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Japan‘s Social Gaming Market 2013:
Status Quo & Key Trends
By Serkan Toto, PhD
www.serkantoto.com
1	
  
About Me
• CEO and founder of Kantan Games, KK
• 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
2	
  
Current Favorite (Mobile) Game
3	
  
Current Favorite (Mobile) Game
4	
  
Visit My Website For Free Information On
Japan’s Mobile Game Industry
(http://www.serkantoto.com)
5	
  
Contact Information
Twitter: @serkantoto
LinkedIn: http://linkedin.com/in/serkantoto
Email: serkan AT serkantoto.com
6	
  
Agenda
I: Status Quo Of Japan’s Social Gaming Market
II: 13 Key Trends In Japan
7	
  
I: Status Quo Of Japan’s Social
Gaming Market
8	
  
Japan‘s Unique Social Landscape
	
  	
  
•  4 homegrown social networks with 25-50
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
9	
  
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.
10	
  
Japan‘s Social Gaming Ecosystem
11	
  
Size Of Japan‘s Social Gaming
Market
-> Projection from Yano Research, January 2013
12	
  
Size Of Japan‘s Social Gaming
Market
-> Projection from Nomura Research, January 2012
	
  	
  
Image credit: The Nikkei
13	
  
Social Is Bigger Than Video Gaming
-> Data from Yano Research, February 2013.
	
  	
  
14	
  
Extremely High Paying User Ratio
-> Morgan Stanley offers more insight.
15	
  
Spending Patterns
-> Not much difference compared to other regions
16	
  
4 Big Reasons Why Japanese Play
Social Games
17	
  
The Top 5 User Demographics For
Social Games
18	
  
Some User Data From GREE
19	
  
II: 13 Key Trends In Mobile Gaming
In Japan (And Asia)
20	
  
Trend 1: Smartphone And Tablet
Revolution
	
  	
  Source:	
  Impress	
  R&D	
   21	
  
Trend 1: Smartphone And Tablet
Revolution
	
  	
  Source:	
  MM	
  Research	
  Ins>tute	
   22	
  
Trend 2: Shift To The App Economy
23	
  
Trend 3: Rise Of The Chat Apps
24	
  
Trend 3: Rise Of The Chat Apps
25	
  
Trend 4: Competition In Platforms
26	
  
Trend 5: User Acquisition Costs
Rise
27	
  
Trend 6: Puzzle & Dragons Hype
28	
  
Trend 6: Puzzle & Dragons Hype
29	
  
Trend 6: Puzzle & Dragons Hype
30	
  
Trend 6: Puzzle & Dragons Hype
Image credit: Social Game Info 31	
  
Trend 6: Puzzle & Dragons Hype
Source: App Annie 32	
  
Trend 7: Next-Gen Social Games
33	
  
•  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 8: Regulation (?)
34	
  
Trend 8: Regulation (?)
35	
  
Trend 8: Regulation (?)
36	
  
Trend 9: Card Battle Fatigue (?)
37	
  
Trend 9: Card Battle Fatigue (?)
38	
  
Trend 9: Card Battle Fatigue (?)
39	
  
Trend 9: Card Battle Fatigue (?)
40	
  
Trend 9: Card Battle Fatigue (?)
41	
  
Trend 10: Diversification
42	
  
Trend 11: Internationalization
43	
  
Trend 12: Salaries Are Rising
44	
  
Image credit: Yusuke Ando (Slideshare presentation, 2009)
Trend 12: Salaries Are Rising
45	
  
Trend 12: Salaries Are Rising
46	
  
Trend 13: The Gaijin Are Coming
47	
  
Thank you for listening!
Questions?
48	
  
Contact Information
Twitter: @serkantoto
LinkedIn: http://linkedin.com/in/serkantoto
Email: serkan AT serkantoto.com
49	
  

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