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Japanese Video Gaming Trends
      Past, Present & Future




                               1
Japanese Video Game Market Size




                       Source: Famitsu by ENTERBRAIN, INC. (Japan)   2
Japanese Video Gaming Timeline
        Data Collected from December 29, 1986 to December 26, 2010
        100 Millions of JPY
8000                                                                                                                          2006:
                                                       1996:                                                                  Playstation 3,
                                                                                 2000:
                                                       Nintendo 64                                                            Wii
                                                                                 Playstation 2
7000
                                        1994:
                                                                     1998:                                      2005:
                                        3DO Real,
                                                                     NeoGeo                                     Xbox 360
                        1990:           Sega Saturn,
6000                                                                 Pocket,
                        NeoGeo,         PlayStation
                                                                     Dreamcast                   2002:
                        Game Gear,      PC-FX
                                                                                                 XBox
                        SNES
5000
           1988:
           Genesis
4000                                                                       1999:
                                                                           WonderSwan
                                             1995:
                                             Virtual Boy                                                 2004:
3000                                                                                                     Nintendo DS,
                     1989:                                                                               PlayStation
                     Gameboy                                                                             Portable

2000
        1987:
        TurboGrafx-16
1000


   0
       1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010



                                                                                                          Source: Famitsu by ENTERBRAIN, INC. (Japan)   3
Arcade Gaming Sales in Japan
                    250




                    200
Sales/Billion Yen




                    150




                    100




                     50




                      0
                          2004   2005   2006   2007   2008   2009     2010
                                               Year

                                                                    Source: JAMAA   4
Arcade Gaming in Japan
Demographics


•   Over 19,000 amusement arcades in Japan
•   3.94 arcades per 100,000 people
•   Arcade games played across all age groups
•   30% of arcade video game players over 60




                                           Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan)   5
Arcade Gaming in Japan
Top Genres:


•   Board games
•   Horse Racing
•   Pachinko
•   Trading card games




                             Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan)   6
Arcade Gaming in Japan
Major Developers/Publishers:

•   Namco Bandai
•   Taito
•   Sega
•   Capcom
•   Konami




                                Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan)   7
Arcade Gaming in Japan
Market Drivers
   67

                            Urbanization Growth In Japan
  66.5



   66



  65.5



   65



  64.5



   64
         2000     2001    2002    2003    2004     2005    2006    2007    2008           2009              2010



                Growth in urbanization has fuelled a boom in arcade video gaming.




                                                                          Source: WORLD BANK 2011 (Japan)          8
Arcade Facilities in Japan
                Market Trends and Overview

 Units $Billions
700

600

500

400

300

200

100

 0
         2004      2005   2006                 2007                     2008                     2009                     2010




                                 Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association)   9
Arcade Facilities in Japan
     Market Trends and Overview

           DOMESTIC ARCADE FACILITY MARKET




                                                                                   504.3
                                                                                   Billion
                                                                                    yen



                                                                                                          12.0% Decrease from
FY2008            FY2009                                                       FY2010                         previous year



             Shrank for the third straight year




                  Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association)   10
Arcade Facilities in Japan
                Market Trends and Overview

                      Over 101 machines    51~100 machines                Below 50 machines
30,000

                                                                                                                      (Units: Stores)
25,000

20,000

15,000

10,000

 5,000

    0
         2004      2005           2006                    2007                        2008                        2009                       2010
                                                                                                                    Years Ended March 31
                    Currently operating store fronts: 19,213


                                      Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association)   11
Arcade Facilities in Japan
       Market Trends and Overview




Spreading fear of "Swine Flu Contamination " that gave
rise to "nesting consumers" who avoided going out,
resulting in fewer customers in arcades.


                  Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association)   12
Arcade Facilities in Japan
    Market Trends and Overview
Multi-player network games grew in popularity




              Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association)   13
Console Gaming in Japan
Background
•   1970s: Atari started the market

•   1980s: NEC, Nintendo and Sega

•   2000s: Nintendo, Sony and Microsoft



Top Consoles Today:

•   PlayStation 3

•   XBOX 360

•   WII




                                              14
Console Gaming in Japan
Consoles unique to Japanese market:
•   PSX - hybrid of PS1, PS2 and XMB

•   Panasonic Q - Hybrid of GameCube and DVD Player

•   Dreamcast Divers 2000 CX1

•   Nintendo Astro Boy Game Boy

•   Sony Gold Gundam PlayStation 2




                                                      15
Console Gaming in Japan - Portable
Background
        1980   Game & Watch (Nintendo)
        1989   Game Boy (Nintendo), Lynx (Atari)
        1990   Game Gear (Sega), PC Engine GT (NEC)
        1994   Game Boy Bros. (Nintendo)
        1995   Virtual Boy (Nintendo)
        1996   Game Boy Pocket (Nintendo)
               Game Boy Light, Game Boy Color (Nintendo)
        1998
               Neogeo Pocket (SNK)
        1999   WonderSwan (Bandai), Neogeo Pocket Color (SNK)
        2000   WonderSwan Color (Bandai)
        2001   Game Boy Advance (Nintendo)
        2002   Swan Crystal (Bandai)
        2003   Game Boy Advance SP (Nintendo)
               Nintendo DS (Nintendo)
        2004
               PSP (SCE)
        2005   Nintendo DS Lite, Game Boy micro (Nintendo)
        2008   PSP 3000 (SCE)
        2009   PSP Go (SCE)
        2011   Nintendo 3DS (Nintendo)
        2012   PlayStation Vita (Nintendo)


                                                                Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012   16
Console Gaming in Japan - Home Console
Background
         1977   TV Jack 1000, 1200, 1500, 2500, 3000 (Bandai)
         1978   Visicom (Toshiba)
                Video Computer System (made by Atari, sold by Epoch)
         1979
                Supervision8000 (Bandai)
                Cassette vision (Epoch), Pyu-Ta (Tomy)
         1981   Game Pasocom M5 (Sword / Takara)
                Max Machine (Commodore)
                Family Computer (Nintendo), SG-1000, SC-3000 (Sega)
                PV-1000 (Casio), Osero Maltibision (Tsukuda)
         1983
                TV Boy (Gakken), My Vision (Kanto Denshi / Nihon Bussan)
                Cassette vision Jr. (Epoch)
                SG-1000 II (Sega), Super Cassette vision (Epoch)
         1984
                RX-78 (Bandai), Pyu-Ta Mk II (Tomy)
         1985   Sega Mark III (Sega)
         1986   DiscSystem (Nintendo), Twin Famicom (Sharp)
         1987   Master System (Sega), PC Engine (NEC)
         1988   Megadrive (Sega), CD-ROM (NEC)
         1990   Super Famicom (Nintendo), Neogeo (SNK)


                                                      Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012   17
Console Gaming in Japan - Home Console
Background

             1991   MegaCD (Sega), PC Engine Duo, Super CD-ROM (NEC)
             1992   Wondermega (Victor)
             1993   Laser Active (Pioneer)
                    PlayStation (SCE), 3DO Real (Panasonic)
                    3DO Try (Sanyo), Saturn (Sega), PC-FX (NEC)
             1994
                    Playdia (Bandai), Neogeo CD (SNK)
                    Super 32X (Sega)
             1996   Nintendo 64 (Nintendo), PiPPiN@Atmark (Bandai)
             1998   Dreamcast (Sega)
             2000   PlayStation 2 (SCE), PSone (SCE)
             2001   Nintendo GameCube (Nintendo)
             2002   X box (Microsoft)
             2003   PSX (Sony)
             2005   X box 360 (Microsoft)
             2006   Family Computer (Nintendo), SG-1000, SC-3000 (Sega)
             2006   PS3 (Sony)


                                                     Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012   18
Console Gaming in Japan
Background
                       35
                              Total Console Unit Sales in Japan
                       30


                       25
 SALES/MILLION UNITS




                       20


                       15


                       10


                        5


                        0




                                                                  Source: Famitsu by ENTERBRAIN, INC. (Japan)   19
Console Gaming in Japan
Demographics
      <18 YRS   18-35 YRS   36 YRS>         Male         Female




    36%                        36%
                                      44%


                                                                               56%




                 28%




                                            Source: Famitsu by ENTERBRAIN, INC. (Japan)   20
Console Gaming in Japan
Preferences driven by culture and brand loyalty
•   Sony PS3 and Nintendo WII dominate

•   Xbox 360 has smaller following

•   Role playing games popular among both genders

•   Portable consoles popular due to long train commutes




                                                           21
Console Gaming in Japan
                   Preferences
                                                     Nintendo WII and PS3 sales in Japan 2006-2011
                          4.0

                          3.5
Yearly Units (Millions)




                          3.0
                                                                                                                      PS3         Wii

                          2.5

                          2.0

                          1.5

                          1.0

                          0.5

                          0.0
                            Jan '06   Jul '06   Jan '07   Jul '07   Jan '08   Jul '08   Jan '09   Jul '09   Jan '10     Jul '10   Jan '11     Jul '11      Jan '12




                                                                                                                                        Source: VGCHARTZ
Console Gaming in Japan
Preferences
              Portable Console Ownership in Japan (2011)
         50
         45                                    Male      Female

         40
         35
         30
         25
     %




         20
         15
         10
          5
          0
              Nintendo GB   Nintendo GBA   Nintendo DS        PSP    WondeSwan



                                                                    Source: MIKEMACE.COM   23
Console Gaming in Japan vs. America
Preferences (Top 3 Desktop Consoles)


                              North America   Japan
                         50
                         45
                         40
                         35
   Sales/Million Units




                         30
                         25
                         20
                         15
                         10
                         5
                         0
                                Wii (Wii)        Xbox 360 (X360)   PlayStation 3 (PS3)




                                                                             Source: VGCHARTZ   24
Console Gaming in Japan
Developers/Publishers
Nintendo (“Leave luck to heaven”)

•   World’s largest gaming company by revenue

•   Formed in 1889 and based in Kyoto

•   Sales of 565m and 3.4bn hardware and software units respectively₁

•   19% market share of the Japanese video game market ₁

•   Major manufacturer of home and portable consoles




                                                                 Source: NINTENDO FS 2012 (Japan)   25
Console Gaming in Japan
Nintendo-Business Model
                    This key strategy has enabled Nintendo
       to become the most profitable of the 3 major console manufacturers




                                                               Source: ELIZABETH MENOZZI BUSINESS INSIGHTS   26
PC Gaming in Japan
Background

•   1970-1995 was the golden age of PC gaming, with NEC and Toshiba developing their
    own microprocessor used on PCs

•   Advent of windows 95 led to the decline in overall PC gaming in Japan

•   PC games share of the market is constantly being eroded by the increase in social and
    mobile gaming

•   PC gaming lags behind as the least platform of adoption in Japan

•   PC gaming in Japan has seen increased growth recently

•   Historically PC games are usually a variant of console games



                                                                                     27
PC Gaming in Japan
Background


•   Decline since mid 1990s

•   Least popular game platform today

•   Further eroded by social and mobile gaming

•   Role playing most popular genre




                                                 28
PC Gaming in Japan
Trends


•   PC gaming in Japan recently growing again

•   Shift from physical media to online

•   Shift from solo to social

•   Good opportunity for foreign titles




                                                29
Key Statistics - Japanese Video Gaming Industry



   510 Billion Yen           469.2 Billion Yen


           • YoY: 9 % Revenue Decreased
    Primary Reasons for Negative Growth




                                      Source: Famitsu by ENTERBRAIN, INC. (Japan)   30
Japan vs. USA Major Console Shipments (2005-2012)
   Japan




   USA




                                          Source: VGCHARTZ   31
Japan vs. USA Hardware Shipments (2007-2011)
                                                USA Hardware Year-Over-Year Comparison
             10M


                            2007
              8M            2008
                            2009
                            2010
                            2011

              6M
Units Sold




              4M


              2M


             OM
                      Jan          Feb   Mar     Apr     May     Jun     Jul    Aug       Sep   Oct        Nov           Dec

                                               Japan Hardware Year-Over-Year Comparison
             3500K

             3000K          2007
                            2008
                            2009
             2500K          2010
                            2011
Units Sold




             2000K

             1500K

             1000K

             500K

              OK
                      Jan          Feb   Mar      Apr    May     Jun     Jul     Aug      Sep   Oct        Nov           Dec




                                                                                                      Source: VGCHARTZ     32
Market Value of
Online Game Content in Japan




                      Source: Famitsu by ENTERBRAIN, INC. (Japan)   33
Japanese Market Share Based on
                 Actual Sales FY 2011
20%

18%

16%

14%

12%

10%

8%

6%

4%

2%

0%
      Nintendo   Namco    Capcom   Square-Enix Pokemon   Konami   Sega   SCE        TECMO         Level Five        Others
                 Bandai                                                              KOEI
                                                                                    GAMES




                                                                               Source: Famitsu by ENTERBRAIN, INC. (Japan)   34
Japanese Gaming Demographics

                        Japanese gamers are predominantly male.




40% are female with interests in SNS and
arcade games.


                                           Age range of hardcore gamers are between
                                           16-45.


     Older women are increasing involved in
     playing especially arcade games.


                                                 Source: Digi-Capital Investment Review 2012, SERKANTOTO.COM   35
Japanese vs. US Video Gaming
          • Realism vs. Fantasy (self escapism vs. self
            expression)

          • Genre differences e.g. RPG

          • Philosophy (symbolic world, emphasis on diligence
            and tasks, exotic settings)

          • Huge infusion of Anime/Manga in Japanese games

          • Need for console customization




                                                           36
Japanese User Preferences: Genre
Top – 3 Genres In Japanese Video Game Industry in 2010

                1. ACTION
                • Market Share: +16.3% w.r.t 2009 = 42.1%
                • 26.468 million copies sold

                2. RPG
                • Market Share: 24.30 %
                • 15.2 million copies sold

                3. OTHERS
                • Market Share: 9.40%
                • 5.9 million copies sold

                                                  Source: Famitsu by ENTERBRAIN, INC. (Japan)   37
Japanese User Preferences: Genre
 Market Share in Percentiles




                               Source: Famitsu by ENTERBRAIN, INC. (Japan)   38
Japanese User Preferences: Genre
   Best Selling Games in Top – 3 Genres


• Monster Hunter         • Pocket Monster       • Tomodachi
  Portable 3rd             Black/White            Collection.
• 3.48M copies sold      • 4.914M Copies Sold   • Wii Party




ACTION                   RPG                    OTHER




                                                 Source: Famitsu by ENTERBRAIN, INC. (Japan)   39
Platform Usage in Japan

       What portable game console do
        they currently use the most        ?
        MALE
                                           FEMALE
                                                         10.00%

 19%           Playstation                                     Playstation
               Portable PSP       27.40%                       Portable PSP
         47%   Nintendo DS Lite                                Nintendo DS
                                                               Lite
               Nintendo DS                 52.20%              Nintendo DS
34%




                                                    Source: NET ASIA CO., LTD.   40
Platform Usage in Japan


How often do they use game consoles

          11%
                                              ?
                            Less than 1 day a week
    12%               37%
                            Every day
                            2/3 days a week
                            4/5 days a week

    15%                     1 day a week




                25%


                                              Source: NET ASIA CO., LTD.   41
Platform Usage in Japan

   How long do they use the
console for videogames per day                 ?
            14%

                        29%
                              1 hour during weekdays
                              Less than 15 minutes
17%
                              Almost 2 hours
                              Almost 30 minutes
                              More than 5 hrs/day



      18%         22%




                                                  Source: NET ASIA CO., LTD.   42
Platform Usage in Japan

How long do they use the console for
    videogames per weekends               ?
       10.30%

                     21.60%   1 hour
                              3 hour
  18.10%                      2 hour
                              More than 5 hours

                18.50%



                                           Source: NET ASIA CO., LTD.   43
Platform Usage in Japan

If there is any variation in the frequency and
time of playing videogames with portable
consoles compared with a year ago                         ?
                         22.20%
                                      Increased
                                      Decreased
        33.90%




                                           Source: NET ASIA CO., LTD.   44
Platform Usage in Japan

Where do they use portable game consoles
                                                  ?
    50.40%
                              My Room
                              Living Room
                  81.50%




                                        Source: NET ASIA CO., LTD.   45
Platform Usage in Japan

                    Survey brought out …
                                           Train

                6.50%
                                           Friend's/
                                 14.20%    Acquaintance's
                                           house
           10.30%                          Outside Home


                                           Car
                        11.60%

Most people use their portable game consoles at home……!
                                                     Source: NET ASIA CO., LTD.   46
Japanese User Preferences:
Gaming Platforms Ranking W.R.T Sales

                              Console Sales in Japan during FY2011
 4500000

 4000000
                                                                     Number of consoles sold
 3500000

 3000000

 2500000

 2000000

 1500000

 1000000

 500000

      0
           Nintendo 3DS   Sony PSP       Sony      Nintendo Wii Nintendo DS Playstation      Xbox 360
                                     Playstation 3                             Vita




                                                                                 Source: Famitsu by ENTERBRAIN, INC. (Japan)
                                                                                                        http://goo.gl/H4rLD    47
Top Selling Games
            in Japan During FY2011
1,200,000
                                                                    Number of copies sold
1,000,000


 800,000


 600,000


 400,000


 200,000


       0
            Mario Kart 7   Super Mario     Monster       Monster     Final Fantasy Final Fantasy
             (Nintendo       3D Land       Hunter       Hunter 3G     XIII-2 (Sony Type-0 (Sony
                3DS)        (Nintendo    Portable 3rd   (Nintendo         PS3)         PS3)
                               3DS)       (Nintendo        3DS)
                                             3DS)




                                                                            Source: Famitsu by ENTERBRAIN, INC. (Japan)
                                                                                                   http://goo.gl/H4rLD    48
Top Publishers in
               Japanese Video Gaming Industry
                                    2011 Combined Unit
2011 Ranking          Publisher           Sales                                  Share
     1         Nintendo           10,667,868             (Down)             20.8%


     2         NAMCO BANDAI       8,377,529              (Up)               16.3%
               Games
     3         CAPCOM             4,802,106              (Down)             9.4%

     4         SQUARE ENIX        4,725,621              (Down)             9.2%

     5         KONAMI             3,492,342              (Down)             6.8%

     6         SEGA               2,221,138              (Down)             4.3%

    17         TECMO KOEI Games   2,127,995              (Up)               4.1%

     8         LEVEL-5            2,016,654              (Up)               3.9%

     9         SCEJ (SONY)        1,629,310              (Down)             3.2%

    10         Pokemon            1,219,325              (Down)             2.4%




                                                            Source: FAMITSU (Japan) MARKETING DATA SERVICE, Yearly Report CY 2011   49
Growth Trends in Japan 2000-2011
                                        Japan Video Game Market Value History.
                     8,000.0
                                         Software
                                         Hardware
                     7,000.0



                     6,000.0



                     5,000.0
100 Million of JPY




                     4,000.0



                     3,000.0



                     2,000.0



                     1,000.0



                         0.0
                               2000   2001   2002   2003   2004   2005   2006   2007    2008         2009        2010        2011




                                                                                       Source: FAMITSU (Japan) GAMING RESEARCH 2011   50
Social/Mobile Gaming in Japan
Background

•    Increasing use of mobile phones            •    Social gaming market worth $3.26bn
    since early 1990s                               in 2011 (y-o-y growth of 80%)

•   Early 2000s:                                •    Expected to surpass domestic
     • Upswing in mobile gaming                     console sales by 2014
     • Popular arcade titles ported to mobile


•    Mobile phones no. 1 platform for
    social/mobile gaming today




                                                      Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan)   51
Recent Social/Mobile Gaming
                       Developments in Japan
Background

                                                                                                    GREE partners with
                                                            DeNA acquires                                                                  GREE acquires
                                                                                                     Chinese IT giant
                                                              Ngmoco                                                                      100% ownership
                                                                                                         Tencent
                                                                                                                                            of Openfeint

   Smartphone's                                                                          DeNA expands                    GREE starts providing "Tsuri-Sta"
    Version of                                                                         Smartphone services               and "Pirate Kingdom Columbus"
                                              GREE launches
  "Mixi" launched                                                                          worldwide
                                              paid for service                                                               to IPhone and Android
                                                on Iphone



   May 10       Jun 10      Jul 10   Aug 10        Sep 10        Oct 10       Nov 10          Dec 10         Jan 11        Feb 11      Mar 11       Apr 11



                                                                                                                                     DeNA rebrands from
         Capcom releases new                       Mixi announces new platforms                        GREE sets up its first
                                                                                                                                      "Mobage Town" to
        "Monster Hunter" social                   "Mixi Plugin" and "Mixi Graph API"                   US based subsidiary
                                                                                                                                         "Mobage"
           game for Mobage

                                                                                                    “Yahoo Mobage” hits 3 million users




                                                                                                                      DeNA partners with Japanese mobile
                                                                                                                         telecom major NTT Docomo


                                                                                                 Source: DIGICAPITAL INVESTMENT REVIEW 2012           52
Japan’s Social Game
       Market Size in FY2011



     US$5.4 billion
                                          US$3.6 billion




Japan’s Entire Online            Japan’s Social Game Market on
   Game Market                      PCs and Mobile Devices




                        Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan)   53
Japan’s Social Game
           Market Size in FY2011
     Smart Phones                        Feature Phones




        US$8.3 billion
                                        US$1.0 billion
(Excluding Mobile Commerce)
                                (Excluding Mobile Commerce)




                              Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan)   54
Business Model in
 Japanese Mobile Content Market




                                                                     Out of 4.4 Billion USD,
                                                                   63.5% was contributed by
4.4 billion dollars   Trend shifting from Sell-out                  the "Freemium" model,
generated by the      Model to Freemium Model                       which grew 28.2% over
"sell-out" model                                                       the previous year.




                                       Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan)   55
Social/Mobile Gaming in Japan
Background
                            Mobile Revenue/Phone category (2011)
                     3
                              2.65
                    2.5
     USD/billions




                     2

                    1.5

                     1
                                                                                   0.61
                    0.5

                     0
                          Feature Phone                                     Smart Phone




                                               Source: JAPAN MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS 2012   56
Social/Mobile Gaming in Japan
Background
                    Forecast for # of Paying Social Games Players in Japan
            6.2

                                                                                     5.98
             6
                                                5.86
            5.8

            5.6
 Millions




            5.4
                        5.27
            5.2

             5

            4.8
                        2011                    2012                                 2013


                                                            Source: MITSUBISHI UFJ MORGAN STANLEY 2011   57
Social/Mobile Gaming in Japan
          Forecast for Average Revenue per Paying Users (ARPPU) in Japan
$60.00
                                                                             $53.03
$50.00                                  $47.42
               $42.18
$40.00


$30.00


$20.00


$10.00


 $0.00
                2011                      2012                                 2013



                                                       Source: MITSUBISHI UFJ MORGAN STANLEY 2011   58
Social/Mobile Gaming in Japan
Background
      100
       90                                                                                                 $86.35
       80
       70
                                           $61.30
USD




       60
       50
       40     36.0981
       30
                                                         $34.97                                          $32.86
                    $19.27                      $31.92
       20                                                    $16.19
                                  $13.53                                 $9.22
       10                $12.34                                                         $10.97
        0
            Male Female Male Male Male Male Male Female Female Female Female Female
                        15-19 16-29 30-39 40-49 50-59 15-19 20-29 30-39 40-49 50-59
                                              Gender/Age




                                                                  Source: ENTERBRAIN INC. (Japan) 2011
                                                                                                                   59
Social/Mobile Gaming in Japan
 Background
100.0%
                                                                          Gaming Use of SNS Platform                                                                                                           94.2%

 90.0%

 80.0%
                                                                         by Device Type in Japan (2011)
                                                                                                                                                         75.2%

 70.0%
                                                                           62.9%
 60.0%
                        53.2%

 50.0%
                                                   40.4%                                                                   42.0%
 40.0%
                                                           32.8%
          28.5%
 30.0%
                                                                                                                                                                                                     22.7%
                                                                                                             20.9%
 20.0%

 10.0%                                   4.5%                                                                                               4.0%
                                                                                            0.0%      0.0%                                                          0.0%            0.0%
  0.0%
                                          Tablet




                                                                                             Tablet




                                                                                                                                             Tablet




                                                                                                                                                                                                      Tablet
           Smartphone



                         Feature Phone




                                                            Smartphone



                                                                            Feature Phone




                                                                                                              Smartphone



                                                                                                                            Feature Phone




                                                                                                                                                                     Smartphone



                                                                                                                                                                                     Feature Phone
                                                    PC




                                                                                                       PC




                                                                                                                                                           PC




                                                                                                                                                                                                                PC
         Mobage                                             GREE                                                    Mixi
                                                                                                                                                                                  Facebook


                                                                                                                                                      Source: ENTERBRAIN INC. (Japan) 2011
                                                                                                                                                                                                                       60
Social/Mobile Gaming in Japan
Current Trends

• Mobile games:
   • Downloaded as Apps on smartphones
   • Preinstalled on feature phones
• Convergence of social and mobile gaming

• Feature phones market share declining

• Smartphones, led by Android, taking the lead

• Dominant players:
    • Mixi
    • GREE
    • DeNA (Mobage)


                                                 61
Social/Mobile Gaming in Japan
                           Forecast of SNS users in Japan
60           Growth in SNS adoption in Japan is expected to impact on gaming!
                                                                                     50.7%
50                                                   47.8%
                             44.7%
     39.5%
40


30


20


10


 0
      2011                    2012                    2013                           2014



                                                                  Source: STATISTA           62
Social/Mobile Gaming in Japan
90                     Mobile Users Activity in Japan (2011)
              81.7%
80                       Japan      United States      Europe             75.2%
70       66.8%
                                              59.3%
60

50                                                                                 43.7%
     40.1%            42.3%
                                                                                        38.5%
40                                                    34%
                          31.1%
30                             24.9%                        25.8%

20

10

0
        Sent SMS         Used app               Used browser           Mobile media usage
                                                                     (browsing the internet,
                                                                    using apps, downloading
                                                                            content)

                                                                    Source: STATISTA            63
Social/Mobile Gaming in Japan
Background
    70       Percentage of Mobile Internet Users using browsers on mobile devices (2011)
                    59.3
    60

    50

    40
                                                   34

    30                                                                                25.8

    20

    10

     0
                   Japan                          USA                              Europe




                                                                        Source: OFCOM (Office of Communications UK )   64
Social/Mobile Gaming in Japan
OS share of market
                     Japan Smartphone/Feature phone Penetration
                                      (2011)

                     Feature Phone
                     SmartPhone




                           44.9%

                                                     55.1%




                                                              Source: COMSCORE MOBILENS 2011   65
Social/Mobile Gaming in Japan
OS share of market
                      Japan Smartphone Market Share by OS (2011)
                                          0.2 0%
                     Android
                     IOS
                                           0.3 0%
                     RIM
                                             5.4 5%
                     Symbian
                     Windows Mobile




                               33.6 34%

                                                      60.5 61%




                                                                 Source: COMSCORE MOBILENS 2011   66
Social/Mobile Gaming in Japan
Demographics

     70.0%
                                                             Male            Female
                                   60.0%
     60.0%

                          52.1%                            53.3%
     50.0%     47.9%                                                      47.0%
                                            40.0%
     40.0%



     30.0%



     20.0%



     10.0%



      0.0%
                       Mixi       Mobage Town(DeNa)                GREE



                                                      Source: COMPANIES REPORTING NUMBERS   67
Social/Mobile Gaming in Japan
Demographics

  60.0%
                             53.8%

  50.0%
                                                 Mixi

                                     43.0%       Mobage Town(DeNa)
                                                 GREE
  40.0%
                                         36.0%
             31.0%
  30.0%
                                                        26.0%
                     24.0%

  20.0%
                                                                         15.0%
          9.4%
  10.0%                                          7.3%            7.4%
                                                                                          2.1%
   0.0%
             10-19               20-29                  30-39        40-49                       50>




                                                                        Source: COMPANIES REPORTING NUMBERS   68
Social/Mobile Gaming in Japan
Demographics
                     Social Mobile Gaming User Activity for Japan (2011)
                                     Active    Non Active

   Non Mobage and GREE users                  68%                   32%




   Mobage and GREE free users                 69%                   31%




 Mobage and GREE paying Users                       80%                   20%




       Mobage and Gree Users                    76%                     24%



                                0%   20%            40%     60%   80%            100%



                                                                    Source: CA MOBILE   69
Social/Mobile Gaming in Japan
Preferences
              Medium of choice for playing
                 social games (2011)

                                  By Phone
                         1%       BY PC & Phone
                                  From PC

                  21%




                                 78%




                                                  Source: GOO RESEARCH   70
Social/Mobile Gaming in Japan
Preferences
               Frequency of Mobile game
                  playing in Japan -% of
               Smartphone owners (2012)
                           Less than          Less than monthly
                  Monthly, monthly,           Daily
                    5%        3%              Weekly
                                              Never
                                              Monthly




               Never, 34%
                                       Daily, 47%



                       Weekly,
                        11%


                                                                  Source: GOO RESEARCH   71
Social/Mobile Gaming in Japan
Preferences

                Where they usually play their mobile devices (2011)
  80%          75%
         70%
  70%

  60%
                                                                      Male     Female

  50%
                              42%
                                            39% 38%
  40%                   36%

  30%
                                                                20%                       18%
  20%                                                                 17%
                                                                                   10%                       10% 9%
  10%

   0%
        In My Room   In another room at On public transport   Work or School    Train Station/Bus         In shops/On the
                           home                                                        stop                    street


                                                                                         Source: GOO RESEARCH (Japan)   72
Social/Mobile Gaming in Japan
Preferences

              On which machine do you usually play games (2011)
 80           76%

 70     65%
                       60%
 60
                                                      Male       Female
 50                          45%
 40                                         35%
                                      30%
 30

 20                                                  15%                         15%
                                                           10%         12%
 10

  0
       Mobile Phone   Home Machine   Portable Game    Other         Don’t Play Games
                                        Machine



                                                                     Source: INFOPLANT (Japan)   73
Social/Mobile Gaming in Japan
Preferences
         Which do you access Social games from more: Mobile or PC
                               Don’t Know, 1%


                     Both about the
                                            PC, 14%
                       same, 15%




                                  Mobile Phone, 70%




                                                            Source: GOO RESEARCH   74
Social/Mobile Gaming in Japan
Preferences

      % of population that have played mobile social game in Japan (2011)



                                              Don’t Know
                                            Anything, 15.6%




                                                 Havent played but
                                                   heard, 16.5%
                       Have Played, 67.9%




                                                                      Source: CA MOBILE,   75
Social/Mobile Gaming in Japan
Preferences

                 Do you want to buy a
               Smartphone (Mobile Phone
                      Users) 2011




                  Don’t
                Know, 24%



                                Yes, 55%

               No, 21%




                                           Source: Famitsu by ENTERBRAIN, INC. (Japan)   76
Social/Mobile Gaming in Japan
Preferences
                   Do you want to keep playing
                   social games (Smart Phone
                           Users) 2011


                         Don’t
              No, 3%   Know, 14%




                                   Yes, 83%




                                                 Source: Famitsu by ENTERBRAIN, INC. (Japan)   77
Social/Mobile Gaming in Japan
  Preferences

                Top 5 Venues for Playing mobile games in Japan (2011)

                           Before Bed                                                    52.0%


                            Free time                                    40.0%


                    During Job breaks                                 37.0%


                At home/TV watching                                   36.9%


Waiting for transport/Public Transport                        29.5%


                                     0.0%   10.0%   20.0%   30.0%     40.0%      50.0%        60.0%


                                                                                    Source: CA MOBILE   78
Social/Mobile Gaming in Japan
Preferences

        Top 3 Countries by Revenue          Top 3 Countries by Revenue
               for IOS (2011)                 for Google Play (2011)




          Rest of
          World,                          Rest of
           40%                  US, 42%
                                          World,
                                           34%                    US, 45%




                       Japan,              Japan, 10%
              UK, 8%    10%
                                                        UK, 11%



                                                                  Source: APPANNIE   79
Social/Mobile Gaming in Japan
Preferences
                                           Top 3 Fastest Growing by Revenue
      Top 3 Fastest Growing by Revenue
                                                 for Google Play (2011)
                for IOS (2011)


                                                   US, 19%

              France,
               12%                           Russia,
                                  Japan,
                                              20%
                                   22%                           Brazil,
                                                                  88%
       US, 13%
                                              Japan,
                                               23%
                        Russia,
                         17%




                                                                      Source: APPANNIE   80
Social/Mobile Gaming in Japan
Preferences

                       Top Fastest Growing Countries in Terms of Revenue in
    600%      560%      Apple App Store for Iphone (May 2011-May 2012)

    500%


    400%


    300%


    200%
                      115%     109%     101%
    100%                                        84%     83%
                                                                 63%      59%           54%            47%

      0%
              Japan   Russia   China   Taiwan Thailand Brazil   Mexico   Korea        Turkey Canada


                                                                         Source: DISTIMO PUBLICATION JUNE 2012   81
Social/Mobile Gaming in Japan
Preferences
                                   Mobile Social Game Players in Japan (2011)


               Engineers                                         8.0%



          School students                                                  10.0%



        Part time workers                                                          12.0%



          Office Workers                                                                 13.0%



     Full time Housewives                                                                       14.0%


                            0.0%     2.0%     4.0%    6.0%    8.0%      10.0%   12.0%      14.0%           16.0%


                                                                                    Source: GOO RESEARCH     82
Social/Mobile Gaming in Japan
Preferences
                              25
                                           Japanese Social Networks Population
                              24
                                                                                            by Asianjin

                              23
              Million Users




                              22                                                                 Gree
                                                                                                 Mobage Town
                                                                                                 Mixi
                              21                                                                 Mobage + Y!


                              20


                              19


                              18
                                07/31/10                10/31/10                 11/31/11
                                                          Date


                                                                                                  Source: GOO RESEARCH   83
Social/Mobile Gaming in Japan
Preferences               Japan Iphone Apps downloaded by Users by App category (2011)
                Games                                                                                                           61.9%
                                                                                                                                                72.0%

             Weather                   6.9%
                                                                                                            42.8%

                 News                   7.5%
                                                                                                       40.9%

                U lity                                                                30.7%
                                                                                      30.6%
       Entertainment                                                21.3%
                                                                                                      40.1%

                Photos                                                      25.0%
                                                                                            33.9%

          Produc vity                                                21.9%
                                                                                    29.2%

                 Music       2.0%
                                                                        23.8%
             Business                                                   23.8%
                                                                                    29.2%

               Ebooks                                                 22.5%
                                                                                    29.1%
                                                                                                                     Free
            Naviga on                    8.1%
                                                                       23.3%
                                                                                                                     Paid
                   SNS                 6.9%
                                                                    21.0%

          Educa onal                      8.8%
                                                              19.5%

              Lifestyle                6.9%
                                                            17.5%

               Finance                  7.5%
                                                    13.6%

    Health and Fitness                  7.5%
                                               12.1%

                 Travel        3.8%
                                            10.1%

              Medical                    8.6%
                                            10.0%
                Sports              5.0%
                                       7.0%
            Reference                5.8%
                                    5.0%
                 Other    1.2%

                      0.0%             10.0%                20.0%               30.0%               40.0%           50.0%   60.0%        70.0%             80.0%

                                                                                                                                        Source: APPANNIE     84
Social/Mobile Gaming in Japan
Preferences
                                              60%

 50%
                                 47%                  Top 3 Countries by
         Top 5 Countries by                                                     49%
                                              50%
 45%
       App Downloads (2011)                         App Downloads (2011)
 40%
                                              40%
 35%
                                                    35%
 30%   28%             IOS
 25%
                                              30%            Google Play

 20%          18%
                                              20%
 15%

 10%                                                       10%
                       7%                     10%
                                                                    6%
 5%

 0%                                           0%
       US     China   Japan   Rest of World         US      UK    Germany Rest Of World


                                                                         Source: APPANNIE   85
Social/Mobile Gaming in Japan
    Preferences
                         Share of Total Traffic by
                       Non-Computer devices (2011)
    7
                                                                                   6.2
                                                     5.9
    6
                                     5.3
    5                  4.6
             4.3
    4
%




    3

    2

    1

    0
           Australia   Japan         UK          Singapore                         U.S.


                                                           Source: COMSCORE MOBILENS 2011   86
Social/Mobile Gaming in Japan
Preferences
                 Percent of Mobile Phone users who also own a Tablet

       JAPAN                       5.0%

    GERMANY                                7.4%

        ITALY                                     9.2%

          UK                                      9.2%

      FRANCE                                       9.4%

       SPAIN                                              10.9%

      CANADA                                              10.9%

          US                                                                     14.9%

              0.0%   2.0%   4.0%    6.0%   8.0%   10.0%    12.0%    14.0%          16.0%


                                                                   Source: COMSCORE MOBILENS 2011   87
Social/Mobile Gaming in Japan
Market Drivers

• Kompu Gacha is a huge revenue driver for social in-game purchase

• Freemium business model encourages premium in-game purchases

• Integration of virtual wallets into social games

• Advertising revenue growth

• (Relatively) low development costs




                                                                     88
Social/Mobile Gaming in Japan
Market Drivers

•   Increase in mobile penetration

•   Integration between mobile and social gaming through SNS

•   Increase in consumer acceptance

•   Increased availability of smartphones

•   Social gamers with moderate to high disposable income, especially females




                                                                                89
Social/Mobile Gaming in Japan
“Kompu Gacha”- Revenue Generation Model




                                          Source: SERKANTOTO.COM   90
Social/Mobile Gaming in Japan
Revenue Model Validation
  35.0%                                    Kind of items purchased
                                      with first payment in a social game
                            29.8%
  30.0%
                                                27.3%                        Male        Female
                25.9%
            25.2%
  25.0%
                                                          21.4%
                                                              19.8%
  20.0%                                                                      18.6%          18.7%
                                18.0%
                                                                        15.7%
                                           14.5%                                                            14.3%
  15.0%
                                                                                                  12.0%
                                                                                                                                 10.8%
                                                                                                                             9.5%
  10.0%                                                                                                           8.8%



   5.0%



   0.0%
          Items to shorten Status/power    Avatar Items    Gacha      Limitied edition      Experience    Hard to get rare     Others
            waiting times boosting items                                   items              Points           items




                                                                                                             Source: SERKANTOTO.COM      91
12 Current Social/Mobile
                    Gaming Trends in Japan
Present Trends
1. Most social games offer free elements coupled with
         • In-game purchases
         • In-game virtual item purchases
         • Subscription and advertising




                                                        Source: ARKADIUM.COM
                                                             http://goo.gl/IuA7p
                                                                                   92
12 Current Social/Mobile
                    Gaming Trends in Japan
Present Trends
2. Focus on genre that supports female participation




                                                       93
12 Current Social/Mobile
                    Gaming Trends in Japan
Present Trends

3. Subscription and in-game item sales




                                              94
12 Current Social/Mobile
                    Gaming Trends in Japan
Present Trends

4. Enhanced capabilities to up-sell, cross-sell and cross promote across media




                                                                                 95
12 Current Social/Mobile
                   Gaming Trends in Japan
Present Trends

5. Overseas acquisitions and mergers to enter new markets




                                                            96
12 Current Social/Mobile
                     Gaming Trends in Japan
Present Trends

6. Selling games for playing on smartphones and tablets directly via app stores




                                                                                  97
12 Current Social/Mobile
                     Gaming Trends in Japan
Present Trends

7. Virtual wallet is integrated into social games




                                                    98
12 Current Social/Mobile
                  Gaming Trends in Japan
Present Trends

8. Strong cultural difference between Western and Japanese social games




                                                                          99
12 Current Social/Mobile
                  Gaming Trends in Japan
Present Trends

9. (Relatively) low development costs - popular games profitable within months!




                                                                                  100
12 Current Social/Mobile
                   Gaming Trends in Japan
Present Trends

10. Short product lifecycle




                                             101
12 Current Social/Mobile
                    Gaming Trends in Japan
Present Trends

11. Different pricing strategies




                                              102
12 Current Social/Mobile
                  Gaming Trends in Japan
Present Trends

11. Gaming community creates and expands content




                                                   103
Special Genres
Social Gaming Genres


  PET-BREEDING

                 CITY BUILDING




 FARMING

                 RESTAURANT
                 MANAGEMENT




                                 104
Special Genres
Manga-based Social Games




                           105
Special Genres
  Social RPGS




                 106
Special Genres
Social Dating and Love Simulations




                                     107
Special Genres
Social Idol-raising Games




                            108
Special Genres
               Social Collectible Card Games




Title Screen             My Page Screen   Battle Screen




                                                          109
Future Trends in Japan’s Social Gaming Industry




                                             110
7 Future Social/Mobile
                 Gaming Trends for Japan
Future Trends

•   Augmented reality using smartphone features




                                                  111
7 Future Social/Mobile
                 Gaming Trends for Japan
Future Trends

•   Growth in Near Field Communication (NFC) adoption




                                                        112
7 Future Social/Mobile
                  Gaming Trends for Japan
Future Trends

•   Location-based features of Smartphone to be used in overall game experience




                                                                                  113
7 Future Social/Mobile
                  Gaming Trends for Japan
Future Trends

•   3D holograms and voice control

•   Inbuilt Projection of stored media




                                            114
7 Future Social/Mobile
                  Gaming Trends for Japan
Future Trends

•   In-built Projection of stored media




                                            115
7 Future Social/Mobile
                  Gaming Trends for Japan
Future Trends

•   Market fragmentation due to different operating systems (Android/IOS) and
    hardware capabilities of mobile phones




                                                                                116
7 Future Social/Mobile
                  Gaming Trends for Japan
Future Trends

•   HTML 5 will support cross platform integration and a universal App Store




                                                                               117
Japan's Social Game Market
                       Experiencing rapid growth
Sales in 100 Million Yen
1400                                                                     1000%
                            750.3%
                   Sales                                                 800%
1200
                                                                         600%
1000               Growth
                                                                         400%
                                       221.3%
                                                   156.7%
 800                                                                     200%
                                                                         0%
 600                                               1,171
                                                                         -200%
                                       747

 400                                                                     -400%
                                                                         -600%
 200                         338
              45
                                                                         -800%
   0                                                                     -1000%
            2008            2009      2010         2011


                                                    Source: YANO RESEARCH INSTITUTE.   118
Potential Venue for Game Development
                      Key Peculiarity: Facebook Japan
                  Facebook Users
  5 000 000




  4 250 000




  3 500 000




  2 750 000




  2 000 000
              10.03       09.04    09.05   09.06   08.07   07.08




                                                             Source: SOCIAL BAKERS   119
Social/Mobile Gaming in Japan
Preferences
                Forecast for Mobile Penetration in Japan (2011)
     80.00
                                                                   73.50
                                                          68.70
     70.00
                                                  63.20
     60.00                               57.80
                                52.10
     50.00             47.30
              43.50
     40.00

     30.00

     20.00

     10.00

      0.00
              2010     2011     2012    2013*    2014*    2015*    2016*



                                                                  Source: STATISTA   120
Social/Mobile Gaming in Japan
Revenue Allocation on Social/Mobile Apps

 Feature Phone Market
                                                                  Billing /          Operator
          Game Developer           Publisher   Aggregator                             Portal /
                                                                                                                End
                                                                  Platform
                                                                    Mgt                Hub                      User


                50%                                         50%


 Smartphone App Store

                                                                                                              End
                           Game Developer                               App Store
                                                                                                              User


                                                                         30%
                            70%

                                                                          Source: CAPCOM (Japan) ANNUAL REPORT 2011   121
Top Publishers in Japanese
Mobile & Social Gaming Sector




              Source: MOBILE SOCIAL GAMING MARKET GUIDE 2011 Published by MOBYAFFILIATES.   122
Social/Mobile Gaming in Japan
Platforms
• Most users access via mobile phones

• Top platforms:
    1. DeNA (Mobage Town) over 43m registered users

    2. GREE over 26m registered users

• Both double as social networks and platform providers

• Used to be closed ecosystem but now open to 3rd party developers

• Rapid growth during 5 years




                                                          Source: COMPANY’S WEBSITE   123
Social/Mobile Gaming in Japan
Publishers/Developers
GREE



        • A top mobile game developer, publisher and social mobile game platform
        • Top 5 games developer for iPad
        • Net revenue of ¥158bn₁




                                                                Source: COMPANIES’ WEBSITES   124
Social/Mobile Gaming in Japan
Publishers/Developers
GREE
• GREE Mobile social gaming platform was launched in 2012 enabling game
   distribution in 169 countries with English and Japanese portals




                                                                     Source: COMPANIES’ WEBSITES   125
Social/Mobile Gaming in Japan
Publishers/Developers
GREE
• Global expansion into Western market with purchase of Openfeint and Funzio
•   Integration of Openfeint into its gaming platform




                                                                Source: COMPANIES’ WEBSITES   126
Social/Mobile Gaming in Japan
Publishers/Developers
GREE
• Formed new partnership with Namco Bandai




                                             Source: COMPANIES’ WEBSITES   127
Social/Mobile Gaming in Japan
Publishers/Developers
GREE
• GREE Platform support for 15 languages to be launched




                                                          Source: COMPANIES’ WEBSITES   128
Social/Mobile Gaming in Japan
Publishers/Developers
GREE
• Revenue generation through:
    •   Advertising (advertising sales)
    •   Social games (paid service sales)




                                            Source: COMPANIES’ WEBSITES   129
Social/Mobile Gaming in Japan
GREE
Major acquisitions by GREE includes
• Paprika (South Korea mobile social game developer)




                                                       Source: NY TIMES APRIL 2011   130
Social/Mobile Gaming in Japan
GREE
Major acquisitions by GREE includes
• IUGO (San Francisco based social mobile game developer)




                                                     Source: NY TIMES APRIL 2011   131
Social/Mobile Gaming in Japan
GREE
Major acquisitions by GREE includes
• Funzio




                                      Source: NY TIMES APRIL 2011   132
Social/Mobile Gaming in Japan
GREE
Major acquisitions by GREE includes

    Openfeint

    • Social platform operating on IOS and Android

    • Enables developers to add social networking features to their apps and games

    • Top mobile game social platform

    • Bought by GREE for $104m




                                                                  Source: NY TIMES APRIL 2011   133
Social/Mobile Gaming in Japan
SNS Business Model: GREE Primer

    GREE Ad space                                                      Advertising
                                  Advertising                           revenue
                                •Banner and Text Ads                     stream
                                    •Tie-Up ads




                                     Avatars
        GREE              Avatar personalisation through
        Main                virtual goods and upgrade

       Window
                                     purchases                              Premium
                                                                            Content
                                                                              sale
                                  Social Games
                           •Free social games (Freemium)
                           •In-game selling of virtual item




                                                              Source: INFINITA GREE RESEARCH REPORT   134
Social/Mobile Gaming in Japan
Acquisition of Funzio (Sales and position in the market)

                     Sales
14                                                Rank         Corporate Name              No of applications

12
                                                         1st           Zynga                                 4
10
                                                         2nd         Funzio Inc                              3
 8

 6                                                       2nd            EA                                   3
 4
                                                         2nd         TinyCo Inc                              3
 2

 0
                                                         3rd        Admired Inc                              2
     July- Sep 2011 Oct-Dec 2011   Jan-Mar 2012
                                                         3rd      Diaper Gentlemen                           2

• Funzio sales grew rapidly, reaching $12m
                                                         3rd      Pocket Gems Inc                            2
 from Jan to Mar 2012

• In April, when Kingdom Age was released, monthly sales exceeded $5m, accelerating growth



                                                                                  Source: DIGI-CAPITAL INVESTMENT REVIEW 2012   135
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA




           • Top social mobile game publisher, main competition to GREE

           • Net revenue of ¥42bn₁ for FY 2011




           • Growth revenue was from online auctions to the present social gaming



                                                                          Source: COMPANY WEBSITE   136
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA




              • Launched Mobage platform through its acquisition of US based Ngmoco




              • Has major games on Android and IOS




                                                                      Source: COMPANY WEBSITE   137
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA




          • Global alliance was launched with Disney Studios to reach a wider market




                                                                          Source: COMPANY WEBSITE   138
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA

• Increased monetization methods introduced across game titles




                                                                 Source: COMPANY WEBSITE   139
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA
Major subsidiaries include:




                                       • Gameview (California based,
• Ngmoco (California based, operates
                                         publishes free-to-play games for
  Mobage global service)
                                         Android and IOS




                                                                 Source: DeNA.JP/INTL   140
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA
Major subsidiaries include:




• DeNA China (Mobage services in China) • DeNA Seoul (games and partnership
                                          with Korean partners


                                                             Asia
                                       • DeNA Asia (games and partnership with
                                         Asian developers)
                                                                  Source: DeNA.JP/INTL   141
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA
Major subsidiaries include:




    • Grasshopper (Japanese mobile   • Plus+
            game developer)



                                               Source: DeNA.JP/INTL   142
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA
Types of games include:




                                          • Real Time
                                            Team Battle (Final
                                            Fantasy Brigade)
• Farming &           • Royale                                   • Card Battle
  collection            (Kaito Royale,                             (Gundam Card
  (Noen Hokorina)       Sengoku Royale)                            Collection)

                                                                     Source: DeNA.JP/INTL   143
Social/Mobile Gaming in Japan
Developers/Publishers
DeNA (Mobage)

        1000
                         917    # of Mobage Social Games (2012)
         900

         800
                                    First and second party     Third Party
         700

         600

         500

         400                                                            355

         300
                                             202
         200

         100    48                                                                                  42
                                    7                           16                         12
          0
                Feature phone           PC               Smartphone( Browser based)   Smartphone( App based)




                                                                                                      Source: SERKANTOTO.COM   144
Social/Mobile Gaming in Japan
                     Going mobile pays!!!
Mobile-based (GREE and Mobage) more profitable than web-based (Zynga)




                                                            Source: GUMI RESEARCH   145
Social/Mobile Gaming in Japan
                   Going mobile pays!!!
   Though Zynga has more users worldwide than GREE and DeNA, net
 income for both Japanese developers has shown considerable growth!




                                                               Source: GUMI RESEARCH   146
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!
• Japan is a gaming nation
    • 10%₁ share of Global video gaming market
    • Video gaming has a huge cultural impact




                                                          Source: SERKANTOTO.COM   147
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!
                              • Japan is a mobile nation
                              • 99%₁ 3g penetration in Japan
                              • Mobile phones essential for mobile game play
                              • Easier to sell content on mobile devices




                                                               Source: SERKANTOTO.COM   148
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!
• Card battle games are popular
    • About 70%₁ of top 20 games on GREE and Mobage are card battle games




                                                                Source: SERKANTOTO.COM   149
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!

•   Higher pay walls acceptance
     •   Micropayment acceptance and processing through coin collection
     •   Users are comfortable with higher pay walls to progress through game levels




                                                                                       150
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!

•   Smooth and easy mobile payment systems




                                                          151
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!

•   Focused and aggressive marketing campaigns




                                                          152
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!
• Pre-Installation on handsets
    •   Collaboration with mobile operators to preinstall games on handsets




                                                                              153
Social/Mobile Gaming in Japan
Reasons why GREE and Mobage monetize better than Zynga!

•   Anonymity /virtual nature of social graph
     •   GREE and Mobage are used anonymously
     •   Mass invitation of friends to play/participate




                                                          154
Japanese SNS Usage by Platform
100                                                                                                                                                          94.2
90
80                                                                                                              75.2

70                                                       62.5
60                 53.2
50
                                     40.4                                                     42
40                                          32.8
      28.5
30                                                                                                                                                 22.7
                                                                                20.9
20
10                          4.5                                                                        4
                                                                  0        0                                                      0         0
 0
                            Tablet




                                                                  Tablet




                                                                                                       Tablet




                                                                                                                                                    Tablet
      SmartPhone




                                      PC


                                            SmartPhone




                                                                           PC


                                                                                SmartPhone




                                                                                                                  PC


                                                                                                                             SmartPhone




                                                                                                                                                               PC
                   Mobile




                                                         Mobile




                                                                                             Mobile




                                                                                                                                          Mobile
                   Phone




                                                         Phone




                                                                                             Phone




                                                                                                                                          Phone
                   Mobage                                  GREE                                 mixi                                      facebook

                                                                                                      Source: Research Report 2011, ENTERBRAIN, INC. (Japan)        155
Japanese SNS Demographics
      Male Users   > Female users
      Age Brackets of 15-19 & 20-29




                                Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   156
Paid-For Usage
       on Social Game Content in Japan

8000
7000                                                                                                                 6732
6000
5000                                           4780
4000
3000              2815
           2207                                        2489 2727                                           2562
2000
                         1503                                          1262
1000                            962    1055                                        719         855
   0
       Total   Male Female Male     Male    Male    Male    Male Female Female Female Female Female
                           15-19   20-29   30-39   40-49   50-59 15-19 20-29 30-39 40-49 50-59




                                                                  Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   157
Video Game Usage
Among Social Gamers in Japan
   Video Game Usage by Social Gamers

  Non Video
  Game Users
     23%



                             Video Game
                                Users
                                 77%




                            Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   158
Video Game Usage
          Among Social Gamers in Japan
          Video Game Platform belonged to Social Gamers
70

60

50

40

30

20

10

 0
     DS        Wii    PS2    PSP    PS3        3DS               Xbox 360                Others




                                          Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   159
Video Game Usage
            Among Social Gamers in Japan
       Video Game Usage by Gender/Age (Social Gamers)
40
35
30
25                                                  16.8
             12.7    12.9
20                                                                12.4
15
                              9.5           6.5                                    10.3
10    3.3    16.7                                   18.1
                     15.7             7                           12.4                               8.7
 5    7.8                     8.3           8.1
                                     3.2                                            5.9              3.6
 0
     Male    Male    Male    Male    Male Female Female Female Female Female
     15-19   18-29   30-39   40-49   50-59 15-19 20-29 30-39 40-49 50-59

                        Video Game Users    Non Video Game Users




                                                      Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   160
Social Gaming Impact
on Video Game Usage in Japan
Video Game Usage Frequency by Social Gamers
            Fairly Increased,
                    2%
                 Increased,
                   2.00%



    Decreased,
                                        No Changes, 45%
       37%




                 Failry Decreased,
                        14%

                                     Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   161
Social Gaming Impact
        on Video Game Usage in Japan
Social Gamers Video Game Usage Frequency by Gender/Age
70
        Increased
        Decreased
60


50


40


30


20


10


 0
     Male    Male    Male    Male    Male    Female Female Female Female Female
     15-19   16-29   30-39   40-49   50-59    15-19  16-29  30-39  40-49  50-59


                                                         Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   162
Growing Use of
Smartphones for Social Gaming in Japan
               Social Game Users Mobile Usage


   Smart Phones
      32.8%
    iOS     11.4 %
    Android 20.4 %
    Others 2.6 %

                         Mobile Phones
                            76.4%




                                         Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   163
Growing Use of
Smartphones for Social Gaming in Japan
        Smart Phone Usage with Social Games Play

   30
   25                               27.4

   20
              20.4
   15
   10
                                                                8.9
    5
    0
         Smart Phone Users   Playing Social Games   Started Social Games
                               by Smart Phones      by Purchasing Smart
                                                           Phones

                                                      Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   164
Growing Use of
Smartphones for Social Gaming in Japan
 Feature phone users: do you want to buy a smartphone?

                                Don't Know,
                                   24%

           Yes,
           55%

                                     NO,
                                     21%




                                     Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   165
Growing Use of
 Smartphones for Social Gaming in Japan
Do you want to keep playing Social Games? (Smart Phone Users)

                             No,
               Don't Know,   3%
                  14%




                                    Yes, 83%

                                        Source: Research Report 2011, ENTERBRAIN, INC. (Japan)   166
Market Acquisitions (Japan - US)
Major Japanese acquisitions in US and growing!!!

    •   DeNA acquired Ngmoco- $400M₁ (Rolando, Eliminate)




                                                            Source: COMPANIES’ FS 2012   167
Market Acquisitions (Japan - US)
These Japanese developers acquisitions are focused on the following:
    •   Competing globally by entering the US and European markets




                                                                     Source: COMPANIES’ FS 2012   168
Market Acquisitions (Japan - US)
These Japanese developers acquisitions are focused on the following:
    •   Diversifying of revenue streams due to recent regulations on kompu gacha




                                                                          Source: COMPANIES’ FS 2012   169
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012
Japanese Video Game Market Overview 2012

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Japanese Video Game Market Overview 2012

  • 1. Japanese Video Gaming Trends Past, Present & Future 1
  • 2. Japanese Video Game Market Size Source: Famitsu by ENTERBRAIN, INC. (Japan) 2
  • 3. Japanese Video Gaming Timeline Data Collected from December 29, 1986 to December 26, 2010 100 Millions of JPY 8000 2006: 1996: Playstation 3, 2000: Nintendo 64 Wii Playstation 2 7000 1994: 1998: 2005: 3DO Real, NeoGeo Xbox 360 1990: Sega Saturn, 6000 Pocket, NeoGeo, PlayStation Dreamcast 2002: Game Gear, PC-FX XBox SNES 5000 1988: Genesis 4000 1999: WonderSwan 1995: Virtual Boy 2004: 3000 Nintendo DS, 1989: PlayStation Gameboy Portable 2000 1987: TurboGrafx-16 1000 0 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Source: Famitsu by ENTERBRAIN, INC. (Japan) 3
  • 4. Arcade Gaming Sales in Japan 250 200 Sales/Billion Yen 150 100 50 0 2004 2005 2006 2007 2008 2009 2010 Year Source: JAMAA 4
  • 5. Arcade Gaming in Japan Demographics • Over 19,000 amusement arcades in Japan • 3.94 arcades per 100,000 people • Arcade games played across all age groups • 30% of arcade video game players over 60 Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 5
  • 6. Arcade Gaming in Japan Top Genres: • Board games • Horse Racing • Pachinko • Trading card games Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 6
  • 7. Arcade Gaming in Japan Major Developers/Publishers: • Namco Bandai • Taito • Sega • Capcom • Konami Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 7
  • 8. Arcade Gaming in Japan Market Drivers 67 Urbanization Growth In Japan 66.5 66 65.5 65 64.5 64 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Growth in urbanization has fuelled a boom in arcade video gaming. Source: WORLD BANK 2011 (Japan) 8
  • 9. Arcade Facilities in Japan Market Trends and Overview Units $Billions 700 600 500 400 300 200 100 0 2004 2005 2006 2007 2008 2009 2010 Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association) 9
  • 10. Arcade Facilities in Japan Market Trends and Overview DOMESTIC ARCADE FACILITY MARKET 504.3 Billion yen 12.0% Decrease from FY2008 FY2009 FY2010 previous year Shrank for the third straight year Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association) 10
  • 11. Arcade Facilities in Japan Market Trends and Overview Over 101 machines 51~100 machines Below 50 machines 30,000 (Units: Stores) 25,000 20,000 15,000 10,000 5,000 0 2004 2005 2006 2007 2008 2009 2010 Years Ended March 31 Currently operating store fronts: 19,213 Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association) 11
  • 12. Arcade Facilities in Japan Market Trends and Overview Spreading fear of "Swine Flu Contamination " that gave rise to "nesting consumers" who avoided going out, resulting in fewer customers in arcades. Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association) 12
  • 13. Arcade Facilities in Japan Market Trends and Overview Multi-player network games grew in popularity Source: Survey on the Amusement Industry, 2011, JAMMA (Japan Amusement Machinery Manufacturers Association) 13
  • 14. Console Gaming in Japan Background • 1970s: Atari started the market • 1980s: NEC, Nintendo and Sega • 2000s: Nintendo, Sony and Microsoft Top Consoles Today: • PlayStation 3 • XBOX 360 • WII 14
  • 15. Console Gaming in Japan Consoles unique to Japanese market: • PSX - hybrid of PS1, PS2 and XMB • Panasonic Q - Hybrid of GameCube and DVD Player • Dreamcast Divers 2000 CX1 • Nintendo Astro Boy Game Boy • Sony Gold Gundam PlayStation 2 15
  • 16. Console Gaming in Japan - Portable Background 1980 Game & Watch (Nintendo) 1989 Game Boy (Nintendo), Lynx (Atari) 1990 Game Gear (Sega), PC Engine GT (NEC) 1994 Game Boy Bros. (Nintendo) 1995 Virtual Boy (Nintendo) 1996 Game Boy Pocket (Nintendo) Game Boy Light, Game Boy Color (Nintendo) 1998 Neogeo Pocket (SNK) 1999 WonderSwan (Bandai), Neogeo Pocket Color (SNK) 2000 WonderSwan Color (Bandai) 2001 Game Boy Advance (Nintendo) 2002 Swan Crystal (Bandai) 2003 Game Boy Advance SP (Nintendo) Nintendo DS (Nintendo) 2004 PSP (SCE) 2005 Nintendo DS Lite, Game Boy micro (Nintendo) 2008 PSP 3000 (SCE) 2009 PSP Go (SCE) 2011 Nintendo 3DS (Nintendo) 2012 PlayStation Vita (Nintendo) Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012 16
  • 17. Console Gaming in Japan - Home Console Background 1977 TV Jack 1000, 1200, 1500, 2500, 3000 (Bandai) 1978 Visicom (Toshiba) Video Computer System (made by Atari, sold by Epoch) 1979 Supervision8000 (Bandai) Cassette vision (Epoch), Pyu-Ta (Tomy) 1981 Game Pasocom M5 (Sword / Takara) Max Machine (Commodore) Family Computer (Nintendo), SG-1000, SC-3000 (Sega) PV-1000 (Casio), Osero Maltibision (Tsukuda) 1983 TV Boy (Gakken), My Vision (Kanto Denshi / Nihon Bussan) Cassette vision Jr. (Epoch) SG-1000 II (Sega), Super Cassette vision (Epoch) 1984 RX-78 (Bandai), Pyu-Ta Mk II (Tomy) 1985 Sega Mark III (Sega) 1986 DiscSystem (Nintendo), Twin Famicom (Sharp) 1987 Master System (Sega), PC Engine (NEC) 1988 Megadrive (Sega), CD-ROM (NEC) 1990 Super Famicom (Nintendo), Neogeo (SNK) Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012 17
  • 18. Console Gaming in Japan - Home Console Background 1991 MegaCD (Sega), PC Engine Duo, Super CD-ROM (NEC) 1992 Wondermega (Victor) 1993 Laser Active (Pioneer) PlayStation (SCE), 3DO Real (Panasonic) 3DO Try (Sanyo), Saturn (Sega), PC-FX (NEC) 1994 Playdia (Bandai), Neogeo CD (SNK) Super 32X (Sega) 1996 Nintendo 64 (Nintendo), PiPPiN@Atmark (Bandai) 1998 Dreamcast (Sega) 2000 PlayStation 2 (SCE), PSone (SCE) 2001 Nintendo GameCube (Nintendo) 2002 X box (Microsoft) 2003 PSX (Sony) 2005 X box 360 (Microsoft) 2006 Family Computer (Nintendo), SG-1000, SC-3000 (Sega) 2006 PS3 (Sony) Source: COMPUTER ENTERTAINMENT SUPPLIERS ASSOCIATION 2012 18
  • 19. Console Gaming in Japan Background 35 Total Console Unit Sales in Japan 30 25 SALES/MILLION UNITS 20 15 10 5 0 Source: Famitsu by ENTERBRAIN, INC. (Japan) 19
  • 20. Console Gaming in Japan Demographics <18 YRS 18-35 YRS 36 YRS> Male Female 36% 36% 44% 56% 28% Source: Famitsu by ENTERBRAIN, INC. (Japan) 20
  • 21. Console Gaming in Japan Preferences driven by culture and brand loyalty • Sony PS3 and Nintendo WII dominate • Xbox 360 has smaller following • Role playing games popular among both genders • Portable consoles popular due to long train commutes 21
  • 22. Console Gaming in Japan Preferences Nintendo WII and PS3 sales in Japan 2006-2011 4.0 3.5 Yearly Units (Millions) 3.0 PS3 Wii 2.5 2.0 1.5 1.0 0.5 0.0 Jan '06 Jul '06 Jan '07 Jul '07 Jan '08 Jul '08 Jan '09 Jul '09 Jan '10 Jul '10 Jan '11 Jul '11 Jan '12 Source: VGCHARTZ
  • 23. Console Gaming in Japan Preferences Portable Console Ownership in Japan (2011) 50 45 Male Female 40 35 30 25 % 20 15 10 5 0 Nintendo GB Nintendo GBA Nintendo DS PSP WondeSwan Source: MIKEMACE.COM 23
  • 24. Console Gaming in Japan vs. America Preferences (Top 3 Desktop Consoles) North America Japan 50 45 40 35 Sales/Million Units 30 25 20 15 10 5 0 Wii (Wii) Xbox 360 (X360) PlayStation 3 (PS3) Source: VGCHARTZ 24
  • 25. Console Gaming in Japan Developers/Publishers Nintendo (“Leave luck to heaven”) • World’s largest gaming company by revenue • Formed in 1889 and based in Kyoto • Sales of 565m and 3.4bn hardware and software units respectively₁ • 19% market share of the Japanese video game market ₁ • Major manufacturer of home and portable consoles Source: NINTENDO FS 2012 (Japan) 25
  • 26. Console Gaming in Japan Nintendo-Business Model This key strategy has enabled Nintendo to become the most profitable of the 3 major console manufacturers Source: ELIZABETH MENOZZI BUSINESS INSIGHTS 26
  • 27. PC Gaming in Japan Background • 1970-1995 was the golden age of PC gaming, with NEC and Toshiba developing their own microprocessor used on PCs • Advent of windows 95 led to the decline in overall PC gaming in Japan • PC games share of the market is constantly being eroded by the increase in social and mobile gaming • PC gaming lags behind as the least platform of adoption in Japan • PC gaming in Japan has seen increased growth recently • Historically PC games are usually a variant of console games 27
  • 28. PC Gaming in Japan Background • Decline since mid 1990s • Least popular game platform today • Further eroded by social and mobile gaming • Role playing most popular genre 28
  • 29. PC Gaming in Japan Trends • PC gaming in Japan recently growing again • Shift from physical media to online • Shift from solo to social • Good opportunity for foreign titles 29
  • 30. Key Statistics - Japanese Video Gaming Industry 510 Billion Yen 469.2 Billion Yen • YoY: 9 % Revenue Decreased Primary Reasons for Negative Growth Source: Famitsu by ENTERBRAIN, INC. (Japan) 30
  • 31. Japan vs. USA Major Console Shipments (2005-2012) Japan USA Source: VGCHARTZ 31
  • 32. Japan vs. USA Hardware Shipments (2007-2011) USA Hardware Year-Over-Year Comparison 10M 2007 8M 2008 2009 2010 2011 6M Units Sold 4M 2M OM Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Japan Hardware Year-Over-Year Comparison 3500K 3000K 2007 2008 2009 2500K 2010 2011 Units Sold 2000K 1500K 1000K 500K OK Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Source: VGCHARTZ 32
  • 33. Market Value of Online Game Content in Japan Source: Famitsu by ENTERBRAIN, INC. (Japan) 33
  • 34. Japanese Market Share Based on Actual Sales FY 2011 20% 18% 16% 14% 12% 10% 8% 6% 4% 2% 0% Nintendo Namco Capcom Square-Enix Pokemon Konami Sega SCE TECMO Level Five Others Bandai KOEI GAMES Source: Famitsu by ENTERBRAIN, INC. (Japan) 34
  • 35. Japanese Gaming Demographics Japanese gamers are predominantly male. 40% are female with interests in SNS and arcade games. Age range of hardcore gamers are between 16-45. Older women are increasing involved in playing especially arcade games. Source: Digi-Capital Investment Review 2012, SERKANTOTO.COM 35
  • 36. Japanese vs. US Video Gaming • Realism vs. Fantasy (self escapism vs. self expression) • Genre differences e.g. RPG • Philosophy (symbolic world, emphasis on diligence and tasks, exotic settings) • Huge infusion of Anime/Manga in Japanese games • Need for console customization 36
  • 37. Japanese User Preferences: Genre Top – 3 Genres In Japanese Video Game Industry in 2010 1. ACTION • Market Share: +16.3% w.r.t 2009 = 42.1% • 26.468 million copies sold 2. RPG • Market Share: 24.30 % • 15.2 million copies sold 3. OTHERS • Market Share: 9.40% • 5.9 million copies sold Source: Famitsu by ENTERBRAIN, INC. (Japan) 37
  • 38. Japanese User Preferences: Genre Market Share in Percentiles Source: Famitsu by ENTERBRAIN, INC. (Japan) 38
  • 39. Japanese User Preferences: Genre Best Selling Games in Top – 3 Genres • Monster Hunter • Pocket Monster • Tomodachi Portable 3rd Black/White Collection. • 3.48M copies sold • 4.914M Copies Sold • Wii Party ACTION RPG OTHER Source: Famitsu by ENTERBRAIN, INC. (Japan) 39
  • 40. Platform Usage in Japan What portable game console do they currently use the most ? MALE FEMALE 10.00% 19% Playstation Playstation Portable PSP 27.40% Portable PSP 47% Nintendo DS Lite Nintendo DS Lite Nintendo DS 52.20% Nintendo DS 34% Source: NET ASIA CO., LTD. 40
  • 41. Platform Usage in Japan How often do they use game consoles 11% ? Less than 1 day a week 12% 37% Every day 2/3 days a week 4/5 days a week 15% 1 day a week 25% Source: NET ASIA CO., LTD. 41
  • 42. Platform Usage in Japan How long do they use the console for videogames per day ? 14% 29% 1 hour during weekdays Less than 15 minutes 17% Almost 2 hours Almost 30 minutes More than 5 hrs/day 18% 22% Source: NET ASIA CO., LTD. 42
  • 43. Platform Usage in Japan How long do they use the console for videogames per weekends ? 10.30% 21.60% 1 hour 3 hour 18.10% 2 hour More than 5 hours 18.50% Source: NET ASIA CO., LTD. 43
  • 44. Platform Usage in Japan If there is any variation in the frequency and time of playing videogames with portable consoles compared with a year ago ? 22.20% Increased Decreased 33.90% Source: NET ASIA CO., LTD. 44
  • 45. Platform Usage in Japan Where do they use portable game consoles ? 50.40% My Room Living Room 81.50% Source: NET ASIA CO., LTD. 45
  • 46. Platform Usage in Japan Survey brought out … Train 6.50% Friend's/ 14.20% Acquaintance's house 10.30% Outside Home Car 11.60% Most people use their portable game consoles at home……! Source: NET ASIA CO., LTD. 46
  • 47. Japanese User Preferences: Gaming Platforms Ranking W.R.T Sales Console Sales in Japan during FY2011 4500000 4000000 Number of consoles sold 3500000 3000000 2500000 2000000 1500000 1000000 500000 0 Nintendo 3DS Sony PSP Sony Nintendo Wii Nintendo DS Playstation Xbox 360 Playstation 3 Vita Source: Famitsu by ENTERBRAIN, INC. (Japan) http://goo.gl/H4rLD 47
  • 48. Top Selling Games in Japan During FY2011 1,200,000 Number of copies sold 1,000,000 800,000 600,000 400,000 200,000 0 Mario Kart 7 Super Mario Monster Monster Final Fantasy Final Fantasy (Nintendo 3D Land Hunter Hunter 3G XIII-2 (Sony Type-0 (Sony 3DS) (Nintendo Portable 3rd (Nintendo PS3) PS3) 3DS) (Nintendo 3DS) 3DS) Source: Famitsu by ENTERBRAIN, INC. (Japan) http://goo.gl/H4rLD 48
  • 49. Top Publishers in Japanese Video Gaming Industry 2011 Combined Unit 2011 Ranking Publisher Sales Share 1 Nintendo 10,667,868 (Down) 20.8% 2 NAMCO BANDAI 8,377,529 (Up) 16.3% Games 3 CAPCOM 4,802,106 (Down) 9.4% 4 SQUARE ENIX 4,725,621 (Down) 9.2% 5 KONAMI 3,492,342 (Down) 6.8% 6 SEGA 2,221,138 (Down) 4.3% 17 TECMO KOEI Games 2,127,995 (Up) 4.1% 8 LEVEL-5 2,016,654 (Up) 3.9% 9 SCEJ (SONY) 1,629,310 (Down) 3.2% 10 Pokemon 1,219,325 (Down) 2.4% Source: FAMITSU (Japan) MARKETING DATA SERVICE, Yearly Report CY 2011 49
  • 50. Growth Trends in Japan 2000-2011 Japan Video Game Market Value History. 8,000.0 Software Hardware 7,000.0 6,000.0 5,000.0 100 Million of JPY 4,000.0 3,000.0 2,000.0 1,000.0 0.0 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 Source: FAMITSU (Japan) GAMING RESEARCH 2011 50
  • 51. Social/Mobile Gaming in Japan Background • Increasing use of mobile phones • Social gaming market worth $3.26bn since early 1990s in 2011 (y-o-y growth of 80%) • Early 2000s: • Expected to surpass domestic • Upswing in mobile gaming console sales by 2014 • Popular arcade titles ported to mobile • Mobile phones no. 1 platform for social/mobile gaming today Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan) 51
  • 52. Recent Social/Mobile Gaming Developments in Japan Background GREE partners with DeNA acquires GREE acquires Chinese IT giant Ngmoco 100% ownership Tencent of Openfeint Smartphone's DeNA expands GREE starts providing "Tsuri-Sta" Version of Smartphone services and "Pirate Kingdom Columbus" GREE launches "Mixi" launched worldwide paid for service to IPhone and Android on Iphone May 10 Jun 10 Jul 10 Aug 10 Sep 10 Oct 10 Nov 10 Dec 10 Jan 11 Feb 11 Mar 11 Apr 11 DeNA rebrands from Capcom releases new Mixi announces new platforms GREE sets up its first "Mobage Town" to "Monster Hunter" social "Mixi Plugin" and "Mixi Graph API" US based subsidiary "Mobage" game for Mobage “Yahoo Mobage” hits 3 million users DeNA partners with Japanese mobile telecom major NTT Docomo Source: DIGICAPITAL INVESTMENT REVIEW 2012 52
  • 53. Japan’s Social Game Market Size in FY2011 US$5.4 billion US$3.6 billion Japan’s Entire Online Japan’s Social Game Market on Game Market PCs and Mobile Devices Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan) 53
  • 54. Japan’s Social Game Market Size in FY2011 Smart Phones Feature Phones US$8.3 billion US$1.0 billion (Excluding Mobile Commerce) (Excluding Mobile Commerce) Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan) 54
  • 55. Business Model in Japanese Mobile Content Market Out of 4.4 Billion USD, 63.5% was contributed by 4.4 billion dollars Trend shifting from Sell-out the "Freemium" model, generated by the Model to Freemium Model which grew 28.2% over "sell-out" model the previous year. Source: MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS (Japan) 55
  • 56. Social/Mobile Gaming in Japan Background Mobile Revenue/Phone category (2011) 3 2.65 2.5 USD/billions 2 1.5 1 0.61 0.5 0 Feature Phone Smart Phone Source: JAPAN MINISTRY OF INTERNAL AFFAIRS AND COMMUNICATIONS 2012 56
  • 57. Social/Mobile Gaming in Japan Background Forecast for # of Paying Social Games Players in Japan 6.2 5.98 6 5.86 5.8 5.6 Millions 5.4 5.27 5.2 5 4.8 2011 2012 2013 Source: MITSUBISHI UFJ MORGAN STANLEY 2011 57
  • 58. Social/Mobile Gaming in Japan Forecast for Average Revenue per Paying Users (ARPPU) in Japan $60.00 $53.03 $50.00 $47.42 $42.18 $40.00 $30.00 $20.00 $10.00 $0.00 2011 2012 2013 Source: MITSUBISHI UFJ MORGAN STANLEY 2011 58
  • 59. Social/Mobile Gaming in Japan Background 100 90 $86.35 80 70 $61.30 USD 60 50 40 36.0981 30 $34.97 $32.86 $19.27 $31.92 20 $16.19 $13.53 $9.22 10 $12.34 $10.97 0 Male Female Male Male Male Male Male Female Female Female Female Female 15-19 16-29 30-39 40-49 50-59 15-19 20-29 30-39 40-49 50-59 Gender/Age Source: ENTERBRAIN INC. (Japan) 2011 59
  • 60. Social/Mobile Gaming in Japan Background 100.0% Gaming Use of SNS Platform 94.2% 90.0% 80.0% by Device Type in Japan (2011) 75.2% 70.0% 62.9% 60.0% 53.2% 50.0% 40.4% 42.0% 40.0% 32.8% 28.5% 30.0% 22.7% 20.9% 20.0% 10.0% 4.5% 4.0% 0.0% 0.0% 0.0% 0.0% 0.0% Tablet Tablet Tablet Tablet Smartphone Feature Phone Smartphone Feature Phone Smartphone Feature Phone Smartphone Feature Phone PC PC PC PC Mobage GREE Mixi Facebook Source: ENTERBRAIN INC. (Japan) 2011 60
  • 61. Social/Mobile Gaming in Japan Current Trends • Mobile games: • Downloaded as Apps on smartphones • Preinstalled on feature phones • Convergence of social and mobile gaming • Feature phones market share declining • Smartphones, led by Android, taking the lead • Dominant players: • Mixi • GREE • DeNA (Mobage) 61
  • 62. Social/Mobile Gaming in Japan Forecast of SNS users in Japan 60 Growth in SNS adoption in Japan is expected to impact on gaming! 50.7% 50 47.8% 44.7% 39.5% 40 30 20 10 0 2011 2012 2013 2014 Source: STATISTA 62
  • 63. Social/Mobile Gaming in Japan 90 Mobile Users Activity in Japan (2011) 81.7% 80 Japan United States Europe 75.2% 70 66.8% 59.3% 60 50 43.7% 40.1% 42.3% 38.5% 40 34% 31.1% 30 24.9% 25.8% 20 10 0 Sent SMS Used app Used browser Mobile media usage (browsing the internet, using apps, downloading content) Source: STATISTA 63
  • 64. Social/Mobile Gaming in Japan Background 70 Percentage of Mobile Internet Users using browsers on mobile devices (2011) 59.3 60 50 40 34 30 25.8 20 10 0 Japan USA Europe Source: OFCOM (Office of Communications UK ) 64
  • 65. Social/Mobile Gaming in Japan OS share of market Japan Smartphone/Feature phone Penetration (2011) Feature Phone SmartPhone 44.9% 55.1% Source: COMSCORE MOBILENS 2011 65
  • 66. Social/Mobile Gaming in Japan OS share of market Japan Smartphone Market Share by OS (2011) 0.2 0% Android IOS 0.3 0% RIM 5.4 5% Symbian Windows Mobile 33.6 34% 60.5 61% Source: COMSCORE MOBILENS 2011 66
  • 67. Social/Mobile Gaming in Japan Demographics 70.0% Male Female 60.0% 60.0% 52.1% 53.3% 50.0% 47.9% 47.0% 40.0% 40.0% 30.0% 20.0% 10.0% 0.0% Mixi Mobage Town(DeNa) GREE Source: COMPANIES REPORTING NUMBERS 67
  • 68. Social/Mobile Gaming in Japan Demographics 60.0% 53.8% 50.0% Mixi 43.0% Mobage Town(DeNa) GREE 40.0% 36.0% 31.0% 30.0% 26.0% 24.0% 20.0% 15.0% 9.4% 10.0% 7.3% 7.4% 2.1% 0.0% 10-19 20-29 30-39 40-49 50> Source: COMPANIES REPORTING NUMBERS 68
  • 69. Social/Mobile Gaming in Japan Demographics Social Mobile Gaming User Activity for Japan (2011) Active Non Active Non Mobage and GREE users 68% 32% Mobage and GREE free users 69% 31% Mobage and GREE paying Users 80% 20% Mobage and Gree Users 76% 24% 0% 20% 40% 60% 80% 100% Source: CA MOBILE 69
  • 70. Social/Mobile Gaming in Japan Preferences Medium of choice for playing social games (2011) By Phone 1% BY PC & Phone From PC 21% 78% Source: GOO RESEARCH 70
  • 71. Social/Mobile Gaming in Japan Preferences Frequency of Mobile game playing in Japan -% of Smartphone owners (2012) Less than Less than monthly Monthly, monthly, Daily 5% 3% Weekly Never Monthly Never, 34% Daily, 47% Weekly, 11% Source: GOO RESEARCH 71
  • 72. Social/Mobile Gaming in Japan Preferences Where they usually play their mobile devices (2011) 80% 75% 70% 70% 60% Male Female 50% 42% 39% 38% 40% 36% 30% 20% 18% 20% 17% 10% 10% 9% 10% 0% In My Room In another room at On public transport Work or School Train Station/Bus In shops/On the home stop street Source: GOO RESEARCH (Japan) 72
  • 73. Social/Mobile Gaming in Japan Preferences On which machine do you usually play games (2011) 80 76% 70 65% 60% 60 Male Female 50 45% 40 35% 30% 30 20 15% 15% 10% 12% 10 0 Mobile Phone Home Machine Portable Game Other Don’t Play Games Machine Source: INFOPLANT (Japan) 73
  • 74. Social/Mobile Gaming in Japan Preferences Which do you access Social games from more: Mobile or PC Don’t Know, 1% Both about the PC, 14% same, 15% Mobile Phone, 70% Source: GOO RESEARCH 74
  • 75. Social/Mobile Gaming in Japan Preferences % of population that have played mobile social game in Japan (2011) Don’t Know Anything, 15.6% Havent played but heard, 16.5% Have Played, 67.9% Source: CA MOBILE, 75
  • 76. Social/Mobile Gaming in Japan Preferences Do you want to buy a Smartphone (Mobile Phone Users) 2011 Don’t Know, 24% Yes, 55% No, 21% Source: Famitsu by ENTERBRAIN, INC. (Japan) 76
  • 77. Social/Mobile Gaming in Japan Preferences Do you want to keep playing social games (Smart Phone Users) 2011 Don’t No, 3% Know, 14% Yes, 83% Source: Famitsu by ENTERBRAIN, INC. (Japan) 77
  • 78. Social/Mobile Gaming in Japan Preferences Top 5 Venues for Playing mobile games in Japan (2011) Before Bed 52.0% Free time 40.0% During Job breaks 37.0% At home/TV watching 36.9% Waiting for transport/Public Transport 29.5% 0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0% Source: CA MOBILE 78
  • 79. Social/Mobile Gaming in Japan Preferences Top 3 Countries by Revenue Top 3 Countries by Revenue for IOS (2011) for Google Play (2011) Rest of World, Rest of 40% US, 42% World, 34% US, 45% Japan, Japan, 10% UK, 8% 10% UK, 11% Source: APPANNIE 79
  • 80. Social/Mobile Gaming in Japan Preferences Top 3 Fastest Growing by Revenue Top 3 Fastest Growing by Revenue for Google Play (2011) for IOS (2011) US, 19% France, 12% Russia, Japan, 20% 22% Brazil, 88% US, 13% Japan, 23% Russia, 17% Source: APPANNIE 80
  • 81. Social/Mobile Gaming in Japan Preferences Top Fastest Growing Countries in Terms of Revenue in 600% 560% Apple App Store for Iphone (May 2011-May 2012) 500% 400% 300% 200% 115% 109% 101% 100% 84% 83% 63% 59% 54% 47% 0% Japan Russia China Taiwan Thailand Brazil Mexico Korea Turkey Canada Source: DISTIMO PUBLICATION JUNE 2012 81
  • 82. Social/Mobile Gaming in Japan Preferences Mobile Social Game Players in Japan (2011) Engineers 8.0% School students 10.0% Part time workers 12.0% Office Workers 13.0% Full time Housewives 14.0% 0.0% 2.0% 4.0% 6.0% 8.0% 10.0% 12.0% 14.0% 16.0% Source: GOO RESEARCH 82
  • 83. Social/Mobile Gaming in Japan Preferences 25 Japanese Social Networks Population 24 by Asianjin 23 Million Users 22 Gree Mobage Town Mixi 21 Mobage + Y! 20 19 18 07/31/10 10/31/10 11/31/11 Date Source: GOO RESEARCH 83
  • 84. Social/Mobile Gaming in Japan Preferences Japan Iphone Apps downloaded by Users by App category (2011) Games 61.9% 72.0% Weather 6.9% 42.8% News 7.5% 40.9% U lity 30.7% 30.6% Entertainment 21.3% 40.1% Photos 25.0% 33.9% Produc vity 21.9% 29.2% Music 2.0% 23.8% Business 23.8% 29.2% Ebooks 22.5% 29.1% Free Naviga on 8.1% 23.3% Paid SNS 6.9% 21.0% Educa onal 8.8% 19.5% Lifestyle 6.9% 17.5% Finance 7.5% 13.6% Health and Fitness 7.5% 12.1% Travel 3.8% 10.1% Medical 8.6% 10.0% Sports 5.0% 7.0% Reference 5.8% 5.0% Other 1.2% 0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0% 70.0% 80.0% Source: APPANNIE 84
  • 85. Social/Mobile Gaming in Japan Preferences 60% 50% 47% Top 3 Countries by Top 5 Countries by 49% 50% 45% App Downloads (2011) App Downloads (2011) 40% 40% 35% 35% 30% 28% IOS 25% 30% Google Play 20% 18% 20% 15% 10% 10% 7% 10% 6% 5% 0% 0% US China Japan Rest of World US UK Germany Rest Of World Source: APPANNIE 85
  • 86. Social/Mobile Gaming in Japan Preferences Share of Total Traffic by Non-Computer devices (2011) 7 6.2 5.9 6 5.3 5 4.6 4.3 4 % 3 2 1 0 Australia Japan UK Singapore U.S. Source: COMSCORE MOBILENS 2011 86
  • 87. Social/Mobile Gaming in Japan Preferences Percent of Mobile Phone users who also own a Tablet JAPAN 5.0% GERMANY 7.4% ITALY 9.2% UK 9.2% FRANCE 9.4% SPAIN 10.9% CANADA 10.9% US 14.9% 0.0% 2.0% 4.0% 6.0% 8.0% 10.0% 12.0% 14.0% 16.0% Source: COMSCORE MOBILENS 2011 87
  • 88. Social/Mobile Gaming in Japan Market Drivers • Kompu Gacha is a huge revenue driver for social in-game purchase • Freemium business model encourages premium in-game purchases • Integration of virtual wallets into social games • Advertising revenue growth • (Relatively) low development costs 88
  • 89. Social/Mobile Gaming in Japan Market Drivers • Increase in mobile penetration • Integration between mobile and social gaming through SNS • Increase in consumer acceptance • Increased availability of smartphones • Social gamers with moderate to high disposable income, especially females 89
  • 90. Social/Mobile Gaming in Japan “Kompu Gacha”- Revenue Generation Model Source: SERKANTOTO.COM 90
  • 91. Social/Mobile Gaming in Japan Revenue Model Validation 35.0% Kind of items purchased with first payment in a social game 29.8% 30.0% 27.3% Male Female 25.9% 25.2% 25.0% 21.4% 19.8% 20.0% 18.6% 18.7% 18.0% 15.7% 14.5% 14.3% 15.0% 12.0% 10.8% 9.5% 10.0% 8.8% 5.0% 0.0% Items to shorten Status/power Avatar Items Gacha Limitied edition Experience Hard to get rare Others waiting times boosting items items Points items Source: SERKANTOTO.COM 91
  • 92. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 1. Most social games offer free elements coupled with • In-game purchases • In-game virtual item purchases • Subscription and advertising Source: ARKADIUM.COM http://goo.gl/IuA7p 92
  • 93. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 2. Focus on genre that supports female participation 93
  • 94. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 3. Subscription and in-game item sales 94
  • 95. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 4. Enhanced capabilities to up-sell, cross-sell and cross promote across media 95
  • 96. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 5. Overseas acquisitions and mergers to enter new markets 96
  • 97. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 6. Selling games for playing on smartphones and tablets directly via app stores 97
  • 98. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 7. Virtual wallet is integrated into social games 98
  • 99. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 8. Strong cultural difference between Western and Japanese social games 99
  • 100. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 9. (Relatively) low development costs - popular games profitable within months! 100
  • 101. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 10. Short product lifecycle 101
  • 102. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 11. Different pricing strategies 102
  • 103. 12 Current Social/Mobile Gaming Trends in Japan Present Trends 11. Gaming community creates and expands content 103
  • 104. Special Genres Social Gaming Genres PET-BREEDING CITY BUILDING FARMING RESTAURANT MANAGEMENT 104
  • 106. Special Genres Social RPGS 106
  • 107. Special Genres Social Dating and Love Simulations 107
  • 109. Special Genres Social Collectible Card Games Title Screen My Page Screen Battle Screen 109
  • 110. Future Trends in Japan’s Social Gaming Industry 110
  • 111. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • Augmented reality using smartphone features 111
  • 112. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • Growth in Near Field Communication (NFC) adoption 112
  • 113. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • Location-based features of Smartphone to be used in overall game experience 113
  • 114. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • 3D holograms and voice control • Inbuilt Projection of stored media 114
  • 115. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • In-built Projection of stored media 115
  • 116. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • Market fragmentation due to different operating systems (Android/IOS) and hardware capabilities of mobile phones 116
  • 117. 7 Future Social/Mobile Gaming Trends for Japan Future Trends • HTML 5 will support cross platform integration and a universal App Store 117
  • 118. Japan's Social Game Market Experiencing rapid growth Sales in 100 Million Yen 1400 1000% 750.3% Sales 800% 1200 600% 1000 Growth 400% 221.3% 156.7% 800 200% 0% 600 1,171 -200% 747 400 -400% -600% 200 338 45 -800% 0 -1000% 2008 2009 2010 2011 Source: YANO RESEARCH INSTITUTE. 118
  • 119. Potential Venue for Game Development Key Peculiarity: Facebook Japan Facebook Users 5 000 000 4 250 000 3 500 000 2 750 000 2 000 000 10.03 09.04 09.05 09.06 08.07 07.08 Source: SOCIAL BAKERS 119
  • 120. Social/Mobile Gaming in Japan Preferences Forecast for Mobile Penetration in Japan (2011) 80.00 73.50 68.70 70.00 63.20 60.00 57.80 52.10 50.00 47.30 43.50 40.00 30.00 20.00 10.00 0.00 2010 2011 2012 2013* 2014* 2015* 2016* Source: STATISTA 120
  • 121. Social/Mobile Gaming in Japan Revenue Allocation on Social/Mobile Apps Feature Phone Market Billing / Operator Game Developer Publisher Aggregator Portal / End Platform Mgt Hub User 50% 50% Smartphone App Store End Game Developer App Store User 30% 70% Source: CAPCOM (Japan) ANNUAL REPORT 2011 121
  • 122. Top Publishers in Japanese Mobile & Social Gaming Sector Source: MOBILE SOCIAL GAMING MARKET GUIDE 2011 Published by MOBYAFFILIATES. 122
  • 123. Social/Mobile Gaming in Japan Platforms • Most users access via mobile phones • Top platforms: 1. DeNA (Mobage Town) over 43m registered users 2. GREE over 26m registered users • Both double as social networks and platform providers • Used to be closed ecosystem but now open to 3rd party developers • Rapid growth during 5 years Source: COMPANY’S WEBSITE 123
  • 124. Social/Mobile Gaming in Japan Publishers/Developers GREE • A top mobile game developer, publisher and social mobile game platform • Top 5 games developer for iPad • Net revenue of ¥158bn₁ Source: COMPANIES’ WEBSITES 124
  • 125. Social/Mobile Gaming in Japan Publishers/Developers GREE • GREE Mobile social gaming platform was launched in 2012 enabling game distribution in 169 countries with English and Japanese portals Source: COMPANIES’ WEBSITES 125
  • 126. Social/Mobile Gaming in Japan Publishers/Developers GREE • Global expansion into Western market with purchase of Openfeint and Funzio • Integration of Openfeint into its gaming platform Source: COMPANIES’ WEBSITES 126
  • 127. Social/Mobile Gaming in Japan Publishers/Developers GREE • Formed new partnership with Namco Bandai Source: COMPANIES’ WEBSITES 127
  • 128. Social/Mobile Gaming in Japan Publishers/Developers GREE • GREE Platform support for 15 languages to be launched Source: COMPANIES’ WEBSITES 128
  • 129. Social/Mobile Gaming in Japan Publishers/Developers GREE • Revenue generation through: • Advertising (advertising sales) • Social games (paid service sales) Source: COMPANIES’ WEBSITES 129
  • 130. Social/Mobile Gaming in Japan GREE Major acquisitions by GREE includes • Paprika (South Korea mobile social game developer) Source: NY TIMES APRIL 2011 130
  • 131. Social/Mobile Gaming in Japan GREE Major acquisitions by GREE includes • IUGO (San Francisco based social mobile game developer) Source: NY TIMES APRIL 2011 131
  • 132. Social/Mobile Gaming in Japan GREE Major acquisitions by GREE includes • Funzio Source: NY TIMES APRIL 2011 132
  • 133. Social/Mobile Gaming in Japan GREE Major acquisitions by GREE includes Openfeint • Social platform operating on IOS and Android • Enables developers to add social networking features to their apps and games • Top mobile game social platform • Bought by GREE for $104m Source: NY TIMES APRIL 2011 133
  • 134. Social/Mobile Gaming in Japan SNS Business Model: GREE Primer GREE Ad space Advertising Advertising revenue •Banner and Text Ads stream •Tie-Up ads Avatars GREE Avatar personalisation through Main virtual goods and upgrade Window purchases Premium Content sale Social Games •Free social games (Freemium) •In-game selling of virtual item Source: INFINITA GREE RESEARCH REPORT 134
  • 135. Social/Mobile Gaming in Japan Acquisition of Funzio (Sales and position in the market) Sales 14 Rank Corporate Name No of applications 12 1st Zynga 4 10 2nd Funzio Inc 3 8 6 2nd EA 3 4 2nd TinyCo Inc 3 2 0 3rd Admired Inc 2 July- Sep 2011 Oct-Dec 2011 Jan-Mar 2012 3rd Diaper Gentlemen 2 • Funzio sales grew rapidly, reaching $12m 3rd Pocket Gems Inc 2 from Jan to Mar 2012 • In April, when Kingdom Age was released, monthly sales exceeded $5m, accelerating growth Source: DIGI-CAPITAL INVESTMENT REVIEW 2012 135
  • 136. Social/Mobile Gaming in Japan Developers/Publishers DeNA • Top social mobile game publisher, main competition to GREE • Net revenue of ¥42bn₁ for FY 2011 • Growth revenue was from online auctions to the present social gaming Source: COMPANY WEBSITE 136
  • 137. Social/Mobile Gaming in Japan Developers/Publishers DeNA • Launched Mobage platform through its acquisition of US based Ngmoco • Has major games on Android and IOS Source: COMPANY WEBSITE 137
  • 138. Social/Mobile Gaming in Japan Developers/Publishers DeNA • Global alliance was launched with Disney Studios to reach a wider market Source: COMPANY WEBSITE 138
  • 139. Social/Mobile Gaming in Japan Developers/Publishers DeNA • Increased monetization methods introduced across game titles Source: COMPANY WEBSITE 139
  • 140. Social/Mobile Gaming in Japan Developers/Publishers DeNA Major subsidiaries include: • Gameview (California based, • Ngmoco (California based, operates publishes free-to-play games for Mobage global service) Android and IOS Source: DeNA.JP/INTL 140
  • 141. Social/Mobile Gaming in Japan Developers/Publishers DeNA Major subsidiaries include: • DeNA China (Mobage services in China) • DeNA Seoul (games and partnership with Korean partners Asia • DeNA Asia (games and partnership with Asian developers) Source: DeNA.JP/INTL 141
  • 142. Social/Mobile Gaming in Japan Developers/Publishers DeNA Major subsidiaries include: • Grasshopper (Japanese mobile • Plus+ game developer) Source: DeNA.JP/INTL 142
  • 143. Social/Mobile Gaming in Japan Developers/Publishers DeNA Types of games include: • Real Time Team Battle (Final Fantasy Brigade) • Farming & • Royale • Card Battle collection (Kaito Royale, (Gundam Card (Noen Hokorina) Sengoku Royale) Collection) Source: DeNA.JP/INTL 143
  • 144. Social/Mobile Gaming in Japan Developers/Publishers DeNA (Mobage) 1000 917 # of Mobage Social Games (2012) 900 800 First and second party Third Party 700 600 500 400 355 300 202 200 100 48 42 7 16 12 0 Feature phone PC Smartphone( Browser based) Smartphone( App based) Source: SERKANTOTO.COM 144
  • 145. Social/Mobile Gaming in Japan Going mobile pays!!! Mobile-based (GREE and Mobage) more profitable than web-based (Zynga) Source: GUMI RESEARCH 145
  • 146. Social/Mobile Gaming in Japan Going mobile pays!!! Though Zynga has more users worldwide than GREE and DeNA, net income for both Japanese developers has shown considerable growth! Source: GUMI RESEARCH 146
  • 147. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Japan is a gaming nation • 10%₁ share of Global video gaming market • Video gaming has a huge cultural impact Source: SERKANTOTO.COM 147
  • 148. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Japan is a mobile nation • 99%₁ 3g penetration in Japan • Mobile phones essential for mobile game play • Easier to sell content on mobile devices Source: SERKANTOTO.COM 148
  • 149. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Card battle games are popular • About 70%₁ of top 20 games on GREE and Mobage are card battle games Source: SERKANTOTO.COM 149
  • 150. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Higher pay walls acceptance • Micropayment acceptance and processing through coin collection • Users are comfortable with higher pay walls to progress through game levels 150
  • 151. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Smooth and easy mobile payment systems 151
  • 152. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Focused and aggressive marketing campaigns 152
  • 153. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Pre-Installation on handsets • Collaboration with mobile operators to preinstall games on handsets 153
  • 154. Social/Mobile Gaming in Japan Reasons why GREE and Mobage monetize better than Zynga! • Anonymity /virtual nature of social graph • GREE and Mobage are used anonymously • Mass invitation of friends to play/participate 154
  • 155. Japanese SNS Usage by Platform 100 94.2 90 80 75.2 70 62.5 60 53.2 50 40.4 42 40 32.8 28.5 30 22.7 20.9 20 10 4.5 4 0 0 0 0 0 Tablet Tablet Tablet Tablet SmartPhone PC SmartPhone PC SmartPhone PC SmartPhone PC Mobile Mobile Mobile Mobile Phone Phone Phone Phone Mobage GREE mixi facebook Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 155
  • 156. Japanese SNS Demographics Male Users > Female users Age Brackets of 15-19 & 20-29 Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 156
  • 157. Paid-For Usage on Social Game Content in Japan 8000 7000 6732 6000 5000 4780 4000 3000 2815 2207 2489 2727 2562 2000 1503 1262 1000 962 1055 719 855 0 Total Male Female Male Male Male Male Male Female Female Female Female Female 15-19 20-29 30-39 40-49 50-59 15-19 20-29 30-39 40-49 50-59 Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 157
  • 158. Video Game Usage Among Social Gamers in Japan Video Game Usage by Social Gamers Non Video Game Users 23% Video Game Users 77% Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 158
  • 159. Video Game Usage Among Social Gamers in Japan Video Game Platform belonged to Social Gamers 70 60 50 40 30 20 10 0 DS Wii PS2 PSP PS3 3DS Xbox 360 Others Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 159
  • 160. Video Game Usage Among Social Gamers in Japan Video Game Usage by Gender/Age (Social Gamers) 40 35 30 25 16.8 12.7 12.9 20 12.4 15 9.5 6.5 10.3 10 3.3 16.7 18.1 15.7 7 12.4 8.7 5 7.8 8.3 8.1 3.2 5.9 3.6 0 Male Male Male Male Male Female Female Female Female Female 15-19 18-29 30-39 40-49 50-59 15-19 20-29 30-39 40-49 50-59 Video Game Users Non Video Game Users Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 160
  • 161. Social Gaming Impact on Video Game Usage in Japan Video Game Usage Frequency by Social Gamers Fairly Increased, 2% Increased, 2.00% Decreased, No Changes, 45% 37% Failry Decreased, 14% Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 161
  • 162. Social Gaming Impact on Video Game Usage in Japan Social Gamers Video Game Usage Frequency by Gender/Age 70 Increased Decreased 60 50 40 30 20 10 0 Male Male Male Male Male Female Female Female Female Female 15-19 16-29 30-39 40-49 50-59 15-19 16-29 30-39 40-49 50-59 Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 162
  • 163. Growing Use of Smartphones for Social Gaming in Japan Social Game Users Mobile Usage Smart Phones 32.8% iOS 11.4 % Android 20.4 % Others 2.6 % Mobile Phones 76.4% Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 163
  • 164. Growing Use of Smartphones for Social Gaming in Japan Smart Phone Usage with Social Games Play 30 25 27.4 20 20.4 15 10 8.9 5 0 Smart Phone Users Playing Social Games Started Social Games by Smart Phones by Purchasing Smart Phones Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 164
  • 165. Growing Use of Smartphones for Social Gaming in Japan Feature phone users: do you want to buy a smartphone? Don't Know, 24% Yes, 55% NO, 21% Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 165
  • 166. Growing Use of Smartphones for Social Gaming in Japan Do you want to keep playing Social Games? (Smart Phone Users) No, Don't Know, 3% 14% Yes, 83% Source: Research Report 2011, ENTERBRAIN, INC. (Japan) 166
  • 167. Market Acquisitions (Japan - US) Major Japanese acquisitions in US and growing!!! • DeNA acquired Ngmoco- $400M₁ (Rolando, Eliminate) Source: COMPANIES’ FS 2012 167
  • 168. Market Acquisitions (Japan - US) These Japanese developers acquisitions are focused on the following: • Competing globally by entering the US and European markets Source: COMPANIES’ FS 2012 168
  • 169. Market Acquisitions (Japan - US) These Japanese developers acquisitions are focused on the following: • Diversifying of revenue streams due to recent regulations on kompu gacha Source: COMPANIES’ FS 2012 169