  »  Keys  to  Glu’s  Success   1.  Free  +  Premium  (Freemium)  Business  Model   2.  Great  cross-­‐plaeorm  porMng  capability:  Dedicated  teams  responsible  for  the   adaptaMon  of  all  aspects  in  the  Android  ecosystem  to  ensure  that  each  game   can  be  run  in  a  variety  of  hardware  and  sohware  environments.   3.  Industrial  chain  coverage:  From  the  proposal  of  game  concepts  to  the  release   and  promoMon  of  it  -­‐  cooperaMon  with  chip  makers,  handset  manufacturers,   most  of  the  SNS  plaeorms  and  almost  all  retail  stores.  4.  Tremendous  advantages  on  heavy  client  games,  especially  3D  game   development.   5.  Make  business  strategies  based  on  its  own  advantages.  Instead  of  following   the  trends  of  social  games  or  the  socializaMon  of  games,  it  sMcks  to  the  player-­‐ oriented  strategy  to  add  social  elements  at  the  premise  of  gameplay  and   players  experience  (As  social  as  relevant).   »  The  Future  of  the  Game  Market  from  Glu’s  PerspecDve   1.  Three  Major  Trends:  Mobile,  Freemium,  and  Social  Games   2.  Two  DirecMons  for  the  Development:  CompaMbility  (browser-­‐oriented)  or  user   18   experience  (local  resource-­‐oriented)     research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 19. COMPANY  VISITS|  SQUARE  »  Company  IntroducDon     §  A  payment  giant  with  annual  transacMon  volume  of  more  than  $  2  billion.   §  Co-­‐founded  in  February  2009  by  TwiPer  founder  Jack  Dorsey.    It  is   headquartered  in  San  Francisco,  United  States.   §  By    October  the  company  has  raised  over  170  million  U.S.  dollars.  »  OperaDng    CondiDons   §  Nearly  20,000  acMve  users  per  day.  More  than  900,000  actual  users.   §  More  than  9,000  sales  outlets  in  the  United  States.  Nearly  one  million  card  readers  have   been  distributed.   §  More  than  100,000  new  businesses  per  month.  Total  number  of  businesses  has  reached   10%  of  that  of  Visa  or  MasterCard.   §  Usage  by  mobile  device:    iPad(21%),  iPhone(45%)                    iPod(3%),  Android(31%)   »  Financial  PosiDons   §  Over  $11M  in  daily  transacMons   §  Over  $2B  in  annual  transacMons   §  Company  valuated  at  $2B   19   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 20. COMPANY  VISITS|  SQUARE  »  Business  Model   Current:  Cost  Per  TransacDon   §  Cost  Per  Swipe  –  2.75%  of  the  transacMon  volume.    No  extra  charge.   §  Cost  Per  Keyed-­‐in  -­‐-­‐  2.75%  of  the  transacMon  volume.  No  extra  charge.   Future:  product  recommendaMons  +  adverMsing,  and  may  become  a  e-­‐ commerce  plaeorm  as  well  as  a  portal  20   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 21. COMPANIES  VISITS  |  SQUARE  »  Keys  To  Square’s  Success   1.  Reasonable  Commercial  PosiDoning:    Believe  in  the  concept  of  "new   technologies  will  not  just  improve  the  tradiMonal  payment  methods  but   completely  change  the  payment  industry"  and  posiMon  the  company  as  a  "one-­‐ stop  payment  soluMon  provider"  rather  than  a  mere  "mobile  payment"   company.   2.  Simple  Business  Model:    Do  everything  possible  to  simplify  the  user  payment   process.  Cancelled  the  $0.15  extra  charge  early  in  this  year.   3.  Product  for  Niche  Market:    TradiMonal  payment  system  could  not  meet  the   needs  of  small  businesses  and  individuals,  and  it  is  by  paying  aPenMon  to  their   needs  that  helped  Square  accumulate  core  users  in  its  early  stage.   4.  Customer  Experience-­‐Oriented  Product  InnovaDon:  Instead  of  using  new   technologies  (e.g.,  NFC)  sequaciously,  Square  set  its  target  as  "to  support  every   payment  method  available  to  customers"  and  "to  help  businesses  complete   every  possible  transacMon.”     5.  Cost:  Efficient  strategies  for  markeMng  and  core  user  accumulaMon  :  1)  add   word-­‐of-­‐mouth  and  popular  elements  to  the  product  so  that  it  is  sought  aher   by  users;  2)  distribute  product  trials  to  different  target  groups;  3)  use  social   21   communicaMon  plaeorms.  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 22. COMPANY  VISITS|  SV  ANGEL  »  Fund  InformaDon     1.  Founded  in  2005  by  Ron  Conway,  a  legendary  angel  investor  in  Silicon  Valley   who  has  invested  in  Google,  Facebook,  TwiPer,  and  Zynga.   2.  Headquartered  in  Silicon  Valley,  the  $60  million  fund  mainly  conducts  small   investments  to  start-­‐up  companies  during  their  early  stage.   3.  Only  one  General  Partner  (David  Lee),  others  including  Ron  Conway  are  LPs.   4.  As  of  November  15,  2011,  SV  ANGEL  has  invested  in  more  than  220  business   projects,  including  TwiPer,  Foursquare,  Groupon,  Dropbox,  Square,  Filpboard   and  AirBnB.  More  than  half  of  the  companies  have  received  Series  A   financing,  and  25%  of  them  received  investments  from  Top  10  venture  capital   investors。   5.  The  average  investment  amount  is  around  $  150,000  (about  1%  to  5%  of  the   equity),  while  that  of  key  projects  vary  from  $  500,000  to  1,000,000.   6.  Give  priority  to  projects  with  long-­‐term  impacts,  and  put  parMcular  emphasis   on  establishing  long-­‐term  relaMonships  with  excellent  entrepreneurs  as  well   as  on  future  investment  possibiliMes.  22   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 23. COMPANY  VISITS|  SV  ANGEL  »  SV  Angel’s  Views:   1.  Two  key  market  drivers:    MobilizaMon  and  GlobalizaMon   2.  Three  future  market  direcMons:   §  New  Media  Channel,  Real  Time  Data  ConsumpMon   §  O2O  Commerce   §  CollaboraMve  ConsumpMons   3.  A  technology  update  cycle  usually  lasts  about  20  to  25  years,  and  now   everything  is  only  in  the  early  stage  of  the  cycle,  so  the  industry  is  sMll  far   from  being  a  bubble.  SV  Angel  will  conMnue  its  current  momentum  of   investment  for  at  least  another  five  years.   4.  SV  Angel  has  never  been  so  opMmisMc  for  this  industry  and  does  not  think   there  are  signs  of  slowdown.   5.  The  next  Google  and  Facebook  will  come  from  Y  Combinator.   23   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 24. COMPANY  VISITS|  ZYNGA  »  Company  IntroducDon   §  World's  No.1  social  gaming  company   §  Founded  in  June  2007,  it  began  to  profit  in  the  fall  the  same  year.   §  Headquartered  in  San  Francisco,  USA.  Employs  more  than  2,000  people.   Maintains  a  branch  in  Beijing.   §  Core  team:  Mark  Pincus  (CEO)  Cadir  Lee  (CTO)  Dave  Wehner  (CFO)        research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 25. COMPANY  VISITS|  ZYNGA  »  OperaDng  CondiDons   §  Over  148  million  unique  users  per  month  (average)  spread  over  166  countries.   §  232  million  acMve  users  per  month  (average).   §  Over  the  past  year:   §  More  than  60  million  users  logged  on  at  least  one  Zynga  game  plaeorm  every  day.  2   billion  minutes  were  spent  in  Zynga's  games  per  day.   §  Zynga  sold  38,000  virtual  goods  per  second  and  the  annual  revenue  from  virtual   goods  reached  $  575  million.   §  Zynga  gained  only  $  22.8  million  from  adverMsing,  a  figure  decreased  by  36%   compared  to  2009.   »  Financial  PosiDon   §  Annual  Revenue:  $598M,  an  391%  increase  compared  with  122  million  in  2009   §  Q1  revenue:  $235M,  133%  more  than  last  year   §  Annual  profit:  $90M   §  Q1  profit  :  $11.8M,  84%  more  than  last  year   §  Current  disposable  cash  :  $1  billion   §  The  total  cost  of  markeMng  in  2010  was  more  than  $114  million   §  R  &  D  costs  in  the  first  quarter  reached  $71.8  million,  158%  more  than  last  year   25   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 26. 企业拜访 |  ZYNGA  »  Business  Model     Virtual  Commodity  Trading  +  AdverMsing   §  3%  to  5%  of  the  users  pay  for  virtual  goods.   §  Online  and  offline  purchase  channels,  with  a  variety  of  payment  methods.   §  Virtual  commodity  trading  accounts  for  90%  of  total  revenue,  while   adverMsing  revenue  takes  an  increasingly  small  proporMon.   §  TransacMons  conducted  via  Facebook  are  charged  for  30%  of  the  volume.   §  AdverMsing  services  are  via  1)  graphics  display  of  the  adverMser's  brand  ,  2)   implanted  adverMsements  in  the  game  interface.   26   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 27. COMPANY  VISITS  |  ZYNGA  »  CooperaDon  and  CompeDDon  Netween  Zynga  and  Facebook  1.  CooperaDon   §  Facebook  is  the  largest  channel  plaeorm  for  Zynga   §  Zynga  games  bring  Facebook  new  users   2.  Facebook  Banned  “NoDficaDon”   §  In  May  2010  Facebook  stopped  social  games  from  using  the   "noMficaMon"  funcMon  to  promote   3.  Facebook  Introduced  Credit   §  In  September  2010,  Facebook  introduced  the  Facebook  credit   §  StarMng  from  July  1,  2011,  the  Facebook  credit  has  become  the   only  currency  on  the  plaeorm,  and  Facebook  charges  30%  of  the   trading  volume   4.  Zynga  Built  Its  Plahorm  Itself   §  Zynga  built  a  plaeorm  itself  in  reacMon  to  Facebook's  method,   and  started  to  launch  new  promoMon  and  revenue  channels   27   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 28. 企业拜访 |  ZYNGA  »  Why  Zynga  succeeded?  1.  Started  on  the  shoulders  of  Facebook   §  Take  full  advantage  of  Facebook's  dominance  at  the  desktop  market,  and  seize  the   market  quickly  through  strong  channels.   2.  Copy  successful  games  ASAP   §  Copy  popular  games  in  a  short  period  of  Mme,  and  accumulate  large  numbers  of   users  through  large-­‐scale  adverMsing  (which  cost  10%  to  20%  of  its  total  annual   income)  and  cross-­‐promoMon  between  users   3.  AjenDon  to  the  data  decision   §  Allocate  significant  resources  to  data  centers,    and  build  data  models  for  each   game.  Zynga  invested  hundreds  of  millions  of  dollars  over  the  past  three  years  on   recruiMng  engineers  and  purchasing  servers   §  Product  development  relies  on  its  strong  technological  system  and  data  analysis   teams  (mostly  from  Oracle).  The  company  make  decisions  based  on  mass  data  and   rigorous  analysis  rather  than  experience   4.  Adjust  channel  strategies  according  to  the  situaDon   §  In  the  desktop  market,  Zynga  introduced  new  promoMon  and  moneMzaMon   channels  such  as  embedded  adverMsing  and  offline  payment   §  In  the  mobile  market,  it  remains  a  loose  cooperaMon  with  Facebook  and  at  the   same  Mme  open  up  other  channels  as  well   28   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 29. COMPANY  VISITS  |  EBAY  »  Company  IntroducMon   §  World's  largest  e-­‐commerce  plaeorm.   §  Founded  on  September  4,  1995;  listed  on  NASDAQ  on  September  24,   1998  (NASDAQ:  EBAY)  .   §  Headquartered  in  San  Jose,  California;  17,700  employees.   §  Core  team:  Pierre  Omidyar  (founder  and  Chairman),  John  Donahoe  (CEO),   Bob  Swan  (CFO).   29   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 30. 企业拜访 |  EBAY  »  OperaDng  CondiDons   »  Financial  PosiDon   §  More  than  100  million  acMve  users   §  Market  value:  $37.43B     §  More  than  1.6  billion  page  views  per   §  Total  revenue  in  last  12  months:   day   $10.77B   §  $  1,877  worth  of  transacMons  per   §  Gross  profit  in  last  12  months:   second   $7.64B   §  2011  Q2  transacMon  totaled  more  than   §  Net  profit  in  last  12  months:  $1.81B   $14.6  billion     30   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 31. COMPANY  VISITS  |  EBAY  »  Business  Model   C2C  online  Trading  Plaeorm   1.  Online  aucMon  /  fixed  price   transacMons   §  eBay  inserMon  fee   §  eBay  final  value  fee   2.  PayPal  transacMon  fee  income   3.  AdverMsing  /  classificaMon  services   revenue     31   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 32. 企业拜访 |  PAYPAL  »  Company  IntroducDon   §  World's  largest  payment  soluMon  provider.   §  eBay  was  founded  in  December  1998  and  is  headquartered  in  San  Jose,   California.  It  was  acquired  by  eBay  in  2002,  and  now  is  an  eBay  company.     §  Paypal  can  be  used  in  194  countries  and  regions  worldwide  and  supports   more  than  20  currencies.   §  Core  Team:  ScoP  Thompson  (President), Patrick  Dupuis  (CFO)     32   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 33. COMPANY  VISITS|  PAYPAL  »  OperaDng  CondiDons   §  More  than  90%  of  the  sellers  and  more   than  85%  of  buyers  use  PayPal  in   internaMonal  online  transacMons.     §  More  than  100  million  acMve  users,  and   about  1  million  new  users  per  month.   §  More  than  $315  million  of  daily   transacMon  volume,  which  means   $3,650  per  second.   §  In  2011  the  total  transacMon  volume   will  exceed  $120  billion.   »  Financial  PosiDon   §  Total  revenue  in  2010:  $3.4  billion,  in   which  internaMonal  business  accounted   for  47%   §  Gross  profit  in  2010:  about  $1  billion   §  2011  Q3  revenue  was  $1.1  billion,  an   32%  growth  over  the  same  period  last   year.   33   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 34. COMPANY  VISITS  |  PAYPAL  »  Business  Model  Core  payment  methods   1)  Banking  system  recharge  2)  operator  billing  3)  Paypal  Credit  Card   Core  profit  model  -­‐-­‐  Account  TransacMon  Fees   §  Monthly  trading  volume  less  than  $  3,000  -­‐  $  0.30  per  transacMon  +  3.9%  of  turnover;   §  Monthly  trading  volume  from  $  3,000  to  $10,000  -­‐  $  0.30  per  transacMon  +  3.4%  of   turnover;   §  Monthly  trading  volume  from  $  10,000  to  $100,000  -­‐  $  0.30  per  transacMon  +  3.2%  of   turnover;   §  Monthly  trading  volume  more  than  $  100,000  -­‐  $  0.30  per  transacMon  +  2.9%  of   turnover.     34   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 35. COMPANY  VISITS  |  PAYPAL  »  eBay  and  the  Mobile  Internet   1.  By  October,  eBay  mobile  client  has   been  downloaded  for  more  than  57   million  Mmes.   2.  Last  year  eBay  mobile  client   contributed  more  than  5  billion  worth   of  transacMon  volume.   3.   Each  week  2600  automobiles  are  sold   via  eBay  mobile  clients.   4.  It  is  expected  that  within  three  years,   50%  of  eBay  customers  will  use  mobile   devices  for  Internet  communicaMons  .   5.  Aher  acquiring  RedLaser,  eBay  began   to  implement  new  mobile  strategies  -­‐   to  find  and  develop  mobile   applicaMons  that  support  voice  and   video  recogniMon  technologies.   »  Paypal  and  the  mobile  Internet   1.  In  2011  Paypal's  mobile  payment   totaled  $  3.5  billion  ($  10  million  per   day  or  more  than  $  10,000  per   minute.   2.  Aquired  the  mobile  payment   company  Zong  for  $  240  million.  35   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 36. COMPANY  VISITS  |  SEQUOIA    CAPITAL  »  Fund  introducDon   1.  World's  largest  venture  capital  firm.   2.  Founded  in  1972,  Sequoia  Capital  owns  nearly  30  funds  and  $10  billion   managed  capital  in  total.   3.  Sequoia  Capital  has  invested  in  a  total  of  more  than  500  companies  -­‐  more   than  130  of  which  have  been  successfully  listed.  The  companies  they  invested   in  take  up  10%  of  the  total  NASDAQ  value.   4.  Sequoia  Capital  has  invested  in  a  number  of  prominent  companies  such  as   Apple,  Cisco,  Oracle,  Yahoo  and  Google.  For  more  than  30  years,  Sequoia   Capital  has  powered  many  of  the  well-­‐known  companies  in  the  United  States.   5.  Sequoia  Capital  China  Fund  currently  manages  seven  funds  with  a  worth  of  2   billion  US  dollars  and  4  billion  yuan  in  total  for  investments  in  China's  high-­‐ growth  companies.   36   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 37. COMPANY  VISITS  |  SEQUOIA    CAPITAL  »  Sequoia  Capital's  Views   1.  Look  for  sparks  that  can  start  prairie  fires:   §  New  technological  and  innovaMve  projects   §  Projects  with  superior  customer  values  and  fast  distribuMon  plaeorms   2.  Investment  strategy  should  not  change  with  market  condiMons,  for  at  any   stage  of  the  economic  cycle  there  will  be  good  businesses.   3.  One  of  the  standards  to  measure  whether  an  industry  is  overheated  is  the   difficulty  and  cost  for  start-­‐ups  to  recruit  people.   4.  Sequoia  sees  itself  not  as  an  investor  but  a  business  partner  with  the   companies.  Do  not  pursue  "in-­‐and-­‐out"  profits,  but  look  for  products  that   change  the  world.   5.  Prefer  projects  with  long-­‐term  and  extensive  values  to  delicate  small   business.   6.  According  to  Sequoia's  observaMon,  Chinese  e-­‐commerce  companies  spend  a   lot  on  markeMng  but  the  customer  conversion  rate  and  product  gross  margin   are  far  below  the  average  of  their  U.S.  counterparts  (Amazon  enjoys  25%  to   30%  gross  margin  rate,  which  is  the  lowest  in  the  US).   37   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 38. COMPANY  VISITS  |  GOOGLE  ANDROID  »  Company  IntroducDon   §  The  most  popular  mobile  operaMng  system  in  the  world.   §  Google  officially  unveiled  the  Android  operaMng  system  in  November  5th,   2007.   §  It  was  founded  by  Andy  Rubin  and  only  supported  phones  at  first.  In  2005,   only  22  months  since  its  founding,  Android  was  acquired  by  Google,  who   later  invited  a  number  of  manufacturers  to  form  the  Open  Handset   Alliance.  The  system  was  gradually  ported  to  Tablet  PCs  and  other   devices.   §  In  the  first  quarter  of  2011,  Android  surpassed  Nokia's  Symbian  which  had   been  dominaMng  for  more  than  10  years  and  became  the  world's  No.1.  38   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 39. COMPANY  VISITS  |  GOOGLE  ANDROID  »  OperaDng  CondiDons   §  By  August  2011,  Android  has  been  the  No.1  in  35  countries,  with  an  average   48%  market  share.   §  By  November  2011,  Android  has  taken  over  52.5%  of  the  global  smart  phone   market  share.  In  China  the  number  was  58%.   §  November  18,  Google  reported  that  more  than  200  million  Android  devices   have  been  acMvated  via  Google  servers,  and  55  million  new  acMvaMons  each   day.  To  be  noted,  this  is  only  the  acMvaMons  via  Google  servers.     research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 40. COMPANY  VISITS  |  GOOGLE  ANDROID  »  Views  from  the  Android  Team   1.  Compared  with  iOS,  which  only  covers  high-­‐end  users,  Android  ecosystem  boasts  a  wider  range.  iOS   developers  make  simple,  but  not  necessarily  more,  profits.  There  will  be  more  innovaMons  and  bePer   opportuniMes  in  the  profit  model  for  Android  users.   2.  Rovio,  the  developer  of  Angry  Birds,  makes  almost  the  same  amount  of  profit  from  in-­‐app  adverMsing  on   Android  plaeorm  than  in  AppStore.   3.  Android  has  not  devote  resources  on  the  profitability  of  this  plaeorm,  but  this  will  be  one  of  the  main   tasks  for  the  Android  team.   4.  Android  plaeorm  is  flexible  enough  to  adapt  to  a  variety  of  market  characterisMcs  in  different  regions.   5.  Revenue  generated  from  Android  plaeorm  in  Japan  surpassed  that  of  iOS.   6.  Google  is  prepared  for  long-­‐lasMng,  all-­‐round  compeMMon.    What  we  see  now  is  just  the  beginning.   Google's  killer  app  will  be  the  coordinaMon  between  various  products  and  services.   7.  Any  innovaMons  on  the  plaeorm-­‐level  face  compaMbility  issues.   8.  One  of  the  purposes  for  Android's  open  strategy  is  to  use  many  distribuMon  channels  to  maximize  the   market  share,  so  that    customers  have  easier  access  to  the  product.   9.  Current  revenue  of  Android  is  mainly  from  adverMsing  on  search  engines.  Android,  as  one  of  the  major   markeMng  channels  for  Google  search,  has  brought  nearly  1  /  3  of  their  users.   40   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 41. COMPANY  VISITS  |  EVERNOTE  »  Company  IntroducDon   §  World's  No.  1  cross-­‐plaeorm  note  sohware  /  cloud  storage  plaeorm.   §  Founded  in  2007,  and  headquartered  in  Mountain  View,  California.   §  Core  team:  Stepan  Pachikov  (founder),  Phil  Libin  (CEO),  Dave  Engberg  (CTO)   §  66  days  aher  the  product  launch,  the  number  of  users  reached  100  million;   222  days,  200  million;  133  days;  300  million;  1084  days,  400  million;  83  days;   reach  500  million;  52  days,  600  million.   41   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 42. COMPANY  VISITS  |  EVERNOTE  »  OperaDng  CondiDons   §  By  Oct  2011  there  have  been  16  million   users,  2/3  of  which  internaMonal  users.   §  Registered  users  grow  by  100  million   every  month.   §  By  the  end  of  2010  the  total  number  of   unique  users  had  reached  2,089,705.   Paying  customers  grew  at  470%   annually,  exceeding  that  of  free  users   »  Financial  PosiDon   §  Total  revenue  in  last  12  months:   $16M   §  Average  monthly  income:  more  than   $  1.2M.  Revenue  growth  rate:  more   than  300%   §  Last  valuaMon:  $  1  B   42   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 43. COMPANY  VISITS  |  EVERNOTE  »  Business  Model  Free  +  Premium   1.  Accumulate  core  users  with  free   services  (The  easiest  way  to  have  1   million  paid  users  is  to  have  1  billion   free  users.  -­‐  Evernote  CEO  Phil  Libin)   2.  By  providing  amazing  free  products,   improving  the  user  experience   gradually,  and  constantly  updaMng  its   high-­‐quality  value-­‐added  services,   Evernote  switches  acMve  users  into   paying  users  and  keep  the  conversion   above  1%  (Phil  Libin  assumed  that  1%   is  enough  be  profitable,  whereas  the   actual  conversion  rate  is  more  than   5%).   3.  Ensure  the  gross  margin  in  the  whole   43   process  with  effecMve  cost  control.   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 44. COMPANY  VISITS|  EVERNOTE  »  InspiraDons  from  Evernote   1.  The  core  of  free  +  premium  business  model  lies  in    superior  product   experience,  stable  conversion  rate  from  acMve  to  paid  users,  and  the   extraordinary  cost  control.   2.  One  of  the  benefits  that  large  groups  of  free  users  bring  is  the  user   ecosystem.   §  Large  number  of  free  users  actually  become  the  most  dynamic  product   development  team,  and  their  understanding  of  user  needs  and  acMve   creaMon  are  qualiMes  that  even  professional  teams  do  not  have.   §  Its  huge  number  of  users  influences  device  manufacturers,  such  as  HTC,   so  that  they  build  in  Evernote  products  as  their  default  back-­‐end  service   plaeorm  as  well  as  take  the  iniMaMve  to  integrate  their  products.   3.  Sharing  is  informaMon  addiMon;  search  is  subtracMon.  For  most  users,  search   has  more  pracMcal  significance  than  sharing.   4.  The  vision  of  Evernote  is  not  to  make  cross-­‐plaeorm  applicaMons,  but  a   universal  memory  plaeorm  for  all  mankind.  For  any  plaeorm  services,   building  data  centers  is  of  great  importance.  Evernote  has  clearly  taken  this   into  account  when  distribuMng  the  ecosystem  in  overseas  markets.   5.  Pure  promoMon  and  markeMng  is  much  less  effecMve  than  the  integraMon  of   industrial  chain.  Evernote  tends  to  rely  on  their  own  strength  of  the   44   ecosystem  to  extend  its  services  at  all  levels.   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 45. COMPANY  VISITS  |  MOZILLA  »  Company  IntroducDon   §  Mozilla  Fund  (referred  to  as  Mozilla)  is  a  non-­‐profit  organizaMon  to  support   and  lead  the  open-­‐sourced  Mozilla  project,  and  is  the  provider  for  world's   third-­‐largest  browser  Firefox  (the  top  two  being  IE  and  Chrome).   §  Mozilla  OrganizaMon  was  founded  in  February  1998  by  Netscape  staff   internally,  while  the  Fund  was  formally  established  in  July  2003.  It  is   headquartered  in  Mountain  View,  California,  USA   §  Mozilla  Fund  describes  itself  as  "a  public  service  organizaMon  commiPed  to   the  provision  of  a  variety  of  Internet  opMons  and  innovaMons",  and  its   project  includes  Firefox,  Thunderbird,  Drumbeat,  Mozilla  Labs.   §  Core  team:  Gary  Kovacs  (CEO),  Mitchell  Baker  (Chairman),  Brendan  Eich   (CTO),  Chris  Beard  (CIO),  Jim  Cook  (CFO)  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 46. COMPANY  VISITS  |  MOZILLA  »  OperaDng  CondiDons   §  There  are  about  500  million  Firefox  users   §  More  than  140  million  daily  acMve  users   §  Over  25%  of  market  share,  ranking  3rd   §  Its  market  share  in  China  has  been   declining  since  2008,  and  is  only  3.32%   now   §  40%  of  the  updates  are  from  volunteers   »  Financial  PosiDon   §  Throughout  2010,  Mozilla  (including   the  Fund  and  its  subsidiaries)  gained   more  than  $  123  million  of  total   revenue,  a  18%  growth  compared  to   2009.   46   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 47. COMPANY  VISITS  |  MOZILLA  »  Views  from  Mozilla   1.  Browser  developers  need  innovaMons  in  business  models.  In  the  mobile   Internet  era,  a  third-­‐party  browser  will  no  longer  suffice.  "One  more  choice"   is  no  longer  the  primary  user  need.   2.  The  next  objecMve  for  Firefox  will  be  deep  customizaMon  and  integraMon  of   the  browser  and  the  user.   3.  Firefox  will  try  a  HTML5  applicaMon-­‐centric,  open  Web-­‐Based,  cross-­‐ plaeorm  appstore.  The  first  step  will  be  a  developer  Beta  in  the  forth   quarter.   4.  One  of  the  purposes  of  Firefox's  open  appstore  is  to  verify  the  feasibility   and  pracMcality  of  the  Web  as  an  applicaMon  plaeorm.   5.  HTML5  developers  should  have  more  paMence  -­‐  due  to  technical  limits,   most  of  the  apps  cannot  run  on  HTML5  smoothly  for  now.  However,  the   HTML5  trend  is  set,  so  the  advent  of  large-­‐scale,  cross-­‐plaeorm   compaMbility  is  only  a  maPer  of  Mme.   6.  Firefox  add-­‐on  is  the  largest  exisMng  Web-­‐based  appstore.  With  this  Firefox   accumulated  a  lot  of  experience  and    developers.  This  a  unique  advantage   that  other  plaeorms  do  not  have.   47   research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 48. Conclusion   Ø   Freemium   Ø   HTML5   Ø   Ecosystem   Ø   On  New  Technologies  and  Business  Models  Ø  On  the  Mobile  Internet  Boom   Ø   On  the  Investment  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 49. KEYWORDS  »  Keyword  -­‐  Freemium   Although  it  has  a  long  history,  Freemium  only  has  gained  its  popularity  recently.    It  is  a  free  +  premium  business   model;  companies  provide  main  features  of  the  products  or  services  for  free  to  acquire  a  large  number  of  high-­‐ quality  core  users,  and  then  charge  them  with  value-­‐added  services  or  an  advanced  versions.  China  is  one  of  the   early  markets  where  Freemium  has  succeeded.  Tencent,  now  a  industrial  giant,  started  with  this  model.    Some   companies  we  visited  in  GMIC  Roadshow,  such  as  Zynga,  Glu  and  Evernote,  are  also  typical  Freemium  players.   Basic  Elements  of  Freemium:   §  “IrresisMble”  Free  Products:Inferior  products  will  not  aPract  users,  even  free  of  charge.  Successful   Freemium  products  are  amazing  because  they  provide  full-­‐funcMon  versions  (instead  of  crippled  ones)  to   users  for  free.   §  A  Large  AcMve  User  Base:AcMve  users  means  product  retenMon,  and  retained  users  have  the   possibility  to  be  paid  users.  As  Evernote  CEO  Phil  Libin  says  –  “The  easiest  way  to  have  1  million  paid  users   is  to  have  1  billion  free  users.”   §  Extraordinary  Cost  Control:Venture  capitals  do  not  ensure  the  long-­‐term  success  of  Freemium   companies;  only  great  cost  control  abiliMes  do.   §  User  Data  Analysis  and  Mining:The  user  value  needs  to  be  exploited.  The  massive  number  of  users   requires  strong  data  teams  to  support  the  decision  making  for  products  and  services.  Only  by  knowing   who  will  pay  and  how  much  they  will  pay  can  Freemium  companies  succeed.   §  InnovaMons  in  Value-­‐Added  Services:From  the  services  themselves  to  the  moneMzaMon  model,   Freemium  requires  constant  innovaMons.  With  the  cost  set,  how  to  maximize  the  value  of  the  product  in  a   way  that  users  accept?  How  to  improve  the  conversion  rate  from  free  users  to  paid  ones?  These  will   always  be  frequently  asked  quesMons.   49  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 50. KEYWORDS  »  Keyword  -­‐  Freemium   Why  is  Freemium  so  Popular?   §  Users  are  easier  aPracted  by  free  products.    It  is  the  "easily-­‐aPracted  users"  that  are   the  premise  of  Freemium.     §  Free  products  with  greater  user  retenMon  cause  higher  transfer  cost  to  users.    The   fundamental  advantage  of  Freemium  is  the  accumulaMon  and  retenMon  of  core  users,   because  no  maPer  how  good  the  moneMzaMon  model  is,  it  cannot  make  profits   without  stable  user  groups.   §  The  marginal  cost  advantage  of  sohware  and  Internet  products.  It  was  difficult  for   Freemium  to  succeed  before  the  Internet  era.  The  reason  why  it  prevails  now  is  that   most  IT  products  have  almost  zero  marginal  cost.   §  Another  reason  for  the  popularity  of  Freemium  is  its  advantages  in  markeMng.    Before   there  were  social  media,  “word-­‐of-­‐mouth”  markeMng  was  difficult,  whereas  now   various  social  media  plaeorms  amplify  its  effecMveness.   §  Core  users  aPracted  by  free  products  contribute  more  to  the  formaMon  of  the   ecosystem.  As  Evernote  CEO  said,  a  major  part  of  the  development  of  Freemium   products  comes  from  users.    Free  users  are  more  willing  to  contribute  their  efforts  to   improve  the  user  experience.  Numerous  user-­‐developed  products  will,    in  a  short  Mme,   form  a  ecosystem  that  is  difficult  for  compeMtors  to  replicate.   50  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 51. KEYWORDS  »  Keywords  -­‐  HTML5   Cu~ng-­‐Edge  PracMMoners‘  Views   1.  Webstore  -­‐  cross-­‐plaeorm  compaMbility  is  undoubtedly  the  primary   significance  of  HTML5.  Web-­‐based  apps  is  not  only  a  technical  soluMon,  but   also  opens  up  different  market  segments  for  more  opportuniMes  in  business   model  innovaMon.  Microsoh,  Mozilla  and  Google  have  started  their  own   browser-­‐related  strategies.   2.  The  80/20  rule  of  HTML5  -­‐  due  to  technical  limits  at  this  stage,  only  about   20%  of  all  apps  are  suitable  to  run  on  HTML5  plaeorm,  and  the  rest  80%  are   not  for  they  require  higher  performance.  But  the  trend  is  set.  This  80%   represents  potenMal  rather  than  obstacle.  3.  Games  that  are  larger  than  100m  currently  cannot  run  in  the  browser  -­‐   although  HTML5  reduces  the  cost  of  porMng,  the  response  Mme  and  gaming   experience  greatly  limited  so  that  hard-­‐core  gamers  will  not  be  saMsfied.   4.  HTML5  is  hard  to  promote  -­‐  on  the  one  hand,  HTML5  is  being  pushed  more   because  of  strategic  needs  from  companies  than  by  urgent  needs  from  users;   the  other  hand,  its  high  requirements  for  hardware  and  bandwidth  are  also   constraints.   51  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 52. KEYWORDS  »  Key  word  -­‐  Ecosystem   InspiraMons  from  great  Silicon  Valley  business   1.  APenMon  to  their  own  posiMon  in  the  ecosystem  and  to  the  industry  chain  integraMon  capabiliMes.   No  maPer  who  is  speaking,  Glu,  Zynga,  or  Google  Android,  the  construcMon  and  development  of   ecosystem  have  become  an  important  part  of  their  long-­‐term  strategy.   §  Android's  success  comes  from  the  rapid  formaMon  of  a  large  ecosystem,  thanks  to  Google's   efforts.  In  terms  of  scale  it  is  even  larger  than  that  of  Apple.  Google's  core  strengths  in  the   future  also  lie  in  the  synergy  between  various  parts  of  its  ecosystem.   §  Glu  has  dedicated  teams  responsible  for  the  adaptaMon  of  all  aspects  of  the  Android   ecosystem.  It  also  cooperates  with  the  industrial  chain  covering  chip  makers,  handset   manufacturers,  SNS  plaeorms,  and  a  variety  of  retail  stores.   §  Evernote  believes  that  pure  markeMng  is  much  less  effecMve  than  integraMng  the  industrial   chain,  therefore  it  always  adheres  to  the  construcMon  of  ecological  system,  with  which  to   promote  and  extend  its  own  business.   2.  Drive  product  development  and  markeMng  by  customer  needs  to  accelerate  the  formaMon  of   ecosystems.  This  is  parMcularly  evident  in  development  of  companies  like  Evernote  and  Mozilla,   whose  large  number  of  free  users  and  volunteers  actually  become  the  most  dynamic  product   development  team,  and  their  understanding  of  user  needs  and  acMve  creaMon  are  qualiMes  that   even  professional  teams  do  not  have.   3.  Lead  or  parMcipate  in  the  construcMon  of  a  business  ecosystem  so  that  companies  have  resources   beyond  their  own  borders  and  beyond  the  local  market.  During  the  enMre  trip  this  is  the  theme  of   all  China-­‐related  topics.  Glu  and  Mozilla  are  acMvely  seeking  cooperaMon  with  OEMs  and   operators;  Zynga  formed  an  alliance  with  Tencent;  Evernote  began  trying  to  build  data  centers  in   China;  Google,  although  quiet  in  the  Chinese  market,  conMnues  to  envolve  Chinese  developers  into   its  own  ecosystem.   52  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 53. CONCLUSION  »  On  New  Technologies  and  Business  Models  -­‐  InspiraDons  from  Square   and  Evernote   §  Whether  it  is  HTML5  or  NFC,  new  technologies  tend  to  be  over-­‐sought  or   idolized.  But  we  also  see  such  entrepreneurs  as  Jack  Dorsey  who  set  up   companies  in  a  quite  different  way:  From  the  beginning,  the  idea  was  not  to   mobilize  the  payment  method.  It  was  the  overall  development  of   technologies  to  make  a  whole  new  model  that  completely  changes  tradiMonal   methods  or  even  the  way  of  life.    As  Jack  Dorsey  said,  “First  of  all,  Square  is   not  a  mobile  payment  company;  secondly  it  is  not  even  a  payment  company.”   §  What  Square  pursues  is  "make  the  payment  itself  no  longer  a  hindrance"  -­‐     "to  support  every  payment  method  available  to  customers"  and  "to  help   businesses  complete  every  possible  transacMon".    They  will  support  NFC  as   long  as  customers  need  them  to.  While  most  companies  focus  solely  on  new   technologies,  Square  sees  the  bigger  picture  and  emphasizes  on  how  these   technologies  can  be  applied  to  the  business  model  and  ecosystem.  This   difference  in  perspecMve  differenMate  this  companies  from  ordinary  ones.   §  In  Evernote  we  also  heard  them  say  "to  be  a  universal  memory  plaeorm  of   mankind".  We  can't  help  thinking  about  the  words  Mr.  Lei  Jun  said  to  Tencent   employees  in  a  recent  GWC  mobitalk:  "It  is  Mme  for  Tencent,  as  a  giant  with   $40  billion  of  market  value,  to  change  the  world."  A  great  company  from   China  is  something  we  all  look  forward  to.   53  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 54. CONCLUSION  »  On  the  Mobile  Internet  boom  -­‐  trend  or  trick  ?   §  Throughout  the  GMIC  Roadshow,  we  heard  more  than  once  American  colleagues'   amazement:  The  startup-­‐boom  in  Beijing  is  quite  similar  to  that  in  Silicon  Valley  some  Mme   ago.  Angel  investors  and  VCs  have  different  views  due  to  their  business  backgrounds.  For   example,  SV  Angel,  from  the  perspecMve  of  science  and  technology  update  cycle,  believes   that  mobile  Internet  is  sMll  only  at  the  early  stage  and  far  from  a  bubble,  not  to  menMon   slowing  down;  Sequoia  capital  measures  whether  there  is  overheaMng  based  on  "the   difficulty  and  cost  for  start-­‐ups  to  recruit  people."  They  thinks  that  "at  any  stage  of  the   economic  cycle  there  will  be  good  businesses,"  and  invest  in  projects  and  entrepreneurs   with  long-­‐term  and  extensive  values  for  in-­‐and-­‐out  returns.   »  On  the  direcMon  of  investment  -­‐  angel  investment  vs  venture  capital.   ü  SV  Angel's  focuses   §  New  media  channels,  real-­‐Mme  content  consumpMon   §  O2O  Business   §  Collaborated  consumpMon     ü  Basic  investment  philosophy  of  Sequoia  Capital  :  find  a  spark  can  start  a  prairie  fire:   §  New  technological  and  innovaMve  projects   §  Projects  with  superior  customer  values  and  fast  distribuMon  plaeorms   54  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 55. PICTURES    |  EVENTS Churchill  Club  Top  Tier  VC  Dinner  alley  GMIC  Roadshow  Monday  Dinner,  Silicon  V research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 56. PICTURES  |  COMPANY  VISITS Square  Mozilla  Fund  eBay  bator  Evernote  Google  Android  RocketS pace  Incu research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 57. PICTURES    |  COMPANY  VISITS Do nahoe    TwiPer  Founder  -­‐  Jack  Dor eBay  CEO  -­‐  John   sey  Aliyun  President,  Wang   ice  President  of  Mobile  Bus iness,    David  Marcus   Jian  -­‐  GMIC  Roadshow  Paypal  V research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 58. ABOUT  GWC:  WHO  WE  ARE enable’s its members and clients to: Develop trusted relationships Learn market leading strategies Promote their initiatives Connecting the   mobile internet ecosystem of China to that of the world’s en.greatwallclub.com research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.    
  • 59. If  you  have  any  comments  on  this  report  or  want  more  informaMon  about  GWC  and  the   Global  Mobile  Internet  Conference,  please  contact  us  at  research@greatwallclub.com  SHAWN  MICHAEL  CUI    |    MARKET  RESEARCH  AND  CONSULTING  PROJECTS,  SENIOR  MANAGER   »  Email:  shawn@greatwallclub.com   »  www.linkedin.com/in/shawnmichael                                              CommiPed  to  building  a  world-­‐leading  mobile   Internet   business   plaeorm.   We   help   our   members   and   clients   establish   business   relaMonships   based   on   mutual   trust,   learn   strategies   and   innovaMve   market-­‐leading   business   model,   and   promote   their   development   major   This  report  is  an  internal  publicaMon  of  Great  Wall  Club  and  is  intended  for  its  members.   strategic  markets  both  in  China  and  the  world.  Unauthorized   publicaMon   and/or   use   of   communicaMons   are   prohibited   without   permission  from  the  copyright  owners.  research@greatwallclub.com  |  Copyright  2011.  All  rights  reserved.