Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.

Sega networks presentation 20140620

1.268 Aufrufe

Veröffentlicht am

Sega's annual presentation on their business and their focus for the next fiscal year. more F2P mobile game titles coming up

Veröffentlicht in: Mobil, Unterhaltung & Humor
  • Als Erste(r) kommentieren

Sega networks presentation 20140620

  1. 1. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 5/29/2014 Meeting Material
  2. 2. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 1 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 1 Consumer Business of SEGA SAMMY HOLDINGS Main Operating Companies Main products, services Package SEGA CORPORATION “Ryu ga Gotoku”, ”Sonic The Hedgehog™” “FOOTBALL MANAGER”, “TOTAL WAR” “Company of Heroes” ATLUS.CO.,LTD “Megami Tensei” series “Persona” series “Etrian Odyssey” series Digital SEGA CORPORATION “PHANTASY STAR ONLINE 2” “SEGA Network Mar-jang MJ” SEGA Networks Co., Ltd. “Puyopuyo!! Quest” “CHAIN CHRONICLE” Sammy Networks Co., Ltd. “777Town.net” “777Town for Android/iOS” “Ramen Tamashii”, ”Moba 7” Toys SEGA TOYS CO., LTD “Jewelpod” Series “Anpanman Series” Animation TMS ENTERTAINMENT,LTD “Detective Conan” “Lupin the 3rd” MARZAANIMATION PLANET INC. “SPACE PIRATE CAPTAIN HARLOCK”
  3. 3. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 2 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 2 Growth comparison – SEGA SAMMY Digital business vs SEGA Networks 0% 20% 40% 60% 80% 100% 120% 140% 160% 180% 0% 10% 20% 30% 40% 50% 60% 1Q 2Q 3Q 4Q 1Q 2Q FY2014 FY2015 SGN 売上シェア デジタル分野成長速度 50% 163% ・ 163% growth is projected at the end of Q2 FY2015 for all SEGA SAMMY Digital Business ・ With it’s rapid growth, SEGA Networks(SGN) is expected to hold 50% of Sega Sammy’s Digital Business sales in Q2 FY2015 100% 16% SGN sales share Growth speed of the Digital Business
  4. 4. FY2014 Highlights
  5. 5. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 4 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 4 Q-Q Gross Sales ・Sales doubled in the past six months ・Achieved 487% year-on-year growth 6.1 7.6 1.3 1.5 1.6 2.1 4.3 6.7 7.8 0 2 4 6 8 10 Q2 Q3 Q4 Q1 Q2 Q3 Q4 FY2013 FY2014 (billion yen) Original Forecast
  6. 6. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 5 Titles Released FY2013 Q3 FY2013 Q4 FY2014 Q1 FY2014 Q2Before FY2013 Q2 ・Significant increase in hit rates since FY 2013 4Q ・Have achieved to built a sustainable capability of bringing a stable title portfolio since the last FY ◎:Titles sold over 100 million yen ○:Titles within Top 50
  7. 7. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 6 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 6 12 8 6 6 5 4 4 4 4 3 0 2 4 6 8 10 12 14 SEGA A B C D E F G H I 8 6 6 5 5 4 3 3 2 2 0 2 4 6 8 10 A B C SEGA D E F G H I Google play App store (#of titles) High Hit Rate(1) Number of TOP 50 sales titles: Apr2014 (# of titles)
  8. 8. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 7 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 7 High Hit Rate (2) Number of Hit Titles ・The already high hit rate has further increased after 2013 - Top 50 hit rate 80%(68% overall) - Titles sold over 100 million yen: 5 titles(8 titles overall) Big hits (Over 500 million yen /month) Hits (Over 100 million yen /month) Likely to be hits (Over 50 million yen /month SuccessFailure Stalling titles (Over 30 million yen /month) Failing titles (Less than 30 million yen/month)
  9. 9. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 8 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 8 Key Title ・Achieved cumulative sales of 7.5 billion yen in 9 months of launch ・Monthly sales has grown and stabilized between 0.9 to 1 billion yen in recent months due to increased DL ・DL increased to nearly 3 million DL at the end of 4Q 0 200 400 600 800 1,000 1,200 0 500 1,000 1,500 2,000 2,500 3,000 July Aug Sep Oct Nov Dec Jan Feb Mar Apr 2013 2014 Gross Sales DL
  10. 10. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 9 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 9 ・Stable growth since release ・Monthly sales have grown and stabilized at over 500 million yen ・Also achieved 9 million DL in early May Key Title 0 100 200 300 400 500 600 700 0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 8,000 9,000 10,000 Apr May June July Aug Sep Oct Nov Dec Jan Feb Mar Apr 2013 2014 Gross Sales DL
  11. 11. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 10 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 10 Strength of the Company -- Realizing Sustained Growth Volume of development resources Development capability Quality of titles centrally managed Business support by a wide range of expert teams ・ Has nearly 15 studios with the Sega Group and collaborative companies combined ・ Human resources can be procured without external recruiting process ・ Human resources can be procured without transfers (Arcade, Console studios directly develop mobile games without transfers) ・ Top class technological capabilities in the smart device market ・ Deep stock of talent in “Game planning/development” ・ Capable of developing a wide range of genres utilizing AM/CS experiences ・ Authorization process/Know-how of all F2P title development (through lineup composition to dev-management/Live operation) is concentrated in SGN business function ・ Significant improvement in hit rates enabled by multilateral analysis, and concentration of various external human resources and know-how/decision-making authority ・- Extensive Pipeline Wide range of genres Centralized/Concen trated F2P know-how Functions to support the above
  12. 12. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 12 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 12 Participating companies (subscriptions filed) Participating apps Total users Maximum introductions/app 15 companies 84 20 million 50,000/month 30,000/month 57 companies 246 41.6 million 100,000/month 70,000/month August 2013 As of End of March 2014 Major Index (1)
  13. 13. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 13 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 13 Major Index (2) *All figures are as of April 17, 2014. The number of apps is counted separately for iOS and Android. MAU +200% Titles +300% Compared to August 2013 Jan 13 Feb Mar Apr May June July Aug Sep Oct Nov Dec Jan 14 Feb Mar Number of Apps (Cumulative) MAU
  14. 14. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 14 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 14 Entering the Overseas Market ・ Partnership on provision of services in China, Taiwan, Hong Kong, Macau and South Korea ・ Marked a good start in South Korea after release at the end of March Appstore 2nd place Google Play 20th place ・ Releases planned in May for China, in July for Taiwan, Hong Kong and Macau ・ Releases planned within 2014 for Europe and the U.S. ・ Started provision of services in mainland China, Taiwan, Hong Kong, Macau and South Korea ・ Marked a good start in the Taiwan/Macau markets ranking in Appstore TOP10, Google Play TOP20, etc. ・ In North America, distributed after localization with U.S.-made lines ・ Already released in 10 European countries and the U.S. ・ Surpassed cumulative 65 million DL and grew as a core title in Europe and the U.S. ・ Continues to have over 1 million DAU
  15. 15. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 15 FY2015 Forecast
  16. 16. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 16 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 16 Q-Q Gross Sales 1.3 1.5 1.6 2.1 4.3 6.7 7.8 8.0 11.0 0 2 4 6 8 10 12 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 FY2013 FY2014 FY2015 (billion yen)
  17. 17. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 17 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 17 Big hits (Over 500 million yen/month) Hits (Over 100 million yen/month) Likely to be hits (Over 50 million yen/month) ExistingtitlesDomestic Lineup/PipelineNewtitles New titles × 15 ・Largest-scale development Pipeline in the industry(15 New titles+13 existing titles) ・Actively planting seeds to create new big hit titles backed by high hit rates ⇒New titles by the Chain Chronicle team, major MO-ARPG, major IP titles, etc.
  18. 18. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 18 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 18 Domestic Pipeline New titles by Chain Chronicle team Major MO-ARPG Major IP title Newest title of F4samurai Chain Chronicle VITA Others ・ New RPG from the Chain Chronicle team (planned for 2Q) ・ New cooperative 3D MO-ARPG from our in-house studio (planned for 3Q) ・ Plans to provide several new titles utilizing the Company’s game engine (planned for 3Q-4Q) ・ First ever full native title from F4Samurai (planned for 3Q) ・ Bringing Chain Chronicle into Handheld Console emulating the success of Samurai & Dragons(planned for 2Q) ・ Plan to release several titles co-developed with collaborative companies ・ Plan to release several new IP titles with a new genre × media mix ・ A wide range of lineups with potential to become a big hit is planned
  19. 19. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 19 Expansion of Earnings from Other Domains/IP Improving earnings Nurturing IP PlayStation®Vita version “Chain Chronicle V” Retaining the realm and basic functions found in the smartphone version, a new game will be developed for PlayStation®Vita incorporating team battle functions. <Product outline> Product name Chain Chronicle V Compatible device PlayStation®Vita Date of release Summer 2014 (plan) Price Free(Item charges) Genre Chain Scenario RPG Number of players To be determined CERO Planned to be reviewed Copyright notation © SEGA / © SEGA Networks Chain Chronicle Crimson Featuring magazine: “Bessatsu Shonen Magazine” published by Kodansha Starting issue: June 9, 2014 issue
  20. 20. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 20 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 20 Full-scale Entry to Overseas Market(Europe and the U.S.) ・ Renovation of organization structure - Reinforcement to bring know-how from the Japanese market - Accelerating strategic Alliance/Partnerships ・ Utilization of the massive Japanese title library & pipeline - Maximizing release numbers utilizing alliances/Partnership etc. ・ Accelerating the Incubation of in-house studios - Full scale localization - Dragon Coins - Development of original titles - Super Monkey Ball Bounce etc.
  21. 21. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. 21 Copyright(c) SEGA NETWORKS Corporation All Rights Reserved. Copyright(c) SEGA Networks Co.,Ltd. All Rights Reserved. 21 Full-scale Entry to Overseas Market (Asia) ・ Utilization of the massive Japanese title library & pipeline - Release of “Puyopuyo!! Quest” following “Chain Chronicle” and “Dragon Coins” - Continuous release of other domestic titles ・Promotion of independent business starting with some regions - Partnership/alliance with influential players - Utilization of Group resources ・Simplified Chinese zone ・Traditional Chinese zone ・Hangeul zone ・Southeast Asia ・Simplified Chinese zone ・Traditional Chinese zone ・Hangeul zone ・Southeast Asia ・Simplified Chinese zone ・Traditional Chinese zone ・Hangeul zone ・Southeast Asia Imminent release July (plan) Already released 3Q Summer 2014 Summer 2014 Summer 2014 Summer 2014 Already released Already released Already released Already released

×