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Why Mobile Social Games Need a
                Platform Now More than Ever

                           Eros Resmini
               SVP of Marketing & Developer Relations



Confidential                               Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE Overview
   Japan’s Leading Mobile Social Gaming Platform

                               Tokyo
   Founded                     December 2004
   Founder & CEO               Yoshikazu Tanaka



               International   San Francisco
   Founded                     January 2011
   CEO                         Naoki Aoyagi


Confidential                                   Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
OpenFeint Overview
   Leading Mobile Social Gaming Ecosystem

   • Mobile social gaming standard with millions of users globally
   • Cross platform ecosystem: iOS + Android
   • Open source & customizable UI
   • Founded in April 2009 in Burlingame, California
   • Acquired by GREE in April 2011




Confidential                                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE Financial Overview

                         Net Sales & Operating Profit
                      USD         2007    2008    2009     2010     2011    • $5 Billion market cap
                     Net Sales     3.8M   34.6M   164.1M   414.5M   750M


                      O. Profit   △1.2M   12.3M    98.4M   230.3M   370M
                                                                            • Fastest Growing Tech
                                                                              Company in Japan
    USD (Millions)




                                                                            • 2,636% revenue
                                                                              growth over 3 years

                                                                            • Q2 FY2012 record
                                                                              high revenue ($536M)
                                                                              topped Zynga ($311M)



          * Fiscal year-end, June 30                                       Source: Deloitte Technology Fast 50 Japan 2010



Confidential                                                                            Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE’s Global Reach



                                  Amsterdam

                         London                                      Seoul
                                             Beijing
               San Francisco
                                                                         Tokyo
                                     Dubai

                                                           Singapore

                         São Paulo




Confidential                                    Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Growing User and Game Network




                                                                     Live Games
Players (Millions)




                                           190+ MM                                       7500+
                                       Unique User Accounts                              Live Games




                                    2010        2011          2012                2010           2011                                   2012


                     Confidential                                                             Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
A Platform Symbiosis
           mobile social design


Confidential                      Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Growth in Free-to-Play Games
   Game Design Shifting to Freemium with IAP


   Premium games                                                                    User Revenue
   monetize users once
                                                                                    Free-to-play with IAP
                                                                     $ Paid
                                                                                    Longer play = more $$$$

   F2P games monetize
   users many times                                                                                                             Premium
                                                                                                                                Game




   Virtual goods market
   was $7.3B in 2010; will                                                                                Time game played

   double by 2014                                                             Download App




   Source: Zynga SEC filing, via In-Stat market intelligence firm.



Confidential                                                                            Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Free-to-Play Games Monetize
   US App Store: 20 of Top 25 Grossing Games
   are Free to Download




   Source: iTunes store February 18, 2012



Confidential                                Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
IAP Increasingly Generates Revenue


     % of 2011 US Apple App Store Revenue from Free Apps




   Source: Distimo Report, 2011 (* Top 200 grossing iPhone apps in the US per month)



Confidential                                                                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Goal of Freemium Games
   Increase Player Lifetime Value (LTV)




                                              Player
               Lifetime       Revenue      Engagement
                Value     =   Per User
                                       X
                (LTV)                       Cost Per
                                           Acquisition
                                             (CPA)




Confidential                                Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Goal of Freemium Games
   LTV Greater than Cost Per Acquisition (CPA)




               Lifetime             Cost Per
                Value              Acquisition
                (LTV)                (CPA)




Confidential                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Social Games are Special
   Social is a unique variant of “freemium” that
   uses social network effects to increase LTV
   and lower CPI/A

                          SNS or social platform

                           Game Economics
                                                Player
               Lifetime                      Engagement
                Value      = Revenue X
                (LTV)         Per User




                                                                      from friends
                                               Cost Per




                                                                        Requests
                                              Acquisition
                                                (CPA)




Confidential                                         Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Social Gaming Ecosystem

   Social Games are More Efficient on Platforms

   Facebook: Users Start with SNS, then Discover and Play Games




   Mobile: Users Start with Games, then Tap into SNS




Confidential                                            Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Benefits of Social Games Ecosystem
   Optimizes Acquisition, Retention, Monetization


                                           • App portal optimizes distribution
                            Acquisition
                                           • Cross promotion builds user base




                                           • Social & communication tools engage
                                             users
           SNS
          Social Platform    Retention
                                           • Games and platform engage users

                                           • Viral effect cross games




                            Monetization   • Standard virtual currency across all
                                             games on platform increases ARPU




Confidential                                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Why Fragmentation is Inefficient
   Inhibits Acquisition, Retention, Monetization


                Acquisition              Multiple          High cost &
                 Through                 campaigns         poor results
                Multiple Ad
                 Networks



                 Retention
                              “Loose coupling” of users    Low retention
               Channels are
                              Email, SMS, notifications
                   Weak



                 Limited
               Monetization   Dependent on retention       Difficult to
                  Due to      Univ. currency, VG tools     increase ARPU
                Economic
                  Scale

Confidential                                              Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Case Study:
           Game Evolution on PC & Mobile




Confidential                     Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
PC: Casual Game Portals
   Early Portals Lacked Strong Social Effects




                                 Most portals lacked social
                                 features, inhibiting player-
                                 to-player interaction.
               SNS
                                 Some portals emerged
                                 offering weak social
                                 features, badges, and
                                 micro-transactions.




Confidential                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
PC: Facebook
   Social Games Emerged on Facebook in 2007




                              Facebook won social and
                              dominates the online social
                              gaming market.
               SNS
                              Developers leverage
                              Facebook’s high DAU and
                              social effects to retain and
                              monetize users.




Confidential                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
2012: A Pivotal Moment
      Smartphone Sales Outpace PC Sales

             Global Smartphone vs PC Sales




出所: MorganStanley 「 Mobile Internet Trend 」より当社作成
   Confidential                                     Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Mobile: Fragmented Network
   Games on Mobile are Currently in a Fragmented
   Player Ecosystem



                               Users currently discover
                               social network within
                               each game.

     SNS
                               Fragmentation makes
                               acquisition, retention and
                               monetization challenging
                               for developers.




Confidential                         Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Mobile Game Type Evolution
   Mobile Game Type Becomes Increasingly Social




                                          Free-to-Play                  Free-to-Play
                          Free-to-Play
                                          Social Games                 Social Games
         Arcade Games   Games with In-
                                          (fragmented                  (within social
                        App Purchases &
                                           ecosystem)                     network)
                             Virtual
                           Economics




Confidential                                             Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Mobile: Social Gaming Platforms
   Platforms are Emerging to Solve Fragmentation




                           Acquisition    Similar to the shift we saw
                                          on PC, mobile games are
                 Mobile                   moving to social platforms.
                 Social
               SNS
                Platform    Retention

                                          These platforms provide
                                          efficient channels and
                           Monetization   features for developers.




Confidential                                    Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Emerging Mobile Social Platforms
           Current global market


Confidential                     Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
NimbleBit: Tiny Tower
   Mobile Social Game Without a Platform

       Social games can be
       successful without platforms
       and viral friending loops

       Apple named Tiny Tower the
       2011 iPhone Game of the Year

       Boasts 1 million DAU

       Zynga recently announced
       similar title on mobile called
       Dream Heights
   Sources: http://www.pocketgamer.biz/r/PG.Biz/Tiny+Tower/news.asp?c=36660
   http://www.gamesbrief.com/2011/07/ios-tiny-tower-on-track-to-make-3-million-in-its-first-year/



Confidential                                                                                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Global Mobile Market Challenges




               … but several platforms are emerging



Confidential                               Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Potential Platform Landscape
                          SNS Focus

               Social Platforms   Meta-Platforms




                                                               Game Focus
                OS Platforms      Studio Platforms




Confidential                                    Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Business Strength
   GREE Integrates User IDs, SNS, Games, Platform
                              Business Field               Device
                                                                                      Global
                        SNS      Platform      Game        Mobile                    Unified ID

               Game
               Center   ✔         ✔            ✔              ✔                            ✔

           Google+      ✔         ✔             -             ✔                            ✔
                        ✔         ✔            ✔              ✔                              -

                        ✔         ✔             -             ✔                            ✔

                         -        ✔            ✔              ✔                            ✔

                        ✔         ✔            ✔              ✔                            ✔

Confidential                                          Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE Platform:
           Addressing Global Mobile Audience
           GREE global platform


Confidential                     Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE + OpenFeint
   A New Global Platform for Developers and Gamers




               Social Games                                 7,000+ Games

                  Current                                       Current
                               New Global
                GREE Japan                                  OpenFeint
                              GREE Platform
                 Platform                                     Platform

         High-ARPU                                              150MM+ users
      users, plus social                                      12,000+ developers
         know-how


Confidential                                  Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE Platform Strategy
   Offer developers the most robust toolset to take
   advantage of the global mobile gaming market


               Global




               Social




       Open




Confidential                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Comprehensive Offering
                       190 MM Users

                       Unified global platform                            Cross promotions through
                                                                          developer announcements
                       Key regional distribution
                       partners                                           Promotional programs
        Distribution                               Acquisition
                       Localization services




                       Wall posting                                       Friend invites

                       Gifting                                            Incentivized invites

                       Social sharing                                     Social sharing
         Engagement    Push Notifications              Virality           Gifting




                                                                          Dashboard access to game
                       Universal billing
                                                                          analytics
                       International currency
                                                                          Game, player, and
                       management
                                                                          monetization data
        Monetization                                 Analytics




Confidential                                                      Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Thanks! Questions?


                       eros.resmini@gree.net




               facebook.com/gree    twitter.com/gree_corp
Confidential                               Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
We’re Hiring! Apply Now

   San Francisco office apply at GREEjobs.com

   London, Beijing, Singapore, Seoul offices apply at
   corp.gree.net/uk/en/


        -      Admin & HR             -   Legal
        -      Art & UX               -   Marketing & PR
        -      Business Analysis      -   Operations
        -      Biz Dev & Operations   -   Product
        -      Engineering            -   Sales



Confidential                                 Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Appendix




                                                                                 35
Confidential              Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
GREE Japan Platform
         Grew as a Game Platform on a Carrier Platform

                                                                    1st mobile
                                                                   social game
                                                                    launches     GREE goes
                                                                                   public
  Users (Millions)




                                                   Japanese
                                                 Mobile Carriers




                                                                                                 GREE


                     2000   2001   2002   2003   2004    2005       2006    2007     2008        2009          2010




Confidential                                                                          Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
World’s First Mobile Social Game
   GREE’s Tsuri Star Shows Early Design

       Launched in 2007.

       Successful for over 4 years.

       Goals are to fish, buy special tools,
       participate in events, and show off skills.

       Why so popular?
       •Popular hobby
       •Simple rules
       •The more you play, the more you
       discover – simple but involved game play




Confidential                                         Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Facebook & Zynga Users
    Zynga DAU Grew on Facebook Platform
   Daily Active Users (Millions)




    Sources: Zynga SEC Filing and Facebook SEC Filing.



Confidential                                             Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Zynga Revenue Growth                                                                                      CityVille

                                                                                                                              *
    Daily Active Users (Millions)




                                                                                                                                                  Revenue (Millions)
                                                                                      Farmville


                                                                                           Café World

                                                           Zynga
                                                           Annual
                                                          Revenue




                                                                                                  Facebook
                                                                                                    DAU



                                                                                                    Zynga
                                                                                                     DAU



   Note: FY 2011 Zynga revenue is speculated based on the assumption that Q4 revenue will be the same as Q3 revenue.



Confidential                                                                                       Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
High-DAU vs. High-ARPU
  Strategies Differ with Platform Conditions

     CityVille                  Kingdoms of Camelot

     •10MM+ DAU                 •210K DAU
     •Highest MAU FB game       •High % paying users
     •Lions share of FB users   •Maximize LTV
     •Leverage DAU to cross     •Competitive strategy in
     promote other games        consolidated market




Confidential                              Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Recent Zynga in the Press

Arvind Bhatia, Analyst         Zynga spent $120M on Marketing                                       Torsten Reil, CEO of
    at Sterne Agee                             (Jan-Sep 2011)                                          NaturalMotion



               Acquired 400K new users                           Acquired 1M new users
               3M unique payers in Dec 2010;                      3M unique payers in Dec 2010;
                     3.4M in Sep 2011                         3.4M in Sep 2011. But factor in 20%
                                                            attrition rate and attracted 1M new users



               Spent $300 per new user                          Spent $120 per new user


               Each new user spends $150                        Each new user spends $150



               Zynga Loses $150 Per                             Zynga Makes $30 Per
               New Paying Customer                              New Paying Customer



Confidential                                                             Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Case Study: Zynga
   Jan-Sep 2011: Zynga spent $120M on Marketing
   and users grew from 3M to 3.4M
        A       Arvind Bhatia, Analyst at Sterne Agee                                B       Torsten Reil, CEO of NaturalMotion


          Acquired 400K new users                                                       Acquired 1M new users




                     Each new user                                                                 Each new user

                      spends $150                                                                      spends $150


               Lost $150 Per New                                                      Earned $30 Per New
                Paying Customer                                                        Paying Customer

   Sources: http://www.pocketgamer.biz/r/PG.Biz/NaturalMotion+Games+news/news.asp?c=37153
   http://www.gamasutra.com/view/news/39747/Analyst_Zynga_is_losing_150_per_new_paying_customer.php?
   utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+fingergaming+%28FingerGaming%29

Confidential                                                                                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Case Study: Zynga
   Jan-Sep 2011: Zynga spent $120M on Marketing
   and users grew from 3M to 3.4M
        A       Arvind Bhatia, Analyst at Sterne Agee                                B       Torsten Reil, CEO of NaturalMotion


          Acquired 400K new users                                                       Acquired 1M new users
                                                               Factors 20% attrition,
                                                               so 1M total new users




                     Each new user                                                                 Each new user

                      spends $150                                                                      spends $150


               Lost $150 Per New                                                      Earned $30 Per New
                Paying Customer                                                        Paying Customer

   Sources: http://www.pocketgamer.biz/r/PG.Biz/NaturalMotion+Games+news/news.asp?c=37153
   http://www.gamasutra.com/view/news/39747/Analyst_Zynga_is_losing_150_per_new_paying_customer.php?
   utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+fingergaming+%28FingerGaming%29

Confidential                                                                                           Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Need to Factor Attrition Rate
          Case B Factors Attrition, Leading to a Larger
          Acquisition Number and LTV
 Users Acquired




                        B                           20% Attrition
                                       Larger                                         Total New
                                     Acquisition                                       Paying
                                      Number                                            Users
                                       & LTV
                          A                                                            (3.4M)




                       Marketing $




                                                                                                          44
Confidential                                       Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
The Future is Mobile
               Mainframe    Personal   Desktop Internet            Mobile Internet
               Computing   Computing     Computing                  Computing
               ~1970s       1980s           1990s                        2000s




Confidential                                              Copyright © 2004-2012 GREE,Inc. All Rights Reserved.

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Why Mobile Social Platforms Are Critical for Game Developers

  • 1. Why Mobile Social Games Need a Platform Now More than Ever Eros Resmini SVP of Marketing & Developer Relations Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 2. GREE Overview Japan’s Leading Mobile Social Gaming Platform Tokyo Founded December 2004 Founder & CEO Yoshikazu Tanaka International San Francisco Founded January 2011 CEO Naoki Aoyagi Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 3. OpenFeint Overview Leading Mobile Social Gaming Ecosystem • Mobile social gaming standard with millions of users globally • Cross platform ecosystem: iOS + Android • Open source & customizable UI • Founded in April 2009 in Burlingame, California • Acquired by GREE in April 2011 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 4. GREE Financial Overview Net Sales & Operating Profit USD 2007 2008 2009 2010 2011 • $5 Billion market cap Net Sales 3.8M 34.6M 164.1M 414.5M 750M O. Profit △1.2M 12.3M 98.4M 230.3M 370M • Fastest Growing Tech Company in Japan USD (Millions) • 2,636% revenue growth over 3 years • Q2 FY2012 record high revenue ($536M) topped Zynga ($311M) * Fiscal year-end, June 30 Source: Deloitte Technology Fast 50 Japan 2010 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 5. GREE’s Global Reach Amsterdam London Seoul Beijing San Francisco Tokyo Dubai Singapore São Paulo Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 6. Growing User and Game Network Live Games Players (Millions) 190+ MM 7500+ Unique User Accounts Live Games 2010 2011 2012 2010 2011 2012 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 7. A Platform Symbiosis mobile social design Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 8. Growth in Free-to-Play Games Game Design Shifting to Freemium with IAP Premium games User Revenue monetize users once Free-to-play with IAP $ Paid Longer play = more $$$$ F2P games monetize users many times Premium Game Virtual goods market was $7.3B in 2010; will Time game played double by 2014 Download App Source: Zynga SEC filing, via In-Stat market intelligence firm. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 9. Free-to-Play Games Monetize US App Store: 20 of Top 25 Grossing Games are Free to Download Source: iTunes store February 18, 2012 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 10. IAP Increasingly Generates Revenue % of 2011 US Apple App Store Revenue from Free Apps Source: Distimo Report, 2011 (* Top 200 grossing iPhone apps in the US per month) Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 11. Goal of Freemium Games Increase Player Lifetime Value (LTV) Player Lifetime Revenue Engagement Value = Per User X (LTV) Cost Per Acquisition (CPA) Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 12. Goal of Freemium Games LTV Greater than Cost Per Acquisition (CPA) Lifetime Cost Per Value Acquisition (LTV) (CPA) Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 13. Social Games are Special Social is a unique variant of “freemium” that uses social network effects to increase LTV and lower CPI/A SNS or social platform Game Economics Player Lifetime Engagement Value = Revenue X (LTV) Per User from friends Cost Per Requests Acquisition (CPA) Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 14. Social Gaming Ecosystem Social Games are More Efficient on Platforms Facebook: Users Start with SNS, then Discover and Play Games Mobile: Users Start with Games, then Tap into SNS Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 15. Benefits of Social Games Ecosystem Optimizes Acquisition, Retention, Monetization • App portal optimizes distribution Acquisition • Cross promotion builds user base • Social & communication tools engage users SNS Social Platform Retention • Games and platform engage users • Viral effect cross games Monetization • Standard virtual currency across all games on platform increases ARPU Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 16. Why Fragmentation is Inefficient Inhibits Acquisition, Retention, Monetization Acquisition Multiple High cost & Through campaigns poor results Multiple Ad Networks Retention “Loose coupling” of users Low retention Channels are Email, SMS, notifications Weak Limited Monetization Dependent on retention Difficult to Due to Univ. currency, VG tools increase ARPU Economic Scale Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 17. Case Study: Game Evolution on PC & Mobile Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 18. PC: Casual Game Portals Early Portals Lacked Strong Social Effects Most portals lacked social features, inhibiting player- to-player interaction. SNS Some portals emerged offering weak social features, badges, and micro-transactions. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 19. PC: Facebook Social Games Emerged on Facebook in 2007 Facebook won social and dominates the online social gaming market. SNS Developers leverage Facebook’s high DAU and social effects to retain and monetize users. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 20. 2012: A Pivotal Moment Smartphone Sales Outpace PC Sales Global Smartphone vs PC Sales 出所: MorganStanley 「 Mobile Internet Trend 」より当社作成 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 21. Mobile: Fragmented Network Games on Mobile are Currently in a Fragmented Player Ecosystem Users currently discover social network within each game. SNS Fragmentation makes acquisition, retention and monetization challenging for developers. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 22. Mobile Game Type Evolution Mobile Game Type Becomes Increasingly Social Free-to-Play Free-to-Play Free-to-Play Social Games Social Games Arcade Games Games with In- (fragmented (within social App Purchases & ecosystem) network) Virtual Economics Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 23. Mobile: Social Gaming Platforms Platforms are Emerging to Solve Fragmentation Acquisition Similar to the shift we saw on PC, mobile games are Mobile moving to social platforms. Social SNS Platform Retention These platforms provide efficient channels and Monetization features for developers. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 24. Emerging Mobile Social Platforms Current global market Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 25. NimbleBit: Tiny Tower Mobile Social Game Without a Platform Social games can be successful without platforms and viral friending loops Apple named Tiny Tower the 2011 iPhone Game of the Year Boasts 1 million DAU Zynga recently announced similar title on mobile called Dream Heights Sources: http://www.pocketgamer.biz/r/PG.Biz/Tiny+Tower/news.asp?c=36660 http://www.gamesbrief.com/2011/07/ios-tiny-tower-on-track-to-make-3-million-in-its-first-year/ Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 26. Global Mobile Market Challenges … but several platforms are emerging Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 27. Potential Platform Landscape SNS Focus Social Platforms Meta-Platforms Game Focus OS Platforms Studio Platforms Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 28. Business Strength GREE Integrates User IDs, SNS, Games, Platform Business Field Device Global SNS Platform Game Mobile Unified ID Game Center ✔ ✔ ✔ ✔ ✔ Google+ ✔ ✔ - ✔ ✔ ✔ ✔ ✔ ✔ - ✔ ✔ - ✔ ✔ - ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 29. GREE Platform: Addressing Global Mobile Audience GREE global platform Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 30. GREE + OpenFeint A New Global Platform for Developers and Gamers Social Games 7,000+ Games Current Current New Global GREE Japan OpenFeint GREE Platform Platform Platform High-ARPU 150MM+ users users, plus social 12,000+ developers know-how Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 31. GREE Platform Strategy Offer developers the most robust toolset to take advantage of the global mobile gaming market Global Social Open Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 32. Comprehensive Offering 190 MM Users Unified global platform Cross promotions through developer announcements Key regional distribution partners Promotional programs Distribution Acquisition Localization services Wall posting Friend invites Gifting Incentivized invites Social sharing Social sharing Engagement Push Notifications Virality Gifting Dashboard access to game Universal billing analytics International currency Game, player, and management monetization data Monetization Analytics Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 33. Thanks! Questions? eros.resmini@gree.net facebook.com/gree twitter.com/gree_corp Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 34. We’re Hiring! Apply Now San Francisco office apply at GREEjobs.com London, Beijing, Singapore, Seoul offices apply at corp.gree.net/uk/en/ - Admin & HR - Legal - Art & UX - Marketing & PR - Business Analysis - Operations - Biz Dev & Operations - Product - Engineering - Sales Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 35. Appendix 35 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 36. GREE Japan Platform Grew as a Game Platform on a Carrier Platform 1st mobile social game launches GREE goes public Users (Millions) Japanese Mobile Carriers GREE 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 37. World’s First Mobile Social Game GREE’s Tsuri Star Shows Early Design Launched in 2007. Successful for over 4 years. Goals are to fish, buy special tools, participate in events, and show off skills. Why so popular? •Popular hobby •Simple rules •The more you play, the more you discover – simple but involved game play Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 38. Facebook & Zynga Users Zynga DAU Grew on Facebook Platform Daily Active Users (Millions) Sources: Zynga SEC Filing and Facebook SEC Filing. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 39. Zynga Revenue Growth CityVille * Daily Active Users (Millions) Revenue (Millions) Farmville Café World Zynga Annual Revenue Facebook DAU Zynga DAU Note: FY 2011 Zynga revenue is speculated based on the assumption that Q4 revenue will be the same as Q3 revenue. Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 40. High-DAU vs. High-ARPU Strategies Differ with Platform Conditions CityVille Kingdoms of Camelot •10MM+ DAU •210K DAU •Highest MAU FB game •High % paying users •Lions share of FB users •Maximize LTV •Leverage DAU to cross •Competitive strategy in promote other games consolidated market Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 41. Recent Zynga in the Press Arvind Bhatia, Analyst Zynga spent $120M on Marketing Torsten Reil, CEO of at Sterne Agee (Jan-Sep 2011) NaturalMotion Acquired 400K new users Acquired 1M new users 3M unique payers in Dec 2010; 3M unique payers in Dec 2010; 3.4M in Sep 2011 3.4M in Sep 2011. But factor in 20% attrition rate and attracted 1M new users Spent $300 per new user Spent $120 per new user Each new user spends $150 Each new user spends $150 Zynga Loses $150 Per Zynga Makes $30 Per New Paying Customer New Paying Customer Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 42. Case Study: Zynga Jan-Sep 2011: Zynga spent $120M on Marketing and users grew from 3M to 3.4M A Arvind Bhatia, Analyst at Sterne Agee B Torsten Reil, CEO of NaturalMotion Acquired 400K new users Acquired 1M new users Each new user Each new user spends $150 spends $150 Lost $150 Per New Earned $30 Per New Paying Customer Paying Customer Sources: http://www.pocketgamer.biz/r/PG.Biz/NaturalMotion+Games+news/news.asp?c=37153 http://www.gamasutra.com/view/news/39747/Analyst_Zynga_is_losing_150_per_new_paying_customer.php? utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+fingergaming+%28FingerGaming%29 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 43. Case Study: Zynga Jan-Sep 2011: Zynga spent $120M on Marketing and users grew from 3M to 3.4M A Arvind Bhatia, Analyst at Sterne Agee B Torsten Reil, CEO of NaturalMotion Acquired 400K new users Acquired 1M new users Factors 20% attrition, so 1M total new users Each new user Each new user spends $150 spends $150 Lost $150 Per New Earned $30 Per New Paying Customer Paying Customer Sources: http://www.pocketgamer.biz/r/PG.Biz/NaturalMotion+Games+news/news.asp?c=37153 http://www.gamasutra.com/view/news/39747/Analyst_Zynga_is_losing_150_per_new_paying_customer.php? utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+fingergaming+%28FingerGaming%29 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 44. Need to Factor Attrition Rate Case B Factors Attrition, Leading to a Larger Acquisition Number and LTV Users Acquired B 20% Attrition Larger Total New Acquisition Paying Number Users & LTV A (3.4M) Marketing $ 44 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 45. The Future is Mobile Mainframe Personal Desktop Internet Mobile Internet Computing Computing Computing Computing ~1970s 1980s 1990s 2000s Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.

Editor's Notes

  1. Fiscal year 2012 in Japan ends June 30, 2012. Q1 (FY 2012): Net Sales (30,432 million Yen) and Operating Profit (16,646 million Yen) Q2 (FY 2012): Net Sales (41,529 million Yen) and Operating Profit (22,535 million Yen)
  2. See attachment I emailed regarding GREE plans in APAC, Middle East, and Latin America.
  3. This shows how free apps with IAP are generating more and more revenue for Apple. Couldn’t find stats on what is from IAP vs. microtransaction and coinbased economy.
  4. Building games on a social platform provides specific techniques and channels to very efficiently tune the various aspects of the LTV calculation. Engages players, lowers the cost of acquiring new users, to increase margins.
  5. Social network and platform provide everything you need to increase LTV and decrease CPI/CPA, at a seemingly low cost. Without social network and platform, devs have to seek these methods on external channels which adds friction, and management and overhead costs. You could argue that on mobile there is a ceiling on growth for existing social freemium games without any type of predominate platform to provide this efficiency. Social network: users are aggregated and discover game through happenstance or because they’re pinged by friends within social network. On mobile, these platforms are built within an SDK that developer implements within game. User discovers social network within game.
  6. Acquisition: App portal and requests speed acquisition and lower cost of acquisition (otherwise would have to get through ad networks). Retention: Ability to constantly ping the network, reawaken users and bring them back, publish content, run sales, etc. Also if platform is doing its job well, it’s easy for players to get back into the game. (On mobile there is a lot of fragmentation: messages may be sent through SNS or email; context is lost. You may be able to send user into game but not to a specific point within a game.) Monetization: highly engaged user base monetizes better, can better promote monetization opportunities and universal currencies (On Facebook, universal currency has worked well and provides liquidity).
  7. Everything is more costly without the platform. Acquisition: ad networks are spotty for coverage and vary in terms of conversion accuracy. Their targeting systems don’t have refined targeting criteria on metrics (i.e. who spends, who likes this game genre). Some specialty install networks are developing this targeting technology but it’s limited. Have to manage campaigns across multiple channels=dealing with varying CPI rates and requiring people to sit and watch these campaigns. If you consolidate this in a common platform it simplifies things and should reduce costs. CPI may increase over time within a given platform (this has occurred on Facebook) but it is still cheaper than managing multiple campaigns without a platform. Retention: use channels like push notification, SNS, and marketing promotions but the return and full conversion to get players back into your game is more difficult. Tracking installs on iOS is very difficult. When all this activity is contained within a given platform, these types of metrics are readily available and overall conversion rate should be higher. Monetization: Monetization is dependent upon retention which leads to difficulty increasing ARPU. Also don’t have a common currency. (However, monetization can be well tuned in games that are not on platforms. In this situation, games are hyper sensitive to monetization and ARPU maintenance when user acquisition and retention are not easy because these costs are high and developers need to earn a margin. So, they adopt strategies to have games that cater to high engagement audiences.)
  8. Case study of JP and US platforms
  9. Casual gamers began playing games online through various casual game portals. In 2007, many casual game portals ignored players who wanted to connect to each other in-game. However a few did not: Pogo.com’s focus was online games with community features and aspects. MSN and Playfirst also ventured into the more social realm of online games, introducing things like badges (MSN) and microtransactions (Playfirst’s DinerDash). Facebook began in 2004 and by 2007, already had 25 million users and was growing fast… http://www.gamasutra.com/php-bin/news_index.php?story=15955
  10. Facebook owns the online social game market because they mastered social first, drawing in the huge user base and retaining and monetizing them. Zynga’s DAU (62M currently) grew as a function of Facebook’s DAU (483M currently).
  11. We will see the same transition that we saw with PC games, on mobile games. And, for the first time in history that smartphone sales are outpacing PC sales.
  12. Mobile social games have succeeded in recent months without platforms, however this success and growth isn’t sustainable. Next slide covers the challenges in the global mobile social market.
  13. Users and Games Facebook: 483M DAU Google+: 90MM users (60% use a Google product daily) and 35 games http://www.forbes.com/sites/jeffbercovici/2012/01/19/whoa-google-plus-has-54m-daily-users-not-quite/ https://plus.google.com/games/directory?hl=en GREE: 190MM users and 7,500 games Mobage: 35MM users and 1,800 games http://techcrunch.com/2012/01/11/ngmoco-partners-with-glu-mobile-to-bring-gun-bros-to-mobage/ Zynga: 62M DAU Game Center: iOS 5 will offer turn-based game support http://developer.apple.com/technologies/ios5/ http://www.pcworld.com/article/241921/up_close_with_ios_5_game_center.html
  14. Emerged as a social network
  15. Designed to bring in a lot of users to the network: widely accepted theme, easy game mechanics…designed to bring in high DAU
  16. Facebook as a whole ecosystem vs. casual game portals (wild tangent, big fish, real arcade) consumers are moving away from these PC sites and moving to Facebook, zynga, etc. this happened on PC and will happen on mobile. Angry birds, fruit ninja, etc. and we experienced this in openfeint, but mobile is moving to a facebook like ecosystmea nd this is what will happen in mobile. On pc device people were consuming info from casual sites to FB. Same movement to social network content is happening on mobile.
  17. http://www.appdata.com/apps/facebook/291549705119-cityville
  18. Fix citations: cite article instead of link Case study A: Analyst at Sterne Agee Case study B: CEO of NaturalMotion
  19. Fix citations: cite article instead of link What companies were not successful without a platform. Case study A: Analyst at Sterne Agee Case study B: CEO of NaturalMotion