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Who Wants to be a Billionaire?
  Asia’s Best (and Worst) Practices
         With Virtual Goods




 Benjamin Joffe, CEO | Plus Eight Star Ltd.
  Virtual Goods Forum| London, 2010.06
@benjaminjoffe




4 years       1 year       5 years
| Plus Eight Star
• “Innovation Arbitrage”
     • Internet & Mobile Strategy & Research
     • Best practices from China, Japan & Korea


• Published research
     • Inside Cyworld (2007)
     • Inside Tencent (2009)


• Clients
     • Microsoft, IMVU, Mig33, DeNA, Mail.ru, Vinagame,
       Nokia, Harvard Business School, etc.
Work With Startups

• Mogi, by Newt Games (2003)
  – Mobile SNS in Japan
     • 3G, GPS, avatars, virtual items
  – Too early!

• Paradise Paintball, by Cmune (2010)
  – First 3D FPS game on Social Networks
     • “Best New Game” on MySpace (GDC 2010)
     • #1 Widget on Apple.com
     • > 500,000 MAU across all channels (2010.06)
  – On time!
Plan

1. What I learned about virtual goods so far

2. What happens in Asia

3. What I think might happen soon
PART I

  What I Learned
About Virtual Goods
       So Far
Orientation Test

    Who has a
Facebook account?
Orientation Test

   Who has played
a game on Facebook?
Orientation Test

      Who has paid
for Virtual Goods before?
Our Challenges

• We are old

• We are not local

• We are not users

• We have (lots of) cultural stereotypes

• Things have been pretty good this way so far
Semantic Prisons?
“There are plenty of semantic prisons
which do not permit us to think straight”

   Aldous Huxley, The Human Situation
Cell 1: Virtual (Goods)
Virtual???
• Connotations
   – Not real
   – Valueless
   – “Who would be stupid enough to pay for that!”


• Opposite of Real = Imaginary

• It’s Digital but it’s Real
Virtual Goods = Digital FMCG?

• “Virtual Goods are Consumer Products”
  – Cary Rosenzweig, CEO, IMVU Inc.
Analog vs. Digital Experiences
World Cup! Concerts, Travels, Encounters…
Cell 2: (Video) Games
Video Games
• Connotations
  – Childish
  – Waste of time

• Adults don’t play games!

• Updated terminology
  – Video = Digital (is this needed?)
  – Games = Entertainment
Field Research: My Aunt
     (Mountain View)
Field Research: Halloween
       (San Francisco)
Field Research: Santa Con
         (London)
To Understand Online, Look Offline


• Look at Social Behavior

• Look at Animal Behavior

• Look at Foreign Cultures
Sociologist
  (esp. Social Psychology)




       Stanley Milgram (1933-1984)
“Small world experiment” / 6 degrees (1967)
  “Behavioral Study of Obedience” (1963)
Sociologist
(esp. Social Psychology)




       Philip Zimbardo (1933)
 Stanford Prison Experiment (1971)
      The Lucifer Effect (2007)
Zoologist




Desmond Morris (1928~, North Wiltshire)
      “The Naked Ape” (1967)
      “The Human Zoo” (1969)
Anthropologist




Robin Dunbar (1947~, Liverpool)
       (Dunbar Number)
Evolutionary Biologist




Charles Darwin (1809-1882, Shropshire)
        “The Origin of Species”
Chilled-Out Entertainer




        David Brent
The Situation

• Emotions & Experiences vs. Commodities

• Digital entertainment offers Super-Stimuli
  – Pure mental stimulation >> Daily grind
  – The largest sexual organ is the brain!




              Left : Super Stimulus mimicking beak targeting the “Fixed Action Patterns” of Seagulls
All The World’s a Stage…
All The World’s a Stage…
   …and all the men and
   women merely Avatars




                 Picture courtesy of Asiana’s in-flight cartoon team
PART II

The Asian Situation
Quiz
Answers


World’s #3 largest
Internet company
 after Google and
     Amazon
                                                                    #2 youngest self-
                                                                     made billionaire
                                                                    in the world after
                                                                    Mark Zuckerberg
                                                                       of Facebook




              Pony Ma, CEO, Tencent             Yoshikazu Tanaka, CEO, GREE
Where To Find Digital Goods?

       1. Social networks

        2. Online games

        3. Virtual worlds

           4. Offline?
Digital Goods Market for 2009



                 Asia               $7 bln
                 USA                $1 bln




Sources: www.plus8star.com (Asia) - Inside Virtual Goods, Oct 2009 (US)
Digital Goods Market Estimates for 2010



                Asia         $9 bln
                USA          $2 bln




Source: www.plus8star.com
1. Social Networks
Asian Social Networks
Market Caps (May 2010)

        $35.3B




        $4.2B




        $2.5B




        $900M
QQ IM & QZone
More on Tencent

• Revenue 2009                         $1.8B

• Net Profit Margin                    40%

• Revenue from Digital Goods           90%
  – Digital currency
  – Multiple payment methods
  – Purchase, rental, subscriptions…
11:30
                               Shin Takamiya

            Advertising

Gree Home                     Advertising &
                              Affiliates | 25%

            Avatars & items



                              B2C virtual
            Games             goods | 75%
                              60% avatars
                              40% games
Mobile App Platform since Oct.09
                (330 apps as of February 2010)




City Building     Harvest Moon     Shopkeeper       Furauni
By Liveware        By Liveware   By Geisha Tokyo   By Konami
2. Online Games
Business Model Evolutions

• First wave: Packaged Software
     • First issue: Piracy
Business Model Evolutions

• First wave: Packaged Software
     • First issue: Piracy

• Second wave: Online + Subscriptions
     • Second issue: Competition / Game as a Service
Quiz!

What is this game?
Kingdom of the Wind (Nexon, 1996)
Business Model Evolutions

• First wave: Packaged Software
     • First issue: Piracy

• Second wave: Online + Subscriptions
     • Second issue: Competition / Game as a Service

• Third wave: Virtual Goods
     • Third issue: User Acquisition / Balancing Economy
Third Wave: Korea

• Online + Virtual Goods




    SuperMarioKart            Kart Rider
Nexon Today

• Some famous games
  –   Kart Rider (200M reg. users)
  –   Dungeon & Fighter (200M reg. users)
  –   Maple Story (95M reg. users)
  –   Mabinogi, Combat Arms, etc.

• Revenue 2009: $561 million (+56%)
  – Over half from overseas (first time!)

• Disney offering $6 billion? (rumor)
  – EA’s market cap is $5.3 billion… (2010.06)
“Nexon has perfected the free to play model
worldwide and has applied it as a winning formula
          to very outstanding games”

                 Daniel Kim, CEO
                 Nexon America
Business Model Evolutions

• First wave: Packaged Software
     • First issue: Piracy

• Second wave: Online + Subscriptions
     • Second issue: Competition / Game as a Service

• Third wave: Virtual Goods
     • Third issue: User Acquisition / Balancing Economy

• Fourth wave: Social Games
     • Fourth issue: Competition again!
Social Games

• Stand-alone to Social Game
Some Data on China
                  (source: GAPP)

• 2009 market: $3.75B

• 105 million game users
  – SNS games = 87.7% (92 mln)
  – MMOs = 22.7% (24 mln)
  – Single-player PC games = 36.1% (38 mln)

• Ads
  – 71.3% of SNS game players see an ad when playing
  – 2.2% CTR for SNS games (>>0.1% for web ads)
Chinese Online Games Companies
• Listed on NASDAQ
     •   NETEASE             NTES    $3.93B
     •   SHANDA              SNDA    $2.65B
     •   SHANDA GAMES        GAME    $1.56B
     •   PERFECT WORLD       PWRD    $1.20B
     •   CHANGYOU            CYOU    $1.49B
     •   GIANT INTERACTIVE   GA      $1.64B

• Listed on HKSE
     • TENCENT               0700    $30.6B
     • NET DRAGON            0777    $250M
     • KINGSOFT              3888    $595M
                                    Data as of: 21 June 2010
Revenue & Profit (2008)
                 80%
                 70%
                 60%
                 50%
 Profit Margin




                 40%
                 30%
                 20%
                 10%
                                                                                          +8* | www.plus8star.com
                 0%
                       0              50                   100                   150                   200     250
                                                       Revenue (mln USD)
                                                Bubble size = Net Profit (mln USD)
Note: The net margin/profit value used for Tencent game and NetEase is the one of the whole company, 2008
Tencent: Up and To The Right!
Total Market Cap
• And the total is…
     • 8 Gaming Companies       $13.3B
     • TENCENT                  $30.6B
     • TOTAL                    $43.9B

• Comparables
     •   ACTIVISION BLIZZARD    $14.27B
     •   ELECTRONICS ARTS       $5.28B
     •   TAKE TWO INTERACTIVE   $853M
     •   UBISOFT                $817M
     •   ATARI                  Delisted from NASDAQ
     •   TOTAL                  $21.2B
                                     Data as of: 21 June 2010
More Comparables
• Korea
    • NHN (Naver, Hangame)   $7.6B
    • NC SOFT                $3.8B
    • NEXON                  Private ($6B offer?)

• Japan
    •   SEGA SAMMY           $4.1B
    •   KONAMI               $2.5B
    •   SQUARE ENIX          $2.3B
    •   NAMCO BANDAI         $2.2B
    •   CAPCOM               $1.2B
    •   (NINTENDO            $44.2B)
                                   Data as of: 21 June 2010
Guitar Hero

• Inspired by “Dance Dance
  Revolution” (Japan)

• Japanese publishers:
  “It won’t work in the West”

• US publishers:
  “It won’t work in the West”

• It worked in the West.
Rhythm Game = Dating Game?
Case Study: Farm Games
Quiz
       Who Created the First Farming Game?

•   Game            MAU         Dev.           Country
•   FarmVille       61.6M       Zynga          USA
•   Farm Town       18.6M       Slashkey       USA
•   Country Story    8.1M       Playfish       UK
•   Barn Buddy       6.8M       TheBroth       USA
•   Happy Farm       2.5M       5 Minutes      China
•   Happy Harvest    .6M        Elex           China


                     Source: Appdata and Facebook, 2009.10.26
Answer: “It’s Complicated”

1. Five Minutes (China)

2. Slashkey (US)

3. Zynga (US)

4. Playfish (UK), Elex (China), etc.
The Mother of all Farming Games?
          or “where is the innovation?”

• Harvest Moon (1996)
  – On Super NES, by Victor Interactive
  – Inspired Happy Farm

• Sim Farm (1993)
  – On PC, by Maxis

• Where is the innovation?
  – Not in the game concept, but in
    viral & social mechanics
A FarmVille Button?




PHOTO: MOBILE PHONE, BEIJING, APRIL 2010
© Benjamin Joffe / Plus Eight Star Ltd.
There is a link to
                           check your QQ Farm




PHOTO: MOBILE PHONE, BEIJING, APRIL 2010
© Benjamin Joffe / Plus Eight Star Ltd.
3. Virtual Worlds
Virtual Worlds

• Strengths
  – Exploration
  – Creativity
  – Online Economy

• Weaknesses
  – No social graph
  – No fun!

• IMVU, Second Life “pivoting”
(from Web 2.0 Conference, 2010.05)


• Revenue 2009: $22 million (x2)
  – Became profitable & cash flow positive


• Revenue 2010: $44 million? (x2)

• Begin pivot… Virtual World to Social Entertainment
  – “From Dress Up to Level Up”
  – Game Mechanics
  – 2D and 3D Games
Japan
Internet
Adventure   Meet-me
(by SEGA)
PS3 “Home”
25 million Xbox 360
 consoles getting
software upgrade?
Poupee Girl
(by CyberAgent)
(by SquareEnix)
Pigg
(by CyberAgent)
Pigg
                 (by CyberAgent)
• 1Q2010 Revenue >$7M
  – 3M+ users (2010.04)
  – TV ads!

• Paying Users
  – 80% are 20 to 40y.o.
  – 70% female

• Payment
  – 68% Mobile, 20% Webmoney, 12% Credit Card
South Korea
China
(60% Made in China)
Conclusions



• Pure virtual world = Not fun enough?

• Emerging & Converging with SNS & Games
4. Offline (but Digital)
South Korea | “Screen Golf” Mainstream!




             5,000 “Golf Cafes”
          US$ 500 million market
      82,000 daily visits (vs. 65,000 for “real” golf)
        US$ 20 / 18 holes (10 times cheaper)
South Korea | VR Golf Going Global?



              “I almost feel like I'm actually playing on the fairway”



“Screen golf has created a unique market in our country,
where people prefer rooms for chatting and socializing”




                     “In view of growing demand for simulators abroad,
                     I believe screen golf will become a global trend”
Best (and Worst) Practices
Categories


   Social

Game-related

  Metrics
Social Best Practices

• Engaging with strangers

• Triggering emotions

• Group behaviors and social proof

• Desires of power, fame, greed, lust (“attachment”)

• Willingness to help (goodwill & cooperation)

• Community Engagement
Game Best Practices

• Target: Don’t leave money on the table!

• Balance vs. Conflict (cf. Zhang Ye)

• “Endorphin” feedback loop (actions, levels)

• Lottery systems (borderline gambling)
Metrics Best Practices

• Improve conversion ratios
  – Double your revenue?
  – From visitors to active to paying to high ARPPU


• Measure ROI and maximize channels

• Trigger virality (K-factor) and re-engagement
PART III

What Might Happen Soon
Proven Models Spreading

• Asian companies expanding
  – Bring online & social games overseas
  – Acquire IP from Japan, US, Europe?


• Huge opportunities in emerging markets
  – “Tencents” of… Russia, Brazil, Vietnam, Indonesia…


• Globalization of dev & publishing abilities
Remaining Barriers in the West

• Semantic prisons

• Payment infrastructure
  – Getting better, but still far off


• Industry legacy
  – Content production & operation
Chinese Companies Going Abroad
• Online game companies
  – Perfect World | Japan, (US)
     • C&C Media | 21 million USD, March 2010
  – Shanda | US
     • Mochi Media | 80 million USD
  – Tencent | Russia, Vietnam, India, USA…

• Social game companies
  – Rekoo | Japan (#1), Korea (#1), Russia
  – 5 Minutes | US, others
  – 6 Waves (HK) | One of FB’s top global publishers
China’s Hurdles: Soft Skills

           Building                 Selling

• Disruptive vs.           • Cultural tuning
  Incremental Innovation

• Design                   • PR

• Product/Project          • Country “brand”
  Management

• Quality                  • Partnerships
Cmune’s Case

• Paradise Paintball
  • First FPS inside social networks


• International Team in Beijing
  – Founders: Australian, French, Korean


• Launched on Facebook, MySpace, Apple.com
Paradise Paintball | World’s First Social FPS!




                                                        www.cmune.com
                                       www.facebook.com/paradisepaintball
AWARDED
 “BEST NEW
   GAME”
ON MYSPACE
 (GDC 2010)
If I did a good job, you…

• Enriched your views on virtual goods

• Understand gaming is moving to online

• Recognize that Asia has a head start
Thanks!
Thanks!

I’m here until Sunday
Thanks!

I’m here until Sunday

           and…
        go England!
More about “Innovation Arbitrage”


www.plus8star.com

benjamin@plus8star.com
                                       +81 | Japan

benjamin0123                           +82 | Korea

                                       +86 | China
http://twitter.com/benjaminjoffe
                                    Telecom & Internet

www.linkedin.com/in/benjaminjoffe     + Added Value

                                      * High quality
www.slideshare.net/plus8star

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Who wants to be a billionaire

  • 1. Who Wants to be a Billionaire? Asia’s Best (and Worst) Practices With Virtual Goods Benjamin Joffe, CEO | Plus Eight Star Ltd. Virtual Goods Forum| London, 2010.06
  • 2. @benjaminjoffe 4 years 1 year 5 years
  • 3.
  • 4. | Plus Eight Star • “Innovation Arbitrage” • Internet & Mobile Strategy & Research • Best practices from China, Japan & Korea • Published research • Inside Cyworld (2007) • Inside Tencent (2009) • Clients • Microsoft, IMVU, Mig33, DeNA, Mail.ru, Vinagame, Nokia, Harvard Business School, etc.
  • 5. Work With Startups • Mogi, by Newt Games (2003) – Mobile SNS in Japan • 3G, GPS, avatars, virtual items – Too early! • Paradise Paintball, by Cmune (2010) – First 3D FPS game on Social Networks • “Best New Game” on MySpace (GDC 2010) • #1 Widget on Apple.com • > 500,000 MAU across all channels (2010.06) – On time!
  • 6. Plan 1. What I learned about virtual goods so far 2. What happens in Asia 3. What I think might happen soon
  • 7. PART I What I Learned About Virtual Goods So Far
  • 8. Orientation Test Who has a Facebook account?
  • 9. Orientation Test Who has played a game on Facebook?
  • 10. Orientation Test Who has paid for Virtual Goods before?
  • 11. Our Challenges • We are old • We are not local • We are not users • We have (lots of) cultural stereotypes • Things have been pretty good this way so far
  • 13. “There are plenty of semantic prisons which do not permit us to think straight” Aldous Huxley, The Human Situation
  • 14. Cell 1: Virtual (Goods)
  • 15. Virtual??? • Connotations – Not real – Valueless – “Who would be stupid enough to pay for that!” • Opposite of Real = Imaginary • It’s Digital but it’s Real
  • 16. Virtual Goods = Digital FMCG? • “Virtual Goods are Consumer Products” – Cary Rosenzweig, CEO, IMVU Inc.
  • 17. Analog vs. Digital Experiences World Cup! Concerts, Travels, Encounters…
  • 19. Video Games • Connotations – Childish – Waste of time • Adults don’t play games! • Updated terminology – Video = Digital (is this needed?) – Games = Entertainment
  • 20. Field Research: My Aunt (Mountain View)
  • 21.
  • 22. Field Research: Halloween (San Francisco)
  • 23. Field Research: Santa Con (London)
  • 24. To Understand Online, Look Offline • Look at Social Behavior • Look at Animal Behavior • Look at Foreign Cultures
  • 25. Sociologist (esp. Social Psychology) Stanley Milgram (1933-1984) “Small world experiment” / 6 degrees (1967) “Behavioral Study of Obedience” (1963)
  • 26. Sociologist (esp. Social Psychology) Philip Zimbardo (1933) Stanford Prison Experiment (1971) The Lucifer Effect (2007)
  • 27. Zoologist Desmond Morris (1928~, North Wiltshire) “The Naked Ape” (1967) “The Human Zoo” (1969)
  • 28. Anthropologist Robin Dunbar (1947~, Liverpool) (Dunbar Number)
  • 29. Evolutionary Biologist Charles Darwin (1809-1882, Shropshire) “The Origin of Species”
  • 30. Chilled-Out Entertainer David Brent
  • 31. The Situation • Emotions & Experiences vs. Commodities • Digital entertainment offers Super-Stimuli – Pure mental stimulation >> Daily grind – The largest sexual organ is the brain! Left : Super Stimulus mimicking beak targeting the “Fixed Action Patterns” of Seagulls
  • 32. All The World’s a Stage…
  • 33. All The World’s a Stage… …and all the men and women merely Avatars Picture courtesy of Asiana’s in-flight cartoon team
  • 34. PART II The Asian Situation
  • 35. Quiz
  • 36. Answers World’s #3 largest Internet company after Google and Amazon #2 youngest self- made billionaire in the world after Mark Zuckerberg of Facebook Pony Ma, CEO, Tencent Yoshikazu Tanaka, CEO, GREE
  • 37. Where To Find Digital Goods? 1. Social networks 2. Online games 3. Virtual worlds 4. Offline?
  • 38. Digital Goods Market for 2009 Asia $7 bln USA $1 bln Sources: www.plus8star.com (Asia) - Inside Virtual Goods, Oct 2009 (US)
  • 39. Digital Goods Market Estimates for 2010 Asia $9 bln USA $2 bln Source: www.plus8star.com
  • 42. Market Caps (May 2010) $35.3B $4.2B $2.5B $900M
  • 43. QQ IM & QZone
  • 44. More on Tencent • Revenue 2009 $1.8B • Net Profit Margin 40% • Revenue from Digital Goods 90% – Digital currency – Multiple payment methods – Purchase, rental, subscriptions…
  • 45. 11:30 Shin Takamiya Advertising Gree Home Advertising & Affiliates | 25% Avatars & items B2C virtual Games goods | 75% 60% avatars 40% games
  • 46. Mobile App Platform since Oct.09 (330 apps as of February 2010) City Building Harvest Moon Shopkeeper Furauni By Liveware By Liveware By Geisha Tokyo By Konami
  • 48. Business Model Evolutions • First wave: Packaged Software • First issue: Piracy
  • 49. Business Model Evolutions • First wave: Packaged Software • First issue: Piracy • Second wave: Online + Subscriptions • Second issue: Competition / Game as a Service
  • 51.
  • 52. Kingdom of the Wind (Nexon, 1996)
  • 53. Business Model Evolutions • First wave: Packaged Software • First issue: Piracy • Second wave: Online + Subscriptions • Second issue: Competition / Game as a Service • Third wave: Virtual Goods • Third issue: User Acquisition / Balancing Economy
  • 54. Third Wave: Korea • Online + Virtual Goods SuperMarioKart Kart Rider
  • 55. Nexon Today • Some famous games – Kart Rider (200M reg. users) – Dungeon & Fighter (200M reg. users) – Maple Story (95M reg. users) – Mabinogi, Combat Arms, etc. • Revenue 2009: $561 million (+56%) – Over half from overseas (first time!) • Disney offering $6 billion? (rumor) – EA’s market cap is $5.3 billion… (2010.06)
  • 56. “Nexon has perfected the free to play model worldwide and has applied it as a winning formula to very outstanding games” Daniel Kim, CEO Nexon America
  • 57. Business Model Evolutions • First wave: Packaged Software • First issue: Piracy • Second wave: Online + Subscriptions • Second issue: Competition / Game as a Service • Third wave: Virtual Goods • Third issue: User Acquisition / Balancing Economy • Fourth wave: Social Games • Fourth issue: Competition again!
  • 59. Some Data on China (source: GAPP) • 2009 market: $3.75B • 105 million game users – SNS games = 87.7% (92 mln) – MMOs = 22.7% (24 mln) – Single-player PC games = 36.1% (38 mln) • Ads – 71.3% of SNS game players see an ad when playing – 2.2% CTR for SNS games (>>0.1% for web ads)
  • 60. Chinese Online Games Companies • Listed on NASDAQ • NETEASE NTES $3.93B • SHANDA SNDA $2.65B • SHANDA GAMES GAME $1.56B • PERFECT WORLD PWRD $1.20B • CHANGYOU CYOU $1.49B • GIANT INTERACTIVE GA $1.64B • Listed on HKSE • TENCENT 0700 $30.6B • NET DRAGON 0777 $250M • KINGSOFT 3888 $595M Data as of: 21 June 2010
  • 61. Revenue & Profit (2008) 80% 70% 60% 50% Profit Margin 40% 30% 20% 10% +8* | www.plus8star.com 0% 0 50 100 150 200 250 Revenue (mln USD) Bubble size = Net Profit (mln USD) Note: The net margin/profit value used for Tencent game and NetEase is the one of the whole company, 2008
  • 62. Tencent: Up and To The Right!
  • 63. Total Market Cap • And the total is… • 8 Gaming Companies $13.3B • TENCENT $30.6B • TOTAL $43.9B • Comparables • ACTIVISION BLIZZARD $14.27B • ELECTRONICS ARTS $5.28B • TAKE TWO INTERACTIVE $853M • UBISOFT $817M • ATARI Delisted from NASDAQ • TOTAL $21.2B Data as of: 21 June 2010
  • 64. More Comparables • Korea • NHN (Naver, Hangame) $7.6B • NC SOFT $3.8B • NEXON Private ($6B offer?) • Japan • SEGA SAMMY $4.1B • KONAMI $2.5B • SQUARE ENIX $2.3B • NAMCO BANDAI $2.2B • CAPCOM $1.2B • (NINTENDO $44.2B) Data as of: 21 June 2010
  • 65. Guitar Hero • Inspired by “Dance Dance Revolution” (Japan) • Japanese publishers: “It won’t work in the West” • US publishers: “It won’t work in the West” • It worked in the West.
  • 66. Rhythm Game = Dating Game?
  • 68.
  • 69. Quiz Who Created the First Farming Game? • Game MAU Dev. Country • FarmVille 61.6M Zynga USA • Farm Town 18.6M Slashkey USA • Country Story 8.1M Playfish UK • Barn Buddy 6.8M TheBroth USA • Happy Farm 2.5M 5 Minutes China • Happy Harvest .6M Elex China Source: Appdata and Facebook, 2009.10.26
  • 70. Answer: “It’s Complicated” 1. Five Minutes (China) 2. Slashkey (US) 3. Zynga (US) 4. Playfish (UK), Elex (China), etc.
  • 71. The Mother of all Farming Games? or “where is the innovation?” • Harvest Moon (1996) – On Super NES, by Victor Interactive – Inspired Happy Farm • Sim Farm (1993) – On PC, by Maxis • Where is the innovation? – Not in the game concept, but in viral & social mechanics
  • 72. A FarmVille Button? PHOTO: MOBILE PHONE, BEIJING, APRIL 2010 © Benjamin Joffe / Plus Eight Star Ltd.
  • 73. There is a link to check your QQ Farm PHOTO: MOBILE PHONE, BEIJING, APRIL 2010 © Benjamin Joffe / Plus Eight Star Ltd.
  • 75. Virtual Worlds • Strengths – Exploration – Creativity – Online Economy • Weaknesses – No social graph – No fun! • IMVU, Second Life “pivoting”
  • 76. (from Web 2.0 Conference, 2010.05) • Revenue 2009: $22 million (x2) – Became profitable & cash flow positive • Revenue 2010: $44 million? (x2) • Begin pivot… Virtual World to Social Entertainment – “From Dress Up to Level Up” – Game Mechanics – 2D and 3D Games
  • 77. Japan
  • 78. Internet Adventure Meet-me (by SEGA)
  • 79.
  • 80.
  • 82. 25 million Xbox 360 consoles getting software upgrade?
  • 86. Pigg (by CyberAgent) • 1Q2010 Revenue >$7M – 3M+ users (2010.04) – TV ads! • Paying Users – 80% are 20 to 40y.o. – 70% female • Payment – 68% Mobile, 20% Webmoney, 12% Credit Card
  • 88.
  • 89.
  • 90.
  • 91.
  • 92.
  • 93. China
  • 94.
  • 95.
  • 96.
  • 97. (60% Made in China)
  • 98.
  • 99.
  • 100. Conclusions • Pure virtual world = Not fun enough? • Emerging & Converging with SNS & Games
  • 101. 4. Offline (but Digital)
  • 102. South Korea | “Screen Golf” Mainstream! 5,000 “Golf Cafes” US$ 500 million market 82,000 daily visits (vs. 65,000 for “real” golf) US$ 20 / 18 holes (10 times cheaper)
  • 103. South Korea | VR Golf Going Global? “I almost feel like I'm actually playing on the fairway” “Screen golf has created a unique market in our country, where people prefer rooms for chatting and socializing” “In view of growing demand for simulators abroad, I believe screen golf will become a global trend”
  • 104. Best (and Worst) Practices
  • 105. Categories Social Game-related Metrics
  • 106. Social Best Practices • Engaging with strangers • Triggering emotions • Group behaviors and social proof • Desires of power, fame, greed, lust (“attachment”) • Willingness to help (goodwill & cooperation) • Community Engagement
  • 107. Game Best Practices • Target: Don’t leave money on the table! • Balance vs. Conflict (cf. Zhang Ye) • “Endorphin” feedback loop (actions, levels) • Lottery systems (borderline gambling)
  • 108. Metrics Best Practices • Improve conversion ratios – Double your revenue? – From visitors to active to paying to high ARPPU • Measure ROI and maximize channels • Trigger virality (K-factor) and re-engagement
  • 109.
  • 110.
  • 111.
  • 112. PART III What Might Happen Soon
  • 113. Proven Models Spreading • Asian companies expanding – Bring online & social games overseas – Acquire IP from Japan, US, Europe? • Huge opportunities in emerging markets – “Tencents” of… Russia, Brazil, Vietnam, Indonesia… • Globalization of dev & publishing abilities
  • 114. Remaining Barriers in the West • Semantic prisons • Payment infrastructure – Getting better, but still far off • Industry legacy – Content production & operation
  • 115. Chinese Companies Going Abroad • Online game companies – Perfect World | Japan, (US) • C&C Media | 21 million USD, March 2010 – Shanda | US • Mochi Media | 80 million USD – Tencent | Russia, Vietnam, India, USA… • Social game companies – Rekoo | Japan (#1), Korea (#1), Russia – 5 Minutes | US, others – 6 Waves (HK) | One of FB’s top global publishers
  • 116. China’s Hurdles: Soft Skills Building Selling • Disruptive vs. • Cultural tuning Incremental Innovation • Design • PR • Product/Project • Country “brand” Management • Quality • Partnerships
  • 117. Cmune’s Case • Paradise Paintball • First FPS inside social networks • International Team in Beijing – Founders: Australian, French, Korean • Launched on Facebook, MySpace, Apple.com
  • 118. Paradise Paintball | World’s First Social FPS! www.cmune.com www.facebook.com/paradisepaintball
  • 119. AWARDED “BEST NEW GAME” ON MYSPACE (GDC 2010)
  • 120. If I did a good job, you… • Enriched your views on virtual goods • Understand gaming is moving to online • Recognize that Asia has a head start
  • 123. Thanks! I’m here until Sunday and… go England!
  • 124. More about “Innovation Arbitrage” www.plus8star.com benjamin@plus8star.com +81 | Japan benjamin0123 +82 | Korea +86 | China http://twitter.com/benjaminjoffe Telecom & Internet www.linkedin.com/in/benjaminjoffe + Added Value * High quality www.slideshare.net/plus8star