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Opportunity for Social Mobile in Japan, China, and Korea

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Presentation on theme: "Opportunity for Social Mobile in Japan, China, and Korea"— Presentation transcript:

1 Opportunity for Social Mobile in Japan, China, and Korea
Tetsuya Mori Managing Director DeNA Asia Pacific Holding

2 A Few Interesting Factoids and JP mobile social market
about mobage and JP mobile social market

3 We run Social Game business and own a Professional Baseball Team

4 JP Social Mobile Games – Explosive Growth
DeNA Net Revenue US$2B Mobile Social Games launch Japan’s mobile social game market 0→$5B in 3 years Highest ARPU x20 US US$1B

5 Over 50% of Mobage Game Revenue Comes from 3rd Party Developers
Games

6 Big Title Revenue Scale
Mobage top 20 title aiming at $1M/month Mobage top 5 title double digits millions / month Market Enabling Rev Share Model Gross Rev → Carriers 13%, DeNA 87% Out of 87% → DeNA 30%, Developers 70%

7 Big Traffic and Big Data Mining
Big traffic – 20 billions PV / Day 20% of Japan’s mobile data traffic 1.2TB event log data / Day 480 CPU cores and Hadoop for real time processing Internal analytic tools Data miners (business analysts+ engineers)

8 Start from a single user
Mobage Net Effect Start from a single user An invite to 1 core user led to 15,000 user sign ups

9 DeNA Global Presence – 2012 Q1 Snapshot
DeNA China DeNA Seoul Punch Vietnam 91JV GameView Pakistan Rough Cookie DeNA Sweden Atakama Chile Asia DeNA Studios Canada ngmoco (Freeverse) GameView Studio

10 Partnership Model DeNA drives ARPU, Partners drive user reach
Data Traffic Partners User Reach

11 Partnership Model DeNA drives ARPU, Partners drive user reach
Data Traffic Partners User Reach

12 4 Mobile Gaming Platforms Go broad and deep
Japan China Korea Global

13 mobage China Timeline Entry Strategy Organization
2006: Established DeNA Beijing 2007: Launched SNS services 2009: Investment in 2011: Launched mobage China 2011/4: Web version 2011/7: Android version 2011/11: iOS version Entry Strategy Organic growth + staged investment Organization HC 180 (including 5 expats from Tokyo) Management team – 4 Chinese + 1 Japanese (CFO)

14 mobage Korea Timeline Entry Strategy Organization
2011/6: Established DeNA Seuol 2011/11: Strategic partnership with Daum 2012/2: Launched Daum mobage Android version (2012/2) iOS version (coming) Entry Strategy Organic growth + partnership Organization Still under development HC 20 (operation support from Tokyo)

15 China Mobile Social Game Market
Mobile infrastructure 3G reasonable speed but not cheap Android+iPhone user reaching 100M in 2012 Billing Carrier billing, Aliyun(Paypal model), pre-paid cards Many iOS Jailbreak, no official Google Play Game users Huge user base Very low paid user rate 1-2% Small group of strikingly high pay users (guild model) Download many apps at once time Low retention rate Popular game categories Card Battle, SLG, MMORPG, Farm Japanese IPs, US IPs Freemium vs. Paid download Freemium model well established Web vs. Apps App centric. Big hit title iOS Top 5 SLG: Gross $ K/months, MAU 200K, ARPU $1.5-2/month

16 Korea Mobile Social Game Market
Mobile infrastructure One of the best in the world -3G+4G, WIFI everywhere, very high SP penetration Billing Many options (carrier billing, credit cards, etc.) Game users Android Apps Top download per capita in the world User base – broad and matured Heavy influence from PC Online games Capable of mastering complex game plays Love Person vs. Person battle High retention rate Popular game categories SLG, Sports, Action RPG, Farm Japanese IPs, US IPs, K-POP IPs Freemium vs. Paid download Transitioned from paid download to freemium in 2011 Web vs. Apps App centric, Webview getting good traction Big hit title ‘Rule The Sky’ Gross $2-3M/months, DAU 400K

17 Our Experiences in China and Korea
It worked It did not work We thought it’d work Social Game ops know-how (KPIs, Parameter tuning, in-game events etc.) User reach through partnership Japanese Anime IPs US popular games Some JP game play (e.g. steal from others – Bandit Nation) User segmentation model (e.g. China’s super users) We thought it might work Ninja Royal in China (1 million users, 300K new sign ups per month) We thought it’d not work Card Battle Game Universal virtual item pricing (need to adjust to the local level)

18 New Wining Formula for all regions – Card Battle Games
Japan US China Korea Soon to come JP market turned completely to CBG Android No.1 iPhone No.1

19 Develop Card Battle Games Go together to the global markets!
Come to mobage Develop Card Battle Games Go together to the global markets!


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