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DeNA, GREE: Demystifying
       Japan’s Social Gaming Market




                        By Serkan Toto, PhD
                        Twitter: @serkantoto
Image credit: GREE International
About Me
• Tokyo-based web, mobile and gaming
  industry consultant
• Advisor for startups in Japan, Asia and the US
• Japan contributor for TechCrunch.com
• Personal website: www.serkantoto.com
Contact Information
Twitter: http://twitter.com/serkantoto

LinkedIn: http://linkedin.com/in/serkantoto

Email: totoserkan AT gmail.com
Visit My Website For Free Information On Japan’s
Social Game Industry (http://www.serkantoto.com)
Agenda
I: Structure Of The Domestic Market
II: Japan’s Social Games Vs. The World
III: Future Trends In Japan’s Social Gaming
     Industry
I: Structure Of The Domestic Market
Japan‘s Unique Social Networking
Landscape
•  Basic structure: real social graph vs.
   virtual social graph
•  3 homegrown social networks with roughly
   25 million users each:
  – Mixi (real/80% mobile social networking)
  – GREE (virtual/mobile social gaming)
  – Mobage (virtual/mobile social gaming)
Fragmented Industry Structure
•  Hundreds of social application providers
•  2 dominant companies double as platform
   and game providers:
   GREE and DeNA (“Facebook+Zynga in 1“)
•  Mixi as latecomer
•  Rekoo only really successful foreign player
Dominant Duopoly
Size Of Japan‘s Social Gaming Market
•  Annual sales of DeNA and GREE
   combined reach over $2 billion
•  Different sources offer different numbers:
  – Video game magazine publisher Enterbrain:
    $0.3 billion in 2009, $1.45 billion in 2010
  – Market research firm Seed Planning:
    $1.46 billion in 2010
II: Japan’s Social Games Vs. The World
Key Peculiarity: Gaming Nation Japan
•  Taito‘s Space Invaders kicked off the gaming
   industry as a whole in 1978
•  Nintendo‘s Famicom revitalized industry after
   the big crash 1983
•  Japan has 10% share ($6.5 billion) in global
   video game market
•  Games enjoy greater cultural attention in
   Japan than elsewhere
•  higher payment walls for progressing in social
   games are accepted
Key Peculiarity: Mobile
 •  Social games (and the web at large) are consumed
    mainly on mobile phones
 •  Yahoo Mobage only PC-based social gaming
    platform worth noting
 •  virtual item payment via carrier billing as catalyst
 •  GREE/Mobage pre-installed on handsets




Image credit: KDDI au
Key Peculiarity: Facebook Japan
•  Active Facebook members (potential social gamers)
   in Japan in September 2011: 5 million
•  ⁓5% of web population (in the US: ⁓68%)




Source: Socialbakers
Key Peculiarity: Special Genres
•  Some social gaming genres are as popular in
   Japan as elsewhere, i.e.
  – farming
  – pet-breeding
  – city-building
  – restaurant management etc.
•  But some are especially popular over here
Key Peculiarity: Special Genres
•  Example 1: Manga-based social games
•  Gundam Royale racked up 1 million players in 6 days
Key Peculiarity: Special Genres
•  Example 2: Social RPGs
•  Square Enix‘ Gleipnora is exclusively
   available on Mobage
Key Peculiarity: Special Genres
•  Example 3: Social dating and love simulations
•  Renai games are especially popular among female
   users
•  Andamul‘s Delicious Kiss is popular on GREE
   (below)
Key Peculiarity: Special Genres
•  Example 4: Social idol-raising games
•  Goal: Train and guide girls on their way to become
   an idol (star)
•  Love Kyun! Idol Battle was launched on GREE in
   May 2011
Key Peculiarity: Special Genres
•  Example 5: Social collectible card games
•  Konami‘s Dragon Collection has been #1 on
   GREE for over a year straight
III: Future Trends In Japan’s
    Social Gaming Industry
Growth Is Expected To Continue
•  Growth in the domestic social gaming market
   has slowed down, but still ongoing
•  Projection by Mitsubishi UFJ Morgan Stanley
   Securities: US$5.2 billion in 2013
Growth Is Expected To Continue
 •  Yano Research: $406 million in 2009,
    $900 million in 2010, $1.4 billion in 2011:
Japan‘s Mobile Future Is All Smartphones
 •  GREE CEO Yoshikazu Tanaka: “By 2015,
    feature phones in Japan will vanish.“
 •  iPhone and Android set to dominate in the
    future




Source: The Nikkei / MM Research Institute
Video Game Makers Going Social
•  Many Japanese video game makers starting
   to produce social games
•  Konami alone expecting to generate $390
   million in fiscal 2011 with social games
•  A lot of high-quality IP still untapped
GREE: Internationalization
•  More cautious approach
•  US office in January 2011
•  Offices in Seoul, Dubai, London, Singapore...
•  Focus on partnerships:
    – South East Asia: mig33
    – China: Tencent
•  Only one sizeable acquisition abroad so far
   (Openfeint for $104 million)
DeNA: Internationalization
•  DeNA‘s 3-market approach with Mobage for
   Smartphone:
   – Japan
   – China
   – Rest of the world
•  Aggressive M&A:
   – Ngmoco $403 million
   – Gameview Studios, Rough Cookie, etc.
•  DeNA failed twice on a global level:
   – MiniNation (WAP)
   – Mobamingle (iOS)
Future International Positioning For
GREE And DeNA
 •  Tens of thousands of free/cheap games in
    the App Store and Android Market
 •  Promising social layer services for
    smartphones already available:
   – Apple‘s Gamecenter
   – Scoreloop
   – Gamewave
 •  Facebook‘s Project Spartan just launched
 •  Indifference from users abroad?
Thank you for listening!
Contact Information
Twitter: http://twitter.com/serkantoto

LinkedIn: http://linkedin.com/in/serkantoto

Email: totoserkan AT gmail.com

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DeNA, Mobage, GREE: Demystifying Japan’s Social Gaming Market

  • 1. DeNA, GREE: Demystifying Japan’s Social Gaming Market By Serkan Toto, PhD Twitter: @serkantoto Image credit: GREE International
  • 2. About Me • Tokyo-based web, mobile and gaming industry consultant • Advisor for startups in Japan, Asia and the US • Japan contributor for TechCrunch.com • Personal website: www.serkantoto.com
  • 3. Contact Information Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantoto Email: totoserkan AT gmail.com
  • 4. Visit My Website For Free Information On Japan’s Social Game Industry (http://www.serkantoto.com)
  • 5. Agenda I: Structure Of The Domestic Market II: Japan’s Social Games Vs. The World III: Future Trends In Japan’s Social Gaming Industry
  • 6. I: Structure Of The Domestic Market
  • 7. Japan‘s Unique Social Networking Landscape •  Basic structure: real social graph vs. virtual social graph •  3 homegrown social networks with roughly 25 million users each: – Mixi (real/80% mobile social networking) – GREE (virtual/mobile social gaming) – Mobage (virtual/mobile social gaming)
  • 8. Fragmented Industry Structure •  Hundreds of social application providers •  2 dominant companies double as platform and game providers: GREE and DeNA (“Facebook+Zynga in 1“) •  Mixi as latecomer •  Rekoo only really successful foreign player
  • 10. Size Of Japan‘s Social Gaming Market •  Annual sales of DeNA and GREE combined reach over $2 billion •  Different sources offer different numbers: – Video game magazine publisher Enterbrain: $0.3 billion in 2009, $1.45 billion in 2010 – Market research firm Seed Planning: $1.46 billion in 2010
  • 11. II: Japan’s Social Games Vs. The World
  • 12. Key Peculiarity: Gaming Nation Japan •  Taito‘s Space Invaders kicked off the gaming industry as a whole in 1978 •  Nintendo‘s Famicom revitalized industry after the big crash 1983 •  Japan has 10% share ($6.5 billion) in global video game market •  Games enjoy greater cultural attention in Japan than elsewhere •  higher payment walls for progressing in social games are accepted
  • 13. Key Peculiarity: Mobile •  Social games (and the web at large) are consumed mainly on mobile phones •  Yahoo Mobage only PC-based social gaming platform worth noting •  virtual item payment via carrier billing as catalyst •  GREE/Mobage pre-installed on handsets Image credit: KDDI au
  • 14. Key Peculiarity: Facebook Japan •  Active Facebook members (potential social gamers) in Japan in September 2011: 5 million •  ⁓5% of web population (in the US: ⁓68%) Source: Socialbakers
  • 15. Key Peculiarity: Special Genres •  Some social gaming genres are as popular in Japan as elsewhere, i.e. – farming – pet-breeding – city-building – restaurant management etc. •  But some are especially popular over here
  • 16. Key Peculiarity: Special Genres •  Example 1: Manga-based social games •  Gundam Royale racked up 1 million players in 6 days
  • 17. Key Peculiarity: Special Genres •  Example 2: Social RPGs •  Square Enix‘ Gleipnora is exclusively available on Mobage
  • 18. Key Peculiarity: Special Genres •  Example 3: Social dating and love simulations •  Renai games are especially popular among female users •  Andamul‘s Delicious Kiss is popular on GREE (below)
  • 19. Key Peculiarity: Special Genres •  Example 4: Social idol-raising games •  Goal: Train and guide girls on their way to become an idol (star) •  Love Kyun! Idol Battle was launched on GREE in May 2011
  • 20. Key Peculiarity: Special Genres •  Example 5: Social collectible card games •  Konami‘s Dragon Collection has been #1 on GREE for over a year straight
  • 21. III: Future Trends In Japan’s Social Gaming Industry
  • 22. Growth Is Expected To Continue •  Growth in the domestic social gaming market has slowed down, but still ongoing •  Projection by Mitsubishi UFJ Morgan Stanley Securities: US$5.2 billion in 2013
  • 23. Growth Is Expected To Continue •  Yano Research: $406 million in 2009, $900 million in 2010, $1.4 billion in 2011:
  • 24. Japan‘s Mobile Future Is All Smartphones •  GREE CEO Yoshikazu Tanaka: “By 2015, feature phones in Japan will vanish.“ •  iPhone and Android set to dominate in the future Source: The Nikkei / MM Research Institute
  • 25. Video Game Makers Going Social •  Many Japanese video game makers starting to produce social games •  Konami alone expecting to generate $390 million in fiscal 2011 with social games •  A lot of high-quality IP still untapped
  • 26. GREE: Internationalization •  More cautious approach •  US office in January 2011 •  Offices in Seoul, Dubai, London, Singapore... •  Focus on partnerships: – South East Asia: mig33 – China: Tencent •  Only one sizeable acquisition abroad so far (Openfeint for $104 million)
  • 27. DeNA: Internationalization •  DeNA‘s 3-market approach with Mobage for Smartphone: – Japan – China – Rest of the world •  Aggressive M&A: – Ngmoco $403 million – Gameview Studios, Rough Cookie, etc. •  DeNA failed twice on a global level: – MiniNation (WAP) – Mobamingle (iOS)
  • 28. Future International Positioning For GREE And DeNA •  Tens of thousands of free/cheap games in the App Store and Android Market •  Promising social layer services for smartphones already available: – Apple‘s Gamecenter – Scoreloop – Gamewave •  Facebook‘s Project Spartan just launched •  Indifference from users abroad?
  • 29. Thank you for listening!
  • 30. Contact Information Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantoto Email: totoserkan AT gmail.com