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Confidential
JAPANESE MOBILE GAME MARKET
Presenter: TADAO OGIHARA
Confidential
TODAY’S CONTENTS
I. INTRODUCTION
II. MOBILE GAME MARKET IN JAPAN
III. COMMON FACTORS AMONG TOP 10
GAME APPS IN JAPAN
Confidential
I. INTRODUCTION
1. Presenter
Name: Tadao “TAD” Ogihara
Job Title: Project Manager/Director/Planner
• Started my career in this industry 3 years ago
• Before that, worked for Cirque Du Soleil, a world-renown
circus company
Confidential
2. Company
KLab Cyscorpions
• Subsidiary company to KLab Global Pte. Ltd.
• Multi-cultural organization in the pursuit of providing the
world’s best-loved services
• Planning, development, quality-
control and operation of
smartphone apps for both
global and Japanese market
I. INTRODUCTION
Confidential
2. Company
KLab Cyscorpions Products
I. INTRODUCTION
Confidential
2. Company
KLab Inc.
• Planning, development, quality-control and operation of
smartphone apps for Japanese market
• Considered as one of major mobile game companies in
Japan
I. INTRODUCTION
Confidential
2. Company
KLab Products
I. INTRODUCTION
Confidential
II. MOBILE GAME MARKET in JAPAN
1. Global
• Total Sales in Mobile Game Market: $ 81 Billion
• Growth from 2013 to 2014: + 8.0%
• Estimated growth from 2014 to 2015: +8.0 %
Confidential
2. On-line Game Market in Japan: Share
PC/Console
SmartPhone/Tablet
Feature Phone
[2013]: 8.4 Billion Dollars
1.6 1.3
5.5 (65.4%)
[2014]: 9.3 Billion Dollars (+ 10.5%)
0.8
1.1
7.3 (78.4%)
• [Feature Phone] + [PC/Console] markets shrink
• [Smartphone/Tablet] Market Expansion
= On-line Game Market Expansion
II. MOBILE GAME MARKET in JAPAN
(Billion Dollars)
Confidential
4. Smartphone/Tablet: Share
• Native App is only one expanding in this market
• Though the above is obvious, some companies stay in Web Game still
$0
$2,000,000,000
$4,000,000,000
$6,000,000,000
$8,000,000,000
2013 2014
Native App
Web Game
$3.2 BLN
$2.3 BLN
$5.9 BLN
$1.4 BLN
II. MOBILE GAME MARKET in JAPAN
Confidential
5. Dynamics of Mobile Game Industry
• Mobile game history started with SNS platform
• Years later, Native App began taking over the majority of mobile
game market and expanded it
2007 Around 2012 2015
Platformer
Native App
II. MOBILE GAME MARKET in JAPAN
Confidential
II. MOBILE GAME MARKET in JAPAN
6. Competition
[Past] There was a boundary between
console game and mobile game company
[Now] The boundary is off,
and the fight begins!
Confidential
7. Cost
 Production Cost: $1 Million (Minimum)
 Advertising Cost: $100 K/per month (Top ranking titles)
 Running Cost: Monthly $3~5K/ per member
These costs are forecasted to increase even more
Outsourcing a portion of the production from abroad
to downsize these costs
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales
[Current Situation]
 Competition is expected to become even more severe
 Production and operation costs are likely to grow higher
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales
[Current Situation]
 Competition is expected to become even more severe
 Production and operation costs are likely to grow higher
Why do we create a mobile game in this market?
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales
[Current Situation]
 Competition is expected to become even more severe
 Production and operation costs are likely to grow higher
Why do we create a mobile game in this market?
BECAUSE IT BRING LOTS OF PROFITS!!
(ONCE IT IS RANKED HIGH in SALES!)
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales
0
5
10
15
20
25
30
35
40
45
50
Top 3 4 to 10 11 to 25 26 to 50 51 to 100
JAN, 2013
JAN, 2014
JUN, 2015
JAN, 2014: Over $50 Million
JUN, 2015: Over $100 Million
JAN, 2013 23.9 2.4 1.1 0.5 0.2
JAN, 2014 Over 50 8.5 4.5 1.9 0.8
JUN, 2015 Over 100 15.8 6.5 3.7 1.5
(Million $)
RANK RANGE
MONTHLY
AVERAGE
SALES
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales (The Share of Top 100 Apps)
Total Native App sales in 2014 = $5.9 Billion
Top 100 Apps Sales in Jan, 2014 = $4.3 Billion
(Calculated based the given average sales from the previous page)
Top 100 Apps occupied 73% of total Native App sales
“Winner takes more, loser… won’t get much”
II. MOBILE GAME MARKET in JAPAN
Confidential
8. Sales
i.e.) Mixi
-100
0
100
200
300
400
500
600
13.07-09 13.10-12 14.01-03 14.04-06 14.07-09 14.10-12 15.01-03 15.04-06
Sales
Net Income
(Million $)
PERFORMANCE
QUARTER
Deficit + App “Monster Strike” released
Not only the app overturned the deficit, but also it
increases the company sales more than x20.
II. MOBILE GAME MARKET in JAPAN
Confidential
 Top 10 Mobile Games in Japan
(As of August 1, 2015)
III. Common Factors among Top 10
Confidential
III. Common Factors among Top 10
The Common Factors among These Titles:
1. EASY CONTROL
2. COOPERATION (Sychronization)
3. POTENTIAL USER POOL
4. GRAPHICS
Confidential
1. Easy Control
Most of Top 10 games focus on “easy control”
“Easy-control” opens door to game as many potential users
as possible.
The images on the right are from App
Store. There are a common wording
among them.
III. Common Factors among Top 10
Confidential
1. Easy Control
What defines “Easy Control” ?
“One finger, One action”:
With such an effort, a lot of people are able to enjoy these games.
III. Common Factors among Top 10
Drag
TAP
Confidential
2. Cooperation
All Top 10 mobile games have some kind of cooperation system, either
fighting together or fighting against each other. There are 2 types of
cooperation.
A) Asynchronization: Operation-side Oriented
Player A
Player CPlayer B
Player D
EVENT PERIOD
III. Common Factors among Top 10
Confidential
2. Cooperation
B) Synchronization: User Oriented
Player D
Player B
Player A
Player C
Ready and GO!
EVENT
III. Common Factors among Top 10
- Becoming a popular choice among the top ranking titles recently
Confidential
2. Cooperation
B) Synchronization : User Oriented
III. Common Factors among Top 10
Confidential
2. Cooperation
B) Synchronization : User Oriented
Friends Bond
Older
Less
Time
HEAT UP
III. Common Factors among Top 10
# of Play↑
Sales ↑
Confidential
3. Potential User Pool
Ranking among Top 10 is established by many factors. One
of the most essential factors is acquiring a vast number of
players constantly.
Most of the titles in Top 10 have a “Potential User Pool” to
achieve this goal more efficiently than others.
III. Common Factors among Top 10
Confidential
3. Potential User Pool
SNS C2M
Media
Inheritance
III. Common Factors among Top 10
Confidential
3. Potential User Pool
SNS
III. Common Factors among Top 10
Confidential
3. Potential User Pool
CONSOLE MOBILE
III. Common Factors among Top 10
C2M
(Console to Mobile)
Confidential
3. Potential User Pool
III. Common Factors among Top 10
Inheritance
2014
2015
i.e.) COLOPL, Inc.
Confidential
3. Potential User Pool
Movie etc.
Game
Anime
Media
III. Common Factors among Top 10
Confidential
4. Graphics
Among Top 10 titles mentioned here, there are a few titles
using 3D graphic (Some are using both 3D and 2D). The rest
is using 2D graphics.
2D graphics used by these titles is the style of drawing
similar to the ones from Manga and Anime in japan.
III. Common Factors among Top 10
Confidential
Summary
1. Japanese mobile game market is expanding. Native app
is the most promising in the market.
2. A lot of competition is expected in the market. However,
you will be rewarded if you survive.
3. Sometimes Japanese market seems very different from
the rest of world. But if you look closely what the market
favors or what it doesn’t, you will see the common
elements you can implement.
…Thank you!
Confidential
…And

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Japan’s Mobile Game Market by Tadao Ogihara | DevCon Summit 2015 #GoOpenSourcePH

  • 1. Confidential JAPANESE MOBILE GAME MARKET Presenter: TADAO OGIHARA
  • 2. Confidential TODAY’S CONTENTS I. INTRODUCTION II. MOBILE GAME MARKET IN JAPAN III. COMMON FACTORS AMONG TOP 10 GAME APPS IN JAPAN
  • 3. Confidential I. INTRODUCTION 1. Presenter Name: Tadao “TAD” Ogihara Job Title: Project Manager/Director/Planner • Started my career in this industry 3 years ago • Before that, worked for Cirque Du Soleil, a world-renown circus company
  • 4. Confidential 2. Company KLab Cyscorpions • Subsidiary company to KLab Global Pte. Ltd. • Multi-cultural organization in the pursuit of providing the world’s best-loved services • Planning, development, quality- control and operation of smartphone apps for both global and Japanese market I. INTRODUCTION
  • 5. Confidential 2. Company KLab Cyscorpions Products I. INTRODUCTION
  • 6. Confidential 2. Company KLab Inc. • Planning, development, quality-control and operation of smartphone apps for Japanese market • Considered as one of major mobile game companies in Japan I. INTRODUCTION
  • 8. Confidential II. MOBILE GAME MARKET in JAPAN 1. Global • Total Sales in Mobile Game Market: $ 81 Billion • Growth from 2013 to 2014: + 8.0% • Estimated growth from 2014 to 2015: +8.0 %
  • 9. Confidential 2. On-line Game Market in Japan: Share PC/Console SmartPhone/Tablet Feature Phone [2013]: 8.4 Billion Dollars 1.6 1.3 5.5 (65.4%) [2014]: 9.3 Billion Dollars (+ 10.5%) 0.8 1.1 7.3 (78.4%) • [Feature Phone] + [PC/Console] markets shrink • [Smartphone/Tablet] Market Expansion = On-line Game Market Expansion II. MOBILE GAME MARKET in JAPAN (Billion Dollars)
  • 10. Confidential 4. Smartphone/Tablet: Share • Native App is only one expanding in this market • Though the above is obvious, some companies stay in Web Game still $0 $2,000,000,000 $4,000,000,000 $6,000,000,000 $8,000,000,000 2013 2014 Native App Web Game $3.2 BLN $2.3 BLN $5.9 BLN $1.4 BLN II. MOBILE GAME MARKET in JAPAN
  • 11. Confidential 5. Dynamics of Mobile Game Industry • Mobile game history started with SNS platform • Years later, Native App began taking over the majority of mobile game market and expanded it 2007 Around 2012 2015 Platformer Native App II. MOBILE GAME MARKET in JAPAN
  • 12. Confidential II. MOBILE GAME MARKET in JAPAN 6. Competition [Past] There was a boundary between console game and mobile game company [Now] The boundary is off, and the fight begins!
  • 13. Confidential 7. Cost  Production Cost: $1 Million (Minimum)  Advertising Cost: $100 K/per month (Top ranking titles)  Running Cost: Monthly $3~5K/ per member These costs are forecasted to increase even more Outsourcing a portion of the production from abroad to downsize these costs II. MOBILE GAME MARKET in JAPAN
  • 14. Confidential 8. Sales [Current Situation]  Competition is expected to become even more severe  Production and operation costs are likely to grow higher II. MOBILE GAME MARKET in JAPAN
  • 15. Confidential 8. Sales [Current Situation]  Competition is expected to become even more severe  Production and operation costs are likely to grow higher Why do we create a mobile game in this market? II. MOBILE GAME MARKET in JAPAN
  • 16. Confidential 8. Sales [Current Situation]  Competition is expected to become even more severe  Production and operation costs are likely to grow higher Why do we create a mobile game in this market? BECAUSE IT BRING LOTS OF PROFITS!! (ONCE IT IS RANKED HIGH in SALES!) II. MOBILE GAME MARKET in JAPAN
  • 17. Confidential 8. Sales 0 5 10 15 20 25 30 35 40 45 50 Top 3 4 to 10 11 to 25 26 to 50 51 to 100 JAN, 2013 JAN, 2014 JUN, 2015 JAN, 2014: Over $50 Million JUN, 2015: Over $100 Million JAN, 2013 23.9 2.4 1.1 0.5 0.2 JAN, 2014 Over 50 8.5 4.5 1.9 0.8 JUN, 2015 Over 100 15.8 6.5 3.7 1.5 (Million $) RANK RANGE MONTHLY AVERAGE SALES II. MOBILE GAME MARKET in JAPAN
  • 18. Confidential 8. Sales (The Share of Top 100 Apps) Total Native App sales in 2014 = $5.9 Billion Top 100 Apps Sales in Jan, 2014 = $4.3 Billion (Calculated based the given average sales from the previous page) Top 100 Apps occupied 73% of total Native App sales “Winner takes more, loser… won’t get much” II. MOBILE GAME MARKET in JAPAN
  • 19. Confidential 8. Sales i.e.) Mixi -100 0 100 200 300 400 500 600 13.07-09 13.10-12 14.01-03 14.04-06 14.07-09 14.10-12 15.01-03 15.04-06 Sales Net Income (Million $) PERFORMANCE QUARTER Deficit + App “Monster Strike” released Not only the app overturned the deficit, but also it increases the company sales more than x20. II. MOBILE GAME MARKET in JAPAN
  • 20. Confidential  Top 10 Mobile Games in Japan (As of August 1, 2015) III. Common Factors among Top 10
  • 21. Confidential III. Common Factors among Top 10 The Common Factors among These Titles: 1. EASY CONTROL 2. COOPERATION (Sychronization) 3. POTENTIAL USER POOL 4. GRAPHICS
  • 22. Confidential 1. Easy Control Most of Top 10 games focus on “easy control” “Easy-control” opens door to game as many potential users as possible. The images on the right are from App Store. There are a common wording among them. III. Common Factors among Top 10
  • 23. Confidential 1. Easy Control What defines “Easy Control” ? “One finger, One action”: With such an effort, a lot of people are able to enjoy these games. III. Common Factors among Top 10 Drag TAP
  • 24. Confidential 2. Cooperation All Top 10 mobile games have some kind of cooperation system, either fighting together or fighting against each other. There are 2 types of cooperation. A) Asynchronization: Operation-side Oriented Player A Player CPlayer B Player D EVENT PERIOD III. Common Factors among Top 10
  • 25. Confidential 2. Cooperation B) Synchronization: User Oriented Player D Player B Player A Player C Ready and GO! EVENT III. Common Factors among Top 10 - Becoming a popular choice among the top ranking titles recently
  • 26. Confidential 2. Cooperation B) Synchronization : User Oriented III. Common Factors among Top 10
  • 27. Confidential 2. Cooperation B) Synchronization : User Oriented Friends Bond Older Less Time HEAT UP III. Common Factors among Top 10 # of Play↑ Sales ↑
  • 28. Confidential 3. Potential User Pool Ranking among Top 10 is established by many factors. One of the most essential factors is acquiring a vast number of players constantly. Most of the titles in Top 10 have a “Potential User Pool” to achieve this goal more efficiently than others. III. Common Factors among Top 10
  • 29. Confidential 3. Potential User Pool SNS C2M Media Inheritance III. Common Factors among Top 10
  • 30. Confidential 3. Potential User Pool SNS III. Common Factors among Top 10
  • 31. Confidential 3. Potential User Pool CONSOLE MOBILE III. Common Factors among Top 10 C2M (Console to Mobile)
  • 32. Confidential 3. Potential User Pool III. Common Factors among Top 10 Inheritance 2014 2015 i.e.) COLOPL, Inc.
  • 33. Confidential 3. Potential User Pool Movie etc. Game Anime Media III. Common Factors among Top 10
  • 34. Confidential 4. Graphics Among Top 10 titles mentioned here, there are a few titles using 3D graphic (Some are using both 3D and 2D). The rest is using 2D graphics. 2D graphics used by these titles is the style of drawing similar to the ones from Manga and Anime in japan. III. Common Factors among Top 10
  • 35. Confidential Summary 1. Japanese mobile game market is expanding. Native app is the most promising in the market. 2. A lot of competition is expected in the market. However, you will be rewarded if you survive. 3. Sometimes Japanese market seems very different from the rest of world. But if you look closely what the market favors or what it doesn’t, you will see the common elements you can implement. …Thank you!