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2010年中国社交游戏年度报告 China Social Game Annual Report 2010 April 2010 Published by AppLeap & Great Wall Club © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
SNS business in Asia China’s SNS platforms Entertainment-oriented Apps & Developers User’s perspective Business model Social games’ opportunities & threats © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
No one can compete with Facebook on openness  © 2010 AppLeap & Great Wall Club.  All Rights Reserved.  More than one million developers and entrepreneurs from more than 180 countries More than 500,000 active applications currently on Facebook Platform  More than 250 applications have more than one million monthly active users  More than 80,000 websites have implemented Facebook Connect since its general availability in December 2008  More than 60 million Facebook users engage with Facebook Connect on external websites every month  Two-thirds of comScore’s U.S. Top 100 websites and half of comScore’s Global Top 100 websites have implemented Facebook Connect Source: Facebook, April 2010
But Asia is making SNS a real business Source: Plus Eight Star, 2009 © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Asian SNS are much more valuable than western stars Comparison on performance of the past one year in stock market Tencent DeNA Gree Google mixi Source: Google Finance, April 2010 © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Social platform 124 million unique users by 2009 ~20% users choose SNS just because of social games Social platform + games 1+1>2 34% users log in very day 40~50% for playing games China’s SNS market environment Social games largely increase the stickiness of SNS © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Tope 5 social platforms in China © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Social games represent #1 applications in social platforms Rate of social game apps vs total apps Non-games Non-games Non-games Games Games Games Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Growth of developers By Feb 2010, developers on top 3 open platforms in China have reached 10,688. This number still keeps growing Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Users are willing to install apps in social platforms ,[object Object]
Among them, users who have installed over 10 apps are the most important.
Chinese users are willing to try new apps.© 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Even some of them are crazy! To make their girl friends happy, boys buy high valuable SNS account.  Here a crazy user is selling his account in Taobao (#1 online shopping site in China) on 80,000 RMB, and explaining all details of value: 900 million RMB in Parking game balance, 2.1 billion RMB in real estate market, etc. In order to harvest  in time, many users use alarm clock or stay up late. © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Feedback from social game users Why users choose apps? Why users give up apps? ,[object Object]
 Top two reasons for giving up social games: not fresh any more in short time, user experience not good enough.© 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Business models Ads: mainstream revenue source,  market growing fast because of the features of social platforms: Huge traffic: 124 million unique users of SNS High stickiness: 1/3 users visit everyday, 40% stay over one hours per day High reactivity: comment, chat, game, message, group, etc. Fast diffusion: typical viral distribution  In-apps ads Highly targeted: based on the real SNS Virtual goods Mature B2C model which is largely developed by the mainstream Internet services such as game,  IM, community, and so on Customized apps Emerging B2B model, will fast grow thanks to the demand from corporate which accept social platforms 人人网首页的广告 开心网提供的虚拟礼物 人人网内的阿迪达斯定制应用 © 2010 AppLeap & Great  Wall Club.  All Rights Reserved.
Types of advertisement ,[object Object]
40% users are willing to click ads in social gamesAds on homepage Highlight: huge traffic Ads on reposting page Highlight: viral distribution Nike’s page on SNS Highlight: high reactivity In-game “seeds” and “fruits” Highlight: smoothly embedded Ads on the starting page of apps Highlight: high stickiness © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Ads & marketing campaign can be made on apps  Ads & marketing campaign  Ads & marketing campaign  Ads & marketing campaign  Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Virtual goods Incontrovertible mature business model, far advanced to western markets over 3 billion USD economic value in 2008 in China (estimated by Plus Eight Star) At lease 9 Chinese companies IPO thanks to virtual goods Widely used in game, SNS, IM, virtual words, etc. Rich formats: clothing, avatar, background, equipment, decoration, etc. Business model: sales, WVAS, cross-marketing Virtual currency system completely solved payment © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Dual-currency system – case – Happy Farm Gold: to enhance the activity of the service “seed” is the most important component in the game which has to be redeemed by gold earned from playing. That is to say, users cannot continue the game if they don’t stay long enough, even though they are willing to pay. F coin: to generate revenue for the game operator get F coin by paying cash. must pay F coin for the tools such as fertilizer if users want to accelerate the game  金币 F币 Fertilizer : little can be paid by Gold, in most cases, need to pay F coin which means cash. Seed: only redeemed by gold Decoration of farm: can get either by gold or by F coin © 2010 AppLeap & Great Wall Club.  All Rights Reserved.
Virtual currency system provided by social platform – case –  renrenbean renren.com provides a unique virtual currency: renren bean (RB); All the paying apps provide change between their own virtual currency and RB; Users first recharge their RB account, then change other currency of apps using RB Various payment solutions:  online bank, 3rd party payment such as Alipay and Paypal, SMS, fixed-line bill, mobile bill, etc. © 2010 AppLeap & Great Wall Club.  All Rights Reserved.

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China social game_annual_report_2010_0408_byq_en

  • 1. 2010年中国社交游戏年度报告 China Social Game Annual Report 2010 April 2010 Published by AppLeap & Great Wall Club © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 2. SNS business in Asia China’s SNS platforms Entertainment-oriented Apps & Developers User’s perspective Business model Social games’ opportunities & threats © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 3. No one can compete with Facebook on openness © 2010 AppLeap & Great Wall Club. All Rights Reserved. More than one million developers and entrepreneurs from more than 180 countries More than 500,000 active applications currently on Facebook Platform More than 250 applications have more than one million monthly active users More than 80,000 websites have implemented Facebook Connect since its general availability in December 2008 More than 60 million Facebook users engage with Facebook Connect on external websites every month Two-thirds of comScore’s U.S. Top 100 websites and half of comScore’s Global Top 100 websites have implemented Facebook Connect Source: Facebook, April 2010
  • 4. But Asia is making SNS a real business Source: Plus Eight Star, 2009 © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 5. Asian SNS are much more valuable than western stars Comparison on performance of the past one year in stock market Tencent DeNA Gree Google mixi Source: Google Finance, April 2010 © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 6. Social platform 124 million unique users by 2009 ~20% users choose SNS just because of social games Social platform + games 1+1>2 34% users log in very day 40~50% for playing games China’s SNS market environment Social games largely increase the stickiness of SNS © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 7. Tope 5 social platforms in China © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 8. Social games represent #1 applications in social platforms Rate of social game apps vs total apps Non-games Non-games Non-games Games Games Games Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 9. Growth of developers By Feb 2010, developers on top 3 open platforms in China have reached 10,688. This number still keeps growing Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 10.
  • 11. Among them, users who have installed over 10 apps are the most important.
  • 12. Chinese users are willing to try new apps.© 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 13. Even some of them are crazy! To make their girl friends happy, boys buy high valuable SNS account. Here a crazy user is selling his account in Taobao (#1 online shopping site in China) on 80,000 RMB, and explaining all details of value: 900 million RMB in Parking game balance, 2.1 billion RMB in real estate market, etc. In order to harvest in time, many users use alarm clock or stay up late. © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 14.
  • 15. Top two reasons for giving up social games: not fresh any more in short time, user experience not good enough.© 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 16. Business models Ads: mainstream revenue source, market growing fast because of the features of social platforms: Huge traffic: 124 million unique users of SNS High stickiness: 1/3 users visit everyday, 40% stay over one hours per day High reactivity: comment, chat, game, message, group, etc. Fast diffusion: typical viral distribution In-apps ads Highly targeted: based on the real SNS Virtual goods Mature B2C model which is largely developed by the mainstream Internet services such as game, IM, community, and so on Customized apps Emerging B2B model, will fast grow thanks to the demand from corporate which accept social platforms 人人网首页的广告 开心网提供的虚拟礼物 人人网内的阿迪达斯定制应用 © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 17.
  • 18. 40% users are willing to click ads in social gamesAds on homepage Highlight: huge traffic Ads on reposting page Highlight: viral distribution Nike’s page on SNS Highlight: high reactivity In-game “seeds” and “fruits” Highlight: smoothly embedded Ads on the starting page of apps Highlight: high stickiness © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 19. Ads & marketing campaign can be made on apps Ads & marketing campaign Ads & marketing campaign Ads & marketing campaign Source: renren.com, MySpace.cn, 51.com © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 20. Virtual goods Incontrovertible mature business model, far advanced to western markets over 3 billion USD economic value in 2008 in China (estimated by Plus Eight Star) At lease 9 Chinese companies IPO thanks to virtual goods Widely used in game, SNS, IM, virtual words, etc. Rich formats: clothing, avatar, background, equipment, decoration, etc. Business model: sales, WVAS, cross-marketing Virtual currency system completely solved payment © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 21. Dual-currency system – case – Happy Farm Gold: to enhance the activity of the service “seed” is the most important component in the game which has to be redeemed by gold earned from playing. That is to say, users cannot continue the game if they don’t stay long enough, even though they are willing to pay. F coin: to generate revenue for the game operator get F coin by paying cash. must pay F coin for the tools such as fertilizer if users want to accelerate the game 金币 F币 Fertilizer : little can be paid by Gold, in most cases, need to pay F coin which means cash. Seed: only redeemed by gold Decoration of farm: can get either by gold or by F coin © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 22. Virtual currency system provided by social platform – case – renrenbean renren.com provides a unique virtual currency: renren bean (RB); All the paying apps provide change between their own virtual currency and RB; Users first recharge their RB account, then change other currency of apps using RB Various payment solutions: online bank, 3rd party payment such as Alipay and Paypal, SMS, fixed-line bill, mobile bill, etc. © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 23. Opportunities & Threats for social games in China Opportunities Driven by external environment SNS is considered as a market where we could next Google Zynga, social game developer founded less than 3 years, raised 39 million USD. Playfish, Playdom doing well in revenue Platforms growing general + vertical Trends of China’s internet entertainment-oriented (60% users<30 years old) users growing ( only 30% of total population) Asian advantages especially on mobile social game Threats lack of creativity plenty of farming and planting… short life short time to the market, “fast food” on gaming creativity competition domestic international one game of PopCap got 3000 active users per day in renren.com © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 24. The rest of the report include Introduction of top 5 social platforms in China Statistics on social games in China Case study of social game and related business models Detailed statistics on social game user behavior Expert interview Summary of 2010 China Social Game Summit © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 25. Expert interview Kevin Dai Comsenz, CEO Dan Brody 360quan, CEO Lai Wei MySpace .cn, CEO Season Xu 5 Munites, COO Edwin Chen ISMOLE, CEO 360圈,CEO JiaShen RockYou, President and Co-founder © 2010 AppLeap & Great Wall Club. All Rights Reserved.
  • 26. Authors & Contacts Cecilia SHEN, AppLeap BD Manager & Principal Analyst In charge of US SNS market and social game BD Leads management consulting business and industry report Before joining Appleap, Cecilia worked for Accenture in Paris with her management consulting experience Cecilia holds bachelor degree of Conservatoire National des Arts et Metiers (CNAM) focused on management consulting and change management, and complete a training program at ESC-LILLE. She speaks fluently French and English Contact: cecilia.shen@appleap.com BO Yiqun, VP & Co-Founder, Great Wall Club (GWC) In charge of overseas development at GWC, BO Yiqun has more than 10 years experience in China’s ICT industry. Before joining GWC, he was Consulting & Research director at Plus Eight Star, leading cross-market research and strategy consulting company focused on Internet & Mobile innovation in China, Japan and Korea. The clients he had served include MIH, Mitsui Global Strategic Studies Institute, Bouygues Telecom, Mobilkom, SK Telecom, Adidas, etc. MBA from Université Paris I, he speaks Chinese, English and French. Contact: yiqun@thegreatwallclub.com © 2010 AppLeap & Great Wall Club. All Rights Reserved.