Shinra at Columbia Business School: A Seminar from Yoichi Wada
-
Upload
shinratechnologies -
Category
Technology
-
view
125 -
download
0
description
Transcript of Shinra at Columbia Business School: A Seminar from Yoichi Wada
How will Shinra build the next
game industry ecosystem?
The Game Changer
Yoichi Wada, President
Oct. 22nd, 2014
Shinra Technologies, Inc.
Content is intangible.
Value is generated when content
becomes product.
Characteristics of Content Industries
Movie
Content Industries in the 20th Century
Film Industry
Literature Book Publishing Industry
Music Record Industry
Game Game (Console) Industry
Publish
Manufacture
DistributionRetail
Create
Transformation from Content to Product Significant Added Value
Revenue allocation varies in each industry, however typically only 5-30% (45% max) is given back to the content creators.
As contents get more digital, creators receive higher shares.
Characteristics of Game Industries
Computer games are the most complex
software applications.
A specialized platform is required.
The game industry ecosystems were
shaped by each specialized platform.
Arcade Games : 1970s onward
One Machine, One Game
Expensive Hardware
Consumer cannot invest in extremely expensive
arcade machines.
Arcade operators purchase machines and had
consumers insert coins to recoup cost.
Birth of a new form of entertainment.
Console Games : 1985 - 2000
One Machine, Multiple Games
Inexpensive Hardware
Game console makers adopted a vertically
integrated business model, and the ecosystems
were built on the basis of third parties being only
on the game development layer.
The introduction of this new business model led to
substantial growth in the game industry.
Console Games : 2000 onward
Non-gaming features (e.g. DVD)
added to console hardware
The effective investment required on the part of
customers to play games was reduced
Other forms of entertainment (e.g. movies)
became increasingly fused with games
General Purpose Device Games:2005 onward
Smartphones and Laptops
Players no longer have to invest money solely for
the purpose of playing games
Reaches wider target segments and geographical
regions
• Moms playing Farmville
• Emerging markets where game consoles were too
expensive
0
20,000
40,000
60,000
80,000
100,000
120,000
Smart TV
Mobile(SP, Tablet)
PC Online
ConnectedConsoleConsole/HH/PCソフ
トArcade Game
12
10
8
6
4
2
Billion $
1975 1980 1985 1990 1995 2000 2005 2010 2015e 2020e
The games market has grown through each expansion of devices
Cloud gaming will change the game industry
fundamentally
The Innovator’s Dilemma
Quality
Time
Customer Expectations
Switch
Until now we have seen only partial alignment with the theory
Quality
Time
Partial Switch
Partial Switch
Arcade Game
Console Game
General PurposeDevice Game
0
20,000
40,000
60,000
80,000
100,000
120,000
1975 2006
12
10
8
6
4
2
In the game industry thus far, we have
not seen complete disruption. Rather,
various device markets have piled up
similar to geographical strata.
When there has been a change in
device, the reason we haven’t seen a
complete shift from one device to
another has been due to the
“experience” provided by the uniqueness
of the device itself.
0
20,000
40,000
60,000
80,000
100,000
120,000
1975 2006
12
10
8
6
4
2
The Platform will move from Deviceto the Cloud
The differentiation in colors will
become meaningless.
Quality
Time
Switch !
The situation will change completely
Client Game Cloud Game
The New Game Experience
The New Ecosystem
Two New Value Drivers
The New Game Experience
Games have shifted from consoles to general
purpose devices. While the market did expand,
uniqueness and variety was lost.
Cloud gaming is a solution to bring forth new,
unique attributes of games similar to special
purpose devices.
Two New Value Drivers
The New Ecosystem
Until now, the industry ecosystem has been
built around the device manufacturers
(clients).
As value shifts from the client to the cloud,
the new ecosystem’s leadership will revolve
around the cloud operator.
Two New Value Drivers
Shinra Technologies, Inc. is pioneering this new era.
We anticipate huge opportunities inthe game industry’s greatest
transformation.
New experiences occur on a supercomputer designed for
games
We free game developers from strangleholds such as:
Shinra Enables New Game Experiences
We present players with new ways to interact with
games
The difficulty of creating online games
The need to support multiple devices and OSs
The limited processing availability in devices
Via the cloud, create a world that ties together users,
developers and related parties in a way that is both
satisfying and economically palatable
Shinra Establishes A New Ecosystem
F2P, crowd funding, crowd sourcing, etc
Include all these new trends to create a true
“ecosystem”
We are building worlds no one has seen
before, and we cannot do it by
ourselvesShinra adopts an
Emergent Strategy
Get on a rocket ship : shinra.com