Social Games In Japan 2013: Status Quo, Trends And Internationalization
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Transcript of Social Games In Japan 2013: Status Quo, Trends And Internationalization
Japan‘s Social Gaming Market 2013: Status Quo, Key Trends & Internationalization
By Serkan Toto, PhD www.serkantoto.com
Image credit: DeNA
About Me • Social and mobile gaming industry consultant • Advisor for startups in Japan and the US • Japan contributor for TechCrunch.com • Based in Japan since 2004 • Hardcore gamer • Personal site: http://www.serkantoto.com
Contact Information
Twitter: @serkantoto LinkedIn: http://linkedin.com/in/serkantoto Email: serkan AT serkantoto.com
Agenda I: Status Quo Of Japan’s Social Gaming Market II: 10 Key Trends In Japan (And Asia) III: Internationalization Efforts
Japan‘s Unique Social Landscape
• 4 homegrown social networks with roughly
25-40+ million registered users each: – Mixi (80% mobile social networking) – GREE (mobile social gaming) – Mobage (mobile social gaming) – LINE (mobile chat application)
• Twitter: 30+ million users • Facebook: 19+ million MAU
Fragmented Game Market
• ~300-400 social game providers in Japan. • 20+ game platform providers (all mobile). • 2 dominant companies as platform and
game provider hybrids: GREE and DeNA (“Facebook+Zynga in 1“).
• LINE (since July 2012), Kakaotalk (February 2013), and dgame (December 2012) emerge as domestic competitors.
Size Of Japan‘s Social Gaming Market -> Projection from Nomura Research, January 2012
Image credit: The Nikkei
Size Of Japan‘s Social Gaming Market -> Other sources (July 2012)
• Ministry Of Internal Affairs: US$3.26 billion (2011)
• Japan Online Game Association: US$3.6 billion (2011)
-> SuperData: US market sized at $1.4 billion in 2011, to grow to $2.4 billion by 2014.
• There are now payment caps for younger players on DeNA and GREE.
• Real-money, off-platform trading of virtual items is still a problem.
• Certain bingo/lottery-like gaming mechanics are banned.
• Odds of winning are now disclosed in gacha. • JASGA has been established.
Trend 7: Regulation (?)
DeNA And GREE’s Platform Business Outside Japan Failed • GREE International publicly acknowledged
the platform (in the US) is „on ice“. • Openfeint was shut down in December 2012. • GREE‘s HTML5 platform is poised to fail, too. • Mobage offers 75 games on its English-
language platform now – 20 months after launch in the US (Japan: 1,500+ games).
• Mobage moved to FB and Twitter integration.
Difficult Situation In China • GREE is active in China with an office, a
partnership with Tencent, and various investments. There seems to be no progress.
• DeNA is much more active in China. It runs dozens of partnerships with handset makers, telcos and app stores. Mobage had 60 games and 5 million users in August 2012.
• Both companies are very, very quiet about the Chinese market.
Outlook On Internationalization • The future will likely see both GREE and
Mobage turn into content providers and publishers. People want games, devs want distribution - not platforms-inside-platforms.
• DeNA in particular is running a number of titles successfully already.
• GREE‘s Funzio titles are doing well. • Japan (and other markets in Asia) offer a big
reservoir of excellent content providers.
Transferability Of Content Is Key
"Key issue: art style and themes""Key issue: art style and themes"