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コロンビア経営大学院にて講義

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2014年10月22日、和田シンラ社長は、コロンビア経営大学院にて、「シンラは、いかにゲーム産業の新しい生態系を築くのか」と題してセミナーを行いました。

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コロンビア経営大学院にて講義

  1. 1. The Game Changer How will Shinra build the next game industry ecosystem? Oct. 22nd, 2014 Yoichi Wada, President Shinra Technologies, Inc.
  2. 2. Characteristics of Content Industries  Content is intangible. Value is generated when content becomes product.
  3. 3. Content Industries in the 20th Century Movie Film Industry Literature Book Publishing Industry Music Record Industry Game Game (Console) Industry
  4. 4. Transformation from Content to Product Significant Added Value Publish Manufacture Retail Distribution Create Revenue allocation varies in each industry, however typically only 5-30% (45% max) is given back to the content creators. As contents get more digital, creators receive higher shares.
  5. 5. Characteristics of Game Industries  Computer games are the most complex software applications. A specialized platform is required.  The game industry ecosystems were shaped by each specialized platform.
  6. 6. Arcade Games : 1970s onward One Machine, One Game  Expensive Hardware Consumer cannot invest in extremely expensive arcade machines. Arcade operators purchase machines and had consumers insert coins to recoup cost. Birth of a new form of entertainment.
  7. 7. Console Games : 1985 - 2000  One Machine, Multiple Games  Inexpensive Hardware Game console makers adopted a vertically integrated business model, and the ecosystems were built on the basis of third parties being only on the game development layer. The introduction of this new business model led to substantial growth in the game industry.
  8. 8. Console Games : 2000 onward Non-gaming features (e.g. DVD) added to console hardware The effective investment required on the part of customers to play games was reduced Other forms of entertainment (e.g. movies) became increasingly fused with games
  9. 9. General Purpose Device Games: 2005 onward  Smartphones and Laptops Players no longer have to invest money solely for the purpose of playing games Reaches wider target segments and geographical regions • Moms playing Farmville • Emerging markets where game consoles were too expensive
  10. 10. 120,000 100,000 80,000 60,000 40,000 20,000 0 Smart TV through each expansion of devices Mobile(SP, Tablet) PC Online The games market has grown Connected Console Console/HH/PCソフト Arcade Game 1975 1977 1979 1981 1983 1985 1987 1989 1991 1993 1995 1997 1999 2001 2003 2005 2007 2009 2011 2013 2015 2017 2019 12 10 8 6 4 2 Billion $ 1975 1980 1985 1990 1995 2000 2005 2010 2015e 2020e
  11. 11. Cloud gaming will change the game industry fundamentally
  12. 12. The Innovator’s Dilemma Quality Customer Expectations Time Switch
  13. 13. Until now we have seen only partial alignment with the theory Quality Time Partial Switch Partial Switch Arcade Game Console Game General Purpose Device Game
  14. 14. 12 120,000 100,000 10 80,000 60,000 40,000 20,000 0 1975 2006 8 6 4 2 In the game industry thus far, we have not seen complete disruption. Rather, various device markets have piled up similar to geographical strata. When there has been a change in device, the reason we haven’t seen a complete shift from one device to another has been due to the “experience” provided by the uniqueness of the device itself.
  15. 15. 12 120,000 100,000 10 80,000 60,000 40,000 20,000 0 1975 2006 8 6 4 2 The Platform will move from Device to the Cloud The differentiation in colors will become meaningless.
  16. 16. Quality The situation will change completely Time Switch ! Client Game Cloud Game
  17. 17. Two New Value Drivers  The New Game Experience  The New Ecosystem
  18. 18. Two New Value Drivers  The New Game Experience  Games have shifted from consoles to general purpose devices. While the market did expand, uniqueness and variety was lost.  Cloud gaming is a solution to bring forth new, unique attributes of games similar to special purpose devices.
  19. 19. Two New Value Drivers  The New Ecosystem  Until now, the industry ecosystem has been built around the device manufacturers (clients).  As value shifts from the client to the cloud, the new ecosystem’s leadership will revolve around the cloud operator.
  20. 20. Shinra Technologies, Inc. is pioneering this new era. We anticipate huge opportunities in the game industry’s greatest transformation.
  21. 21. Shinra Enables New Game Experiences  New experiences occur on a supercomputer designed for games  We free game developers from strangleholds such as:  The difficulty of creating online games  The need to support multiple devices and OSs  The limited processing availability in devices  We present players with new ways to interact with games
  22. 22. Shinra Establishes A New Ecosystem  Via the cloud, create a world that ties together users, developers and related parties in a way that is both satisfying and economically palatable F2P, crowd funding, crowd sourcing, etc Include all these new trends to create a true “ecosystem”
  23. 23. We are building worlds no one has seen before, and we cannot do it by ourselves Shinra adopts an Emergent Strategy
  24. 24. Get on a rocket ship : shinra.com

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