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GREE And Mobage operator DeNA:
14 Reasons Why Japan’s Social Gaming
Giants Monetize Better Than Zynga




                        By Serkan Toto, PhD
                        www.serkantoto.com


Image
credit:
DeNA

About Me
• Web, mobile and gaming industry consultant
• Advisor for startups in Japan and the US
• Japan contributor for TechCrunch.com
• Based in Japan since 2004
• http://www.serkantoto.com
Contact Information
Twitter: http://twitter.com/serkantoto

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

Email: serkan AT serkantoto.com
Visit My Website For Free Information On
Japan’s Social Game Industry
(http://www.serkantoto.com)
Agenda
I:
Structure
And
Size
Of
Japan’s
Social
Gaming
Market

II:
Top
13
Reasons
For
Successful
MoneDzaDon

I:
Structure
And
Size
Of
Japan’s
Social

Gaming
Market

Japan‘s
Social
Gaming
Market:
Dominant
Duopoly

Market
Size
Stats:
Depend
On
Sources

‐>
Yano:
Japan‘s
social
gaming
market
worth
US$1.4

Billion
In
2011

Size
Of
Japan‘s
Social
Gaming
Market

‐>
ProjecDon
from
Morgan
Stanley,
January
2012

Size
Of
Japan‘s
Social
Gaming
Market

‐>
ProjecDon
from
Nomura
Research,
January
2012

II:
Top
14
Reasons
For
Successful

MoneDzaDon

Reason
1:
Japan
Is
A
Gaming
NaDon

•  Taito‘s
Space
Invaders
kicked
off
the
gaming

   industry
as
a
whole
in
1978

•  Japan
has
10%
share
($6.5
billion)
in
global
video

   game
market

•  Games
enjoy
greater
cultural
aaenDon
in
Japan

   than
elsewhere

Reason
2:
Japan
Is
A
Mobile
NaDon

  •  Social
games
(and
the
web
at
large)
are

     consumed
mainly
on
mobile
phones

  •  Content
is
easier
to
sell
on
mobile
devices

  •  99%
3G
penetraDon
in
Japan,
crucial
for
playing

     mobile
games







Image
credit:
The
Nikkei

Reason
3:
Popularity
Of
Card
Baale
Games

•  Card
baale
games
have
proven
to
be
excellent

   money
makers

•  Up
to
70%
of
the
top
20
games
on
Mobage
and

   GREE
are
social
card
baale
games
currently


Reason
4:
Rise
Of
The
Video
Game
Makers


•  All
major
video
game
makers
produce
social

   games
now

•  Konami
alone
is
expecDng
to
generate
$390

   million
in
fiscal
2011
with
social
games

•  Video
game
makers
increasingly
use
popular
IP

   for
social
games

Reason
5:
Acceptance
Of
Higher
Paywalls

•  Japanese
users
don‘t
really
mind
higher
payment

   walls
for
progressing
in
social
games

•  Micropayments
to
progress
known
from
arcade

   machine
market
(*Insert
Coin*
concept)

Reason
6:
Japan
Is
A
Wealthy
Country

•  Japan
has
the
world‘s
No.
3
economy
(US$5.5

   trillion
in
2010)

•  GDP
per
capita
stands
at
over
US$34,000
per
year

   (IMF,
2011)

•  World‘s
2nd
highest
online
spend
at
$6,688
per

   year
(Visa,
2009)

•  Morgan
Stanley:
10%
of
Japan‘s
social
gamers

   were
paying
in
2010
(projecDon
for
2013:
17%)

Reason
7:
FricDonless
Mobile
Payment

•  I
am
hearing
from
social
game
makers
80‐90%
of

   gamers
pay
via
carrier
billing
(monthly
phone
bill)

                                                      

•  Wide
range
of
paying
opDons:
carrier
billing,

   credit
cards,
e‐money,
pre‐paid
cards,
Paypal

•  SubscripDons
for
virtual
items
are
possible

Reason
8:
Aggressive
TV
MarkeDng

  •  DeNA
And
GREE
are
invesDng
large
amounts
of

     money
in
TV
adverDsing

  •  In
November
2010,
both
companies
showed
the

     most
spots
on
Japanese
TV







Image
credit:
Social
Game
Academy

Reason
9:
Zynga’s
User
Base
Is
Wide‐Spread

 •  Zynga
has
significantly
more
registered
and
acDve

    users,
but
they
are
spread
across
a
large
number

    of
regions
with
smaller
economies
and
weaker

    technical
infrastructures

 •  Example:
Indonesia
is
Facebook‘s
fourth
largest

    market,
but
its
GDP
per
capita
is
only
about
1/8

    of
Japan

 •  DeNA
and
GREE
evolved
into
mulD‐billion
dollar

    companies
without
foreign
compeDDon

Reason
10:
Pre‐InstallaDon
On
Handsets

 •  Mobage
is
part
of
the
home
menu
in
NTT

    Docomo‘s
feature
phones


 •  Japan‘s
No.
2
mobile
carrier
KDDI
is
an
investor

    and
GREE
partner
(pre‐installaDon
deal)

Reason
11:
Zynga
Is
Weaker
WRT
MoneDzaDon


 •  Zynga‘s
raDo
of
paying
users
is
lower
than
that
of

    Mobage
and
GREE

 •  DeNA
director
Kenji
Kobayashi:


    'I
Think
That
Zynga
Has
Not
Really
Researched

    MoneDzaDon‘
(Gamasutra,
October
3,
2011)

Reason
12:
Gacha
As
Major
Money
Maker

 •  Gacha
mechanism
is
biggest
money
maker
in

    many
Japanese
social
games

 •  Even
Bejeweled
has
a
gacha
feature
in
its

    Japanese
version

Reason
13:
In‐Game
Events
And
Campaigns

 •  Japan‘s
social
game
makers
are
brilliant
in
using

    Dmed
events
and
campaigns
to
boost
revenue

 •  Example
for
a
campaign:
offer
an
exclusive
item

    that
only
users
who
pre‐register
for
a
game
get

 •  Example
for
an
event
in
Mobage‘s
Ninja
Royale

    (English
version)
pictured
below

Reason
14:
Virtual
Social
Graph

  •  Players
use
GREE
and
Mobage
anonymously

  •  Virtual
social
graph
makes
mass‐inviDng
friends,

     showing
one‘s
gaming
addicDon
less
awkward


Thank you for listening!
     Questions?
Contact Information
Twitter: http://twitter.com/serkantoto

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

Email: serkan AT serkantoto.com

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