Asians are virtual already
How long before we are too?



       Benjamin Joffe | CEO, Plus Eight Star Ltd.
   Virtual World Conference| Second Life, 2010.09
The Challenges

• "Who would pay for things that don't exist?"

• "Asians are not like us"

• "Online friends are not real"
“Love Plus” by Konami
Just Married In Guam
     (Nov. 2009)
                  Fiancée
Gartner’s Hype Cycle


    Are we here?
Second Life’s Second Life
Past the Trough of Disillusionment
Why me?

• SL: Limited flight hours

• Avatar provided

• Asia? Not Asian

• East time in San Francisco :-)
However…




4 years      1 year        5 years

          @benjaminjoffe
What I do
• CEO, Plus Eight Star | www.plus8star.com
      • Digital Strategy & “Innovation Arbitrage”
      • Best practices from Asia’s web and mobile world


• Partner, Cmune | www.cmune.com
      • Online gaming company
      • First 3D FPS on Facebook, MySpace and Apple.com


• Founder | Mobile Monday Beijing
      • Monthly forum for mobile professionals
      • 36 events, 130 speakers, 3,000 participants


• Angel Investor, Advisor, Keynote Speaker
The future is already here –
it is just unevenly distributed




        William Gibson
        Science Fiction Writer
INNOVATION
& DIGITAL
CULTURES
Social Aspects of Technology


“When a technology
becomes boring, that's
when the social effects
become interesting.”
                           Clay Shirky, Professor, NYU
                          Author, Here Comes Everybody
Today

• Half-way through the valley of disillusion

• Nothing better than SL since 2003?!

• Business issues getting sorted thanks to games
Understanding Online Behavior
20+ years of research…




Howard Rheingold   Habitat (Lucasfilm, 1986)
Not new!
Plan

1. Learning from Asia

2. Semantic prisons

3. Learning from offline behavior

4. Some ideas about the future, and our role
Chapter 1.
Learning from Asia
Digital Goods Market for 2009



                   Asia                 $7 bln
                   USA                  $1 bln




Sources: www.plus8star.com (Asia) - Inside Virtual Goods, Oct 2009 (US)
Virtual Worlds?

• Most virtual worlds have failed

• Online games make millions

• Social games too, and grow fast
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
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
Online Games in China

• 2009: $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)
Is Asia’s success unique?
    Two major shifts


     1. Business shift

     2. Mindset shift
Business shift

• Packaged software legacy

• Online business models
  – Subscription
  – Digital goods

• Obvious in Facebook and IMVU

• Second Life “pivoting”
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
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
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
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
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
Chapter 2.
Semantic Prisons
Mindset Shift: 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
The reality


• It’s Digital but it’s Real

• Pure symbolic value
Virtual Goods = Digital FMCG?

• “Virtual Goods are Consumer Products”
  – Cary Rosenzweig, CEO, IMVU Inc.
  – 7 years at P&G!
Already buying virtual goods?
Field Research: Halloween
       (San Francisco)
Field Research: Santa Con
         (London)
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
Benefits of games

• Great way to learn

• Games already sell digital goods
  – Three quarters of digital goods sold in Asia
  – Main revenue maker for games on Facebook


• Spending to have fun / a better experience
Field Research: My Aunt
     (Mountain View)
Conclusion
         (Get out of Jail Free Card)

• “Virtual” terrible term. Call it “digital”.
• “Game” is “entertainment”
• “Virtual Goods are Consumer Goods”
   – Cary Rosenzweig, CEO, IMVU
Chapter 3.
Offline Behavior
Let’s look into

• Social Psychology

• Zoology

• Anthropology

• Social Dynamics
Sociology
  (esp. Social Psychology)




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




      Philip Zimbardo (1933~)
 Stanford Prison Experiment (1971)
      The Lucifer Effect (2007)
Learning 1




     People’s behavior
shaped by their environment
Zoology




Desmond Morris (1928~)
“The Naked Ape” (1967)
“The Human Zoo” (1969)
Learning 2




Behavior guided by
mammal instincts
Anthropology




Robin Dunbar (1947~)
  (Dunbar Number)
Learning 3




Socialization (“strong ties”)
 limited by brain structure
Social Dynamics




Erik von Markovik “Mystery” (1971~)
         “Mystery Method”
Learning 4




Attraction mechanisms
exist online just as well
Chapter 4.
Possible Future
Obama Outfitted With
238 Motion Capture Sensors
For 3-D Record Of Presidency
…or not.
Help fix what is broken
          in offline socialization

• Engagement & Disengagement

• Multi-tasking

• Social skills & Social dynamics

• Virtual worlds as additional physicality: The
  concept of digital third place
Toward the digital third place
The hope with games

• Path of least resistance: nothing to explain!

• Game = 3D world with rules, fun and targets

• Games as excuses for social interactions

• Games drive revenues
Paradise Paintball | World’s First Social FPS!




                                                        www.cmune.com
                                       www.facebook.com/paradisepaintball
Online Socialization
              =
Necessary skill for the future?
Business is online
              =
Online identity & reputation
Increase awareness
of the risks to avoid them
Celebrate
the benefits
Thanks!


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

Asians are virtual, what about us

  • 1.
    Asians are virtualalready How long before we are too? Benjamin Joffe | CEO, Plus Eight Star Ltd. Virtual World Conference| Second Life, 2010.09
  • 2.
    The Challenges • "Whowould pay for things that don't exist?" • "Asians are not like us" • "Online friends are not real"
  • 3.
  • 4.
    Just Married InGuam (Nov. 2009) Fiancée
  • 5.
  • 6.
    Second Life’s SecondLife Past the Trough of Disillusionment
  • 7.
    Why me? • SL:Limited flight hours • Avatar provided • Asia? Not Asian • East time in San Francisco :-)
  • 8.
    However… 4 years 1 year 5 years @benjaminjoffe
  • 9.
    What I do •CEO, Plus Eight Star | www.plus8star.com • Digital Strategy & “Innovation Arbitrage” • Best practices from Asia’s web and mobile world • Partner, Cmune | www.cmune.com • Online gaming company • First 3D FPS on Facebook, MySpace and Apple.com • Founder | Mobile Monday Beijing • Monthly forum for mobile professionals • 36 events, 130 speakers, 3,000 participants • Angel Investor, Advisor, Keynote Speaker
  • 11.
    The future isalready here – it is just unevenly distributed William Gibson Science Fiction Writer
  • 12.
  • 13.
    Social Aspects ofTechnology “When a technology becomes boring, that's when the social effects become interesting.” Clay Shirky, Professor, NYU Author, Here Comes Everybody
  • 14.
    Today • Half-way throughthe valley of disillusion • Nothing better than SL since 2003?! • Business issues getting sorted thanks to games
  • 15.
  • 16.
    20+ years ofresearch… Howard Rheingold Habitat (Lucasfilm, 1986)
  • 17.
  • 18.
    Plan 1. Learning fromAsia 2. Semantic prisons 3. Learning from offline behavior 4. Some ideas about the future, and our role
  • 19.
  • 20.
    Digital Goods Marketfor 2009 Asia $7 bln USA $1 bln Sources: www.plus8star.com (Asia) - Inside Virtual Goods, Oct 2009 (US)
  • 21.
    Virtual Worlds? • Mostvirtual worlds have failed • Online games make millions • Social games too, and grow fast
  • 22.
  • 23.
    Answers World’s #3 largest Internetcompany 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
  • 24.
    Market Caps (May2010) $35.3B $4.2B $2.5B $900M
  • 25.
    QQ IM &QZone
  • 26.
    More on Tencent •Revenue 2009 $1.8B • Net Profit Margin 40% • Revenue from Digital Goods 90% – Digital currency – Multiple payment methods – Purchase, rental, subscriptions…
  • 27.
    11:30 Shin Takamiya Advertising Gree Home Advertising & Affiliates | 25% Avatars & items B2C virtual Games goods | 75% 60% avatars 40% games
  • 30.
    Mobile App Platformsince Oct.09 (330 apps as of February 2010) City Building Harvest Moon Shopkeeper Furauni By Liveware By Liveware By Geisha Tokyo By Konami
  • 31.
    Online Games inChina • 2009: $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)
  • 32.
    Is Asia’s successunique? Two major shifts 1. Business shift 2. Mindset shift
  • 33.
    Business shift • Packagedsoftware legacy • Online business models – Subscription – Digital goods • Obvious in Facebook and IMVU • Second Life “pivoting”
  • 34.
    Chinese Online GamesCompanies • 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
  • 35.
    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
  • 36.
    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
  • 37.
    Virtual Worlds • Strengths – Exploration – Creativity – Online Economy • Weaknesses – No social graph – No fun! • IMVU, Second Life “pivoting”
  • 38.
    (from Web 2.0Conference, 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
  • 39.
  • 40.
    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
  • 41.
    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
  • 42.
    Remaining Barriers inthe West • Semantic prisons • Payment infrastructure – Getting better, but still far off • Industry legacy – Content production & operation
  • 43.
  • 44.
  • 45.
    “There are plentyof semantic prisons which do not permit us to think straight” Aldous Huxley, The Human Situation
  • 46.
  • 47.
    Virtual??? • Connotations – “Not real” – Valueless – “Who would be stupid enough to pay for that!” • Opposite of Real = Imaginary
  • 48.
    The reality • It’sDigital but it’s Real • Pure symbolic value
  • 49.
    Virtual Goods =Digital FMCG? • “Virtual Goods are Consumer Products” – Cary Rosenzweig, CEO, IMVU Inc. – 7 years at P&G!
  • 50.
  • 51.
  • 52.
  • 53.
    Analog vs. DigitalExperiences World Cup! Concerts, Travels, Encounters…
  • 54.
  • 55.
    Video Games • Connotations – Childish – Waste of time • Adults don’t play games! • Updated terminology – Video = Digital (is this needed?) – Games = Entertainment
  • 56.
    Benefits of games •Great way to learn • Games already sell digital goods – Three quarters of digital goods sold in Asia – Main revenue maker for games on Facebook • Spending to have fun / a better experience
  • 57.
    Field Research: MyAunt (Mountain View)
  • 59.
    Conclusion (Get out of Jail Free Card) • “Virtual” terrible term. Call it “digital”. • “Game” is “entertainment” • “Virtual Goods are Consumer Goods” – Cary Rosenzweig, CEO, IMVU
  • 60.
  • 61.
    Let’s look into •Social Psychology • Zoology • Anthropology • Social Dynamics
  • 62.
    Sociology (esp.Social Psychology) Stanley Milgram (1933-1984) “Small world experiment” / 6 degrees (1967) “Behavioral Study of Obedience” (1963)
  • 63.
    Sociology (esp. Social Psychology) Philip Zimbardo (1933~) Stanford Prison Experiment (1971) The Lucifer Effect (2007)
  • 64.
    Learning 1 People’s behavior shaped by their environment
  • 65.
    Zoology Desmond Morris (1928~) “TheNaked Ape” (1967) “The Human Zoo” (1969)
  • 66.
    Learning 2 Behavior guidedby mammal instincts
  • 67.
  • 68.
    Learning 3 Socialization (“strongties”) limited by brain structure
  • 69.
    Social Dynamics Erik vonMarkovik “Mystery” (1971~) “Mystery Method”
  • 70.
  • 71.
  • 72.
    Obama Outfitted With 238Motion Capture Sensors For 3-D Record Of Presidency
  • 73.
  • 75.
    Help fix whatis broken in offline socialization • Engagement & Disengagement • Multi-tasking • Social skills & Social dynamics • Virtual worlds as additional physicality: The concept of digital third place
  • 76.
    Toward the digitalthird place
  • 77.
    The hope withgames • Path of least resistance: nothing to explain! • Game = 3D world with rules, fun and targets • Games as excuses for social interactions • Games drive revenues
  • 78.
    Paradise Paintball |World’s First Social FPS! www.cmune.com www.facebook.com/paradisepaintball
  • 79.
    Online Socialization = Necessary skill for the future?
  • 80.
    Business is online = Online identity & reputation
  • 81.
    Increase awareness of therisks to avoid them
  • 82.
  • 83.
    Thanks! 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