Japanese Game Business Overview (Shuji Utsumi, Startonomics Tokyo, June 2009)

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    6 Favorites

    Japanese Game Business Overview (Shuji Utsumi, Startonomics Tokyo, June 2009) - Presentation Transcript

    1. Game Business   Overview in Japan Q Entertainment Shuji Utsumi
    2. Quick Self Introduction
      • Video game career started
        • Preparation for SCE/Playstation launch
          • Corporate staff
        • PS USA launch
          • Corporate, 3 rd Party, Product acquisition
      • Sega of America
        • Product development: restructuring
      • Sega Japan
        • Dreamcast launch
      • Disney
        • Kingdom Hearts etc.
      • Q Entertainment
        • Lumines, 99 Nights, Guardian Hearts, Genki Rockets
    3. Japan Has Long Game History
    4. Early 80’s
      • Arcade Games
        • Space Invader: Taito
        • Namco, Nintendo, Sega
      • Nintendo
        • NES
        • Super Mario Brothers
        • Donkey Kong
        • Lots of 3 rd party Companies are born.
          • Namco, Konami, Capcom, Hudson
    5. BTW
      • Japanese game market is somehow originated from Jewish initiatives.
        • Taito
          • Cogan
        • Sega
          • Rosen
    6. Late 80s-Early90s
      • Nintendo: SNES
        • Zelda, Star Fox, Mario Cart,
      • Sega: GENESIS
        • SONIC
      • The more 3 rd Party Companies
        • Enix, Square, Koei, Tecmo
      • The rise of 3 rd Party Companies in US
        • EA, THQ, Activision, Midway
        • Street Fighter, Final Fantasy, Sports Game, Dragon Quest, NBA JAM, Mortal Kombat
    7. Mid-Late 90s
      • PlayStation (Another platform from Japan)
        • Game become 3D
        • Sports, Racing, Fighting (Reality Simulation)
        • Crash Bandicoot,
      • Nintendo Cube, Sega Saturn, XBOX
    8. Early-Mid 2000
      • The peak of PlayStation
        • The rapid growth of US and European market and companies
        • Japanese companies grew, but lost market share
        • Sega / Nintendo had hard time.
      • Microsoft joined the platform war
        • FPS, Sports
      • Mobile Business
        • (i-mode, Another platform but domestic)
    9. Early 2000 The rest of the world
      • The rise of new business model in game business
        • PC : casual and serious (US)
        • PC server based subscription and item sales (Asia, Korea & China) model was born.
          • Push from Korean Government
          • IT Babble
          • Internet
    10. Late 00-Now
      • Nintendo ruled the game again
        • 3 rd party companies bet wrong
        • Battles among toy, electric device, computer
          • The winner is not technology so far.
        • Japanese 3 rd parties are losing especially in technology area against West.
          • Technology lead is disappearing in Japan.
            • Graphic (CG) technology, Network
    11. Japan country Competitive advantage is diminishing
      • Market is getting relatively small in Japan. US and Europe have grown more, so have local companies.
        • Japan share 30% => 15%
      • Microsoft is beating Sony
        • Network service
        • Development environment (3 rd party support)
        • Hardware cost
        • CG technology
    12. Observation
      • The Japanese game business has grew with global 1 st party (platform holder)
        • Lots of global players
          • Capcom, Square Enix, Bandai Namco, Konami
        • But with market maturity, the influence of US platform, the rise of new business model in PC and mobile,   the Japanese software / game industry is now in new challenge.
    13. Trend Examples
      • Video game Market is getting matured.
        • Hollywood like business model now applies to game business.
          • Go big or go home
        • Contents provider is required to be Specialized or focused to survive.
          • US & Europe
            • FPS, Music games
          • Japan
            • RPG, Nintendo family games
    14. Current Global Scene Big Change is happening
      • Technology matters
        • Internet, Social
        • Graphics, AI, Cloud computing, Mobile
      • Game is now not only for Geeks but for mass audience.
        • Nintendo DS and Wii
        • PC Casual game audience
        • Mobile SNS (esp. in Japan)
        • PC Asian market
      • The new industry players are rushing in the industry.
        • China, Korea, East Europe or all over the world
        • Developers from all over the world
        • New players from different industry (IT, Web)
    15. Another big Change is happening !
    16. Join our Q uest for the future Entertainment

    + Geeks On A PlaneGeeks On A Plane, 5 months ago

    custom

    2618 views, 6 favs, 7 embeds more stats

    Japanese Game Business Overview by Shuji Utsumi, Q more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 2618
      • 2257 on SlideShare
      • 361 from embeds
    • Comments 0
    • Favorites 6
    • Downloads 81
    Most viewed embeds
    • 224 views on http://www.techcrunch.com
    • 132 views on http://jp.techcrunch.com
    • 1 views on http://www.hanrss.com
    • 1 views on http://www.seo-lpo.net
    • 1 views on http://www.zhuaxia.com

    more

    All embeds
    • 224 views on http://www.techcrunch.com
    • 132 views on http://jp.techcrunch.com
    • 1 views on http://www.hanrss.com
    • 1 views on http://www.seo-lpo.net
    • 1 views on http://www.zhuaxia.com
    • 1 views on http://feeds.feedburner.com
    • 1 views on http://www.sys-con.com

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories