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Gaming In Japan And Beyond:
Where Is The Industry Going From Here?




                     By Serkan Toto, PhD
                     www.serkantoto.com
Image credit: DeNA
About Me
• Social and mobile gaming industry consultant
• Advisor for startups in Japan and the US
• Japan contributor for TechCrunch.com
• Based in Japan since 2004
• Hardcore gamer
• JP game blogger: http://www.serkantoto.com
Contact Information
Twitter: http://twitter.com/serkantoto

LinkedIn: http://linkedin.com/in/serkantoto

Email: serkan AT serkantoto.com
Visit My Website For Free Information On
Japan’s Social Game Industry
(http://www.serkantoto.com)
Agenda
I: Structure Of Japan’s Social Gaming Market
II: Market Size
III: 10 Key Trends In Gaming
IV: Threats And Opportunities For DeNA & GREE
I: Structure Of Japan’s Social Gaming
Market
Japan‘s Unique Social Networking
Landscape
•  Basic structure: real social graph vs.
   virtual social graph
•  3 homegrown social networks with 25-30+
   million registered users each:
  – Mixi (real/80% mobile social networking)
  – GREE (virtual/mobile social gaming)
  – Mobage (virtual/mobile social gaming)
Fragmented Industry Structure
•  400+ social application providers
•  2 dominant companies double as platform
   and game providers:
   GREE and DeNA (“Facebook+Zynga in 1“)
•  IPOs said to increase going forward
•  Rekoo only really successful foreign player
•  Zynga Japan is an underdog
Japan‘s
Social
Gaming
Market:
Dominant
Duopoly

Key Peculiarity: Gaming Nation Japan
•  Taito‘s Space Invaders kicked off the gaming
   industry as a whole in 1978
•  Nintendo‘s Famicom revitalized industry after
   the big crash 1983
•  Japan has 10% share ($6.5 billion) in global
   video game market
•  Games enjoy greater cultural attention in
   Japan than elsewhere
•  higher payment walls for progressing in social
   games are accepted
Key Peculiarity: Mobile
 •  Social games (and the web at large) are
    consumed mainly on mobile phones
 •  virtual item payment via carrier billing as
    catalyst
 •  GREE/Mobage pre-installed on handsets




Image credit: KDDI au
Key Peculiarity: Special Genres
•  Some social gaming genres are as popular in
   Japan as elsewhere, i.e.
  – farming
  – pet-breeding
  – city-building
  – restaurant management etc.
•  But some are especially popular over here
Key Peculiarity: Special Genres
Example 1: Manga-based social games
Key Peculiarity: Special Genres
Example 2: Social RPGs
Key Peculiarity: Special Genres
Example 3: Social dating and love simulations
Key Peculiarity: Special Genres
Example 4: Social idol-raising games
Key Peculiarity: Special Genres
Example 5: Social card battle games
II: Market Size
Size Of Japan‘s Social Gaming Market
Projection from Morgan Stanley, January 2012
Size Of Japan‘s Social Gaming Market
Projection from Nomura, January 2012
Size Of Japan‘s Social Gaming Market
Projection from JP Morgan, June 2011


        •  011: US$2.8 billion
         2

        •  012: US$3.4 billion
         2

        •  013: US$3.9 billion
         2
Size Of Japan‘s Social Gaming Market
Projections from other sources, July 2012


  • Ministry Of Internal Affairs:
  US$3.26 billion (in 2011)

  •  apan Online Game Association:
   J
  US$3.6 billion (in 2011)
III: 10 Key Trends In Gaming
Trend 1: Smartphone Gaming
Example: Real Racing 3
Trend 2: Tablet Gaming
Example: Phoenix Guild
Example: Supercell
Example: Wikipad
Trend 3: “Indie” Gaming
Example: Steam
Example: Xbox Live
Example: App Store
Example: Minecraft
Example: Tiny Wings
Trend 4: Cloud-Based Gaming




Image credit: Kotaku.com (2010)
Example: Onlive
Example: Gaikai (Sony)
Example: Agawi
Example: G-cluster
Trend 5: (Connected) TV Gaming




Image credit: Colorcubic.com (Atari 1984)
Example: Ouya
Example: Apple Airplay
Example: Google TV
Trend 6: GaaS Model / DLC / F2P
Example: EA
Example: (Almost) The Entire Industry




Image credit: Gamefans.com
Trend 7: HTML5 / Multi-Platform
Example: Cut The Rope / Microsoft
Example: Mozilla’s BananaBread 3D FPS
Example: Goko
Example: Game Closure
Trend 8: Full Immersion




Image credit: Wiki Commons
Example: Sony’s 3D OLED Headset
HMZ




Image credit: Game Watch
Example: Microsoft’s Immersive
Gaming System
Trend 9: Social Revolution
Trend 10: Alternative UI
Example: zSpace/Unity Hologram
gaming
Example: Emotiv’s mind-reading
game controller
IV: Threats And Opportunities For
DeNA & GREE
Threat 1: Regulation
Threat 2: Internationalization
Threat 3: App Economy
Threat 4: Video Games -> Digital
Threat 5: Social Card Game Fatigue
Threat 6: Rise Of Facebook
Threat 7: Competitive Landscape
Opportunity 1: Smartphone Adoption




Image credit: Gadgetreview.com
Opportunity 2: Nintendo’s Iwata-san
Opportunity 3: Next-Gen Social Games
Opportunity 4: Black Box Japan
Opportunity 5: Japan’s Wealthy Users
Thank you for listening!
     Questions?
Contact Information
Twitter: http://twitter.com/serkantoto

LinkedIn: http://linkedin.com/in/serkantoto

Email: serkan AT serkantoto.com

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Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And GREE)