I gave this presentation during Casual Connect 2015 in August in San Francisco, USA.
The slides cover various aspects of the Japanese mobile gaming industry and how foreign developers can enter it.
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait UsageDr. Serkan Toto
This is a presentation on the status quo of the Japanese gaming market and examples of portrait usage of local celebrities in video and mobile games at the IBA (International Bar Association) 2014 conference in Tokyo on October 23, 2014.
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
This is the edited version of a presentation I gave during a conference in Tokyo in September 2012 on current trends in gaming. One main focus is on Japan's mobile and social gaming industry, especially DeNA operator Mobage and GREE.
Social Games: Why GREE And Mobage Operator DeNA Monetize Better Than ZyngaDr. Serkan Toto
This presentation covers the size of Japan's social gaming market and 14 reasons why the two big social game companies in Japan, DeNA and GREE, monetize better than Zynga.
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait UsageDr. Serkan Toto
This is a presentation on the status quo of the Japanese gaming market and examples of portrait usage of local celebrities in video and mobile games at the IBA (International Bar Association) 2014 conference in Tokyo on October 23, 2014.
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
This is the edited version of a presentation I gave during a conference in Tokyo in September 2012 on current trends in gaming. One main focus is on Japan's mobile and social gaming industry, especially DeNA operator Mobage and GREE.
Social Games: Why GREE And Mobage Operator DeNA Monetize Better Than ZyngaDr. Serkan Toto
This presentation covers the size of Japan's social gaming market and 14 reasons why the two big social game companies in Japan, DeNA and GREE, monetize better than Zynga.
I'd like to go through some of the basic differences of Asia VS European mobile games. Analysis about what is successful in which territory, what are the key success components, what type of genre with what type of features are dominating each of the markets, what would it take for a European successful mobile game to be successful in Asia and vice virca. Also, I would like to look into if flows of mobile content from one territory to the other is happening, will happen or what it would need to do for this to happen.
Tiến sĩ Dr. Serkan Toto, tư vấn viên phát triển game Nhật Bản, phát biểu tại hội nghị Astro #GOInnovate tại Cyberjaya, Kuala Lumpur cuối tuần vừa rồi về xu hướng trò chơi di động tại châu Á.
Bản quyền thuộc về Tiến sĩ Dr. Serkan Toto
Xem thêm tại LamGame.vn
Lược dịch từ GameInAsia.com
Case Study of Working with Foreign Live Operations Company | Rip YoonJessica Tams
Delivered at Casual Connect Asia 2017. Launching games in foreign markets is always attractive but there are many things to consider. Not only the language issues, but also understanding culture and moderating local users’ needs may require time and efforts even if your branch office is set. Hiring a local operations company is an alternative way to reduce such risks. Then, what are the advantages and disadvantages of using a local company? Let’s find out.
IT'S A JUNGLE OUT THERE! How a simple 10 point plan can help you launch your ...Giuliano Cremaschi
A keynote I held at the 2013 Shared Gems Game Design Seminar in Helsinki, Finland, on May 7 (http://sharedgems.fi/info-in-english/).
----
Indie startups often focus all their efforts into making their first game an awesome one, and that is good.
However, often they also don't plan the basics first: channel, platform, genre choice based on target group, business model, and so on. The things that should steer game development from the very beginning.
This simple checklist, gleaned from the experiences of our Finnish indie Cute Attack and our first game Captain Clumsy, might help other indie startups plan their effort and focus better, thus increasing there chances of success in the overcrowded App markets.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
I'd like to go through some of the basic differences of Asia VS European mobile games. Analysis about what is successful in which territory, what are the key success components, what type of genre with what type of features are dominating each of the markets, what would it take for a European successful mobile game to be successful in Asia and vice virca. Also, I would like to look into if flows of mobile content from one territory to the other is happening, will happen or what it would need to do for this to happen.
Tiến sĩ Dr. Serkan Toto, tư vấn viên phát triển game Nhật Bản, phát biểu tại hội nghị Astro #GOInnovate tại Cyberjaya, Kuala Lumpur cuối tuần vừa rồi về xu hướng trò chơi di động tại châu Á.
Bản quyền thuộc về Tiến sĩ Dr. Serkan Toto
Xem thêm tại LamGame.vn
Lược dịch từ GameInAsia.com
Case Study of Working with Foreign Live Operations Company | Rip YoonJessica Tams
Delivered at Casual Connect Asia 2017. Launching games in foreign markets is always attractive but there are many things to consider. Not only the language issues, but also understanding culture and moderating local users’ needs may require time and efforts even if your branch office is set. Hiring a local operations company is an alternative way to reduce such risks. Then, what are the advantages and disadvantages of using a local company? Let’s find out.
IT'S A JUNGLE OUT THERE! How a simple 10 point plan can help you launch your ...Giuliano Cremaschi
A keynote I held at the 2013 Shared Gems Game Design Seminar in Helsinki, Finland, on May 7 (http://sharedgems.fi/info-in-english/).
----
Indie startups often focus all their efforts into making their first game an awesome one, and that is good.
However, often they also don't plan the basics first: channel, platform, genre choice based on target group, business model, and so on. The things that should steer game development from the very beginning.
This simple checklist, gleaned from the experiences of our Finnish indie Cute Attack and our first game Captain Clumsy, might help other indie startups plan their effort and focus better, thus increasing there chances of success in the overcrowded App markets.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Create global, appeal local - Culturalizing games for Japan Robert Pontow
The games industry is highly competitive. Players have evolved and developed discerning tastes. Not every game works in every region. But gaming companies can appeal to regional audiences by culturalizing their content and using certain techniques to create games with a local brand image.
This session should reflect on points to consider for culturalization when releasing games in Japan as an example of a mobile gaming market which is lucrative but hard to crack for foreign game developers.
Create Global, Appeal Local | Robert PontowJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The games industry is highly competitive. Players have developed discerning tastes. Not every game works in every region, but gaming companies can appeal to regional audiences by culturalizing content and using certain techniques to create games with a local brand image. This session will reflect on points to consider for culturalization when releasing games in Japan as an example of a mobile gaming market which is lucrative but hard to crack for foreign developers.
These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
Learn about the main trends for the mobile games market in 2014!
Join our panel of experts:
- Peter Warman, CEO, Newzoo
- Jan Miczaika, COO, Wooga
- Tiuri van Agten, Data Analyst, Distimo
We will explore the trends for 2014 in 4 parts:
- General market trends
- Platform trends
- Regional trends
- General outlook: opportunities and challenges
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
The latest news about digital goods in Asia, with a global perspective. Presentation given at the Virtual Goods Summit in San Francisco in October 2010.
Which markets you should focus on in mobile gaming? Where is the highest LTV versus CPI. Based on Google data. Abstract from presentation from 7th edition of GameCamp
PAGE 9Running head Microsoft’s Xbox One Marketing Failure .docxalfred4lewis58146
PAGE
9
Running head: Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
An analysis on the Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
Eric Christopher Tingson Garcia
Davenport University
BUSN 520
March 29, 2015
Table of Content
Synopsis about the marketing issue…………………………………………………........……….3
What makes this is a marketing issue?.............………………………………………...…..……..4
What macroenvironmental issues led to the current situation?………….………………………..7
Prediction of recovery (if a negative) or success?...........................................................................8
Is the organization handling this marketing issue appropriately?…………………………....……9
Conclusion…………………………………………………………...………………...…...……10
References……………………………………………………………...………………………...11
Give us a synopsis about the marketing issue.
When one thinks about Microsoft as a company, above all else, Windows Operating System usually comes to mind. It is and always will be what made Microsoft a multi-billion dollar company. With almost all PC being run by Microsoft Windows in the entire world, one would think Microsoft is pretty successful, especially its marketing considering its global gasp in computer software operating systems. A success in one sector or a specific product does entirely entail success in another sector. Like all huge tech companies, Microsoft has taken upon itself to branch out within the technological business and join the likes of Nintendo, Sony and Sega, into the gaming world. On the year 2000, Microsoft introduced its very own gaming console, the Xbox to the gaming community for the very first time. It’s success lead to the multiple evolutions of the Xbox, and Microsoft’s place and acceptance into the very finicky gaming industry (Rick, 2013).
The Xbox and Xbox 360, the predecessors of Microsoft’s most current and advance game console, the Xbox One, were successful during their production period. The success of the previous console, pave the way for its new baby brother. The Xbox, through trial and error, have developed so many software accessories, in the form of Xbox live, which allowed players from the entire world to play against each other. No longer would one need to be physically present to play another player. Within the confines of one’s house, a gamer can play just about anyone in the entire world without having to lift oneself up from their chair. The latter, the Xbox 360 was then introduced and blew everyone’s minds away with intense hardware capability, rendering images with extreme realism. This hardware spec, combined with the world wide multiplayer capability, lead to a greater success for the Xbox 360, outselling its other competitions, such as the Wii U and the Sony’s Playstation 3 (Rick, 2013).
The Xbox One introduced recently last year, brought forth, modern multimedia capabilities, a 1020p HD realistic rendering technology, and an extensive multiplayer server, capable of hosting any games .
PAGE 1Running head Microsoft’s Xbox One Marketing Failure .docxalfred4lewis58146
PAGE
1
Running head: Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
An analysis on the Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
Davenport University
BUSN 520
March 29, 2015
Table of Content
Synopsis about the marketing issue…………………………………………………........……….3
What makes this is a marketing issue?.............………………………………………...…..……..4
What macroenvironmental issues led to the current situation?………….………………………..7
Prediction of recovery (if a negative) or success?...........................................................................8
Is the organization handling this marketing issue appropriately?…………………………....……9
Conclusion…………………………………………………………...………………...…...……10
References……………………………………………………………...………………………...11
Give us a synopsis about the marketing issue.
When one thinks about Microsoft as a company, above all else, Windows Operating System usually comes to mind. It is and always will be what made Microsoft a multi-billion dollar company. With almost all PC being run by Microsoft Windows in the entire world, one would think Microsoft is pretty successful, especially its marketing considering its global gasp in computer software operating systems. A success in one sector or a specific product does entirely entail success in another sector. Like all huge tech companies, Microsoft has taken upon itself to branch out within the technological business and join the likes of Nintendo, Sony and Sega, into the gaming world. On the year 2000, Microsoft introduced its very own gaming console, the Xbox to the gaming community for the very first time. It’s success lead to the multiple evolutions of the Xbox, and Microsoft’s place and acceptance into the very finicky gaming industry (Rick, 2013).
The Xbox and Xbox 360, the predecessors of Microsoft’s most current and advance game console, the Xbox One, were successful during their production period. The success of the previous console, pave the way for its new baby brother. The Xbox, through trial and error, have developed so many software accessories, in the form of Xbox live, which allowed players from the entire world to play against each other. No longer would one need to be physically present to play another player. Within the confines of one’s house, a gamer can play just about anyone in the entire world without having to lift oneself up from their chair. The latter, the Xbox 360 was then introduced and blew everyone’s minds away with intense hardware capability, rendering images with extreme realism. This hardware spec, combined with the world wide multiplayer capability, lead to a greater success for the Xbox 360, outselling its other competitions, such as the Wii U and the Sony’s Playstation 3 (Rick, 2013).
The Xbox One introduced recently last year, brought forth, modern multimedia capabilities, a 1020p HD realistic rendering technology, and an extensive multiplayer server, capable of hosting any games with multiplayer capability. It .
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
Cracking Japan: How Foreign Developers Can Enter the World’s Most Lucrative Mobile Games Market
1. Cracking Japan: How Foreign
Developers Can Enter the
World’s Most Lucrative Mobile
Games Market
by Dr. Serkan Toto
(www.serkantoto.com)
2. About Me
• CEO of Tokyo-based consultancy “Kantan Games Inc.”
• based in Japan since 2004
• MBA and PhD in economics
• hardcore gamer for 30+ years
• Japan contributor for TechCrunch.com from 2008-2012
• advisor to game makers in the US, Europe and Asia
3. My Website On Japan’s Gaming Industry
(www.serkantoto.com)
5. Japan‘s Mobile Game Landscape
• ~500-700 mobile game providers in Japan
• Japan only: roughly 40 are listed
• ~20 game platform providers (all mobile)
• three large companies double as platform and
game provider hybrids: GREE, DeNA and LINE
• Android fragmentation doesn’t exist
• mobile games have been social and free-to-play
since Japan pioneered the industry in 2006/2007
• extremely mature market with highly advanced
supply and sophisticated demand side
20. Option 1: Pray For A Miracle
• in principle, “miracles” can always happen anywhere, including difficult
markets like Japan
• local developers going for such a scenario have an edge when it comes
to understanding the Japanese taste for games, the mentality of users, or
the domestic virality channels
• note that in addition to the constant stream of foreign games flowing into
Japan’s app market, the number of locally made titles targeting a local
audience doesn’t show any signs of going down
• the list of “global viral hits” that haven’t really reached Japan includes:
• Angry Birds (in its early and later days)
• Flappy Bird
• Crossy Road
• Draw Something
• Song Pop etc.
21. Option 2: Do It Yourself
• applying the same “cookbook” for launching games globally will not
work in Japan
• at launch, Japanese users cannot be reached with creating buzz “the
Western Way” or doing PR in English
• soft launching in smaller test markets to gauge interest is essentially
impossible, as Japanese is spoken nowhere else
• hiring a local PR or marketing firm is costly (at least as costly as in
the US, not to mention language and other barriers)
• for acquiring a test audience in Japan, global ad providers such as
iAD or channels such as Youtube, Facebook, or Twitter are an option
• some local ad networks and agencies also work with smaller foreign
developers that are on a budget
• note that along with the high LTV, the CPI prices in Japan are among
the highest in the world
22. Alternative “Free” Options For Distribution
• features by Apple or Google Japan (both companies
have globally connected editorial teams)
• “alternative” platforms (see slide above) such as
DeNA’s Mobage, GREE, LINE or Viber
• the telco app stores (even e-commerce giant
Rakuten has an Android app store now)
• app subscription plans by telcos such as:
• KDDI’s Smart Pass (No. 1 with 13 million users)
• NTT Docomo’s Sugotoku
• Softbank’s App Pass
23. Option 3: Partnerships
• in general, identifying and closing partners (i.e. investors,
publishers or other, like-minded developers) in Japan is a business
development function just like everywhere else
• note that despite the big size of the market, the number of
companies in Japan focusing on importing foreign games is still
relatively small (see next slide)
• several partnerships among bigger companies to co-develop or
publish each other’s games haven’t worked well in the past, i.e.
• Glu (with Colopl)
• Crowdstar (with Drecom)
• Kabam (with KLab)
• a sizable number of Japanese developers have offices in the US
that can serve as a much better entry point for initial discussions
than their parent companies
25. Localization
• in general, the key question should be if (full) localization is really necessary
• Japanese users do expect Japanese text inside games (including UI,
menus, etc.), app descriptions or ads (i.e. in Facebook ads)
• Clash Of Clans or Game Of War would have never worked in Japan using
English text - very different from many other markets in Asia
• adding “Japanese style” graphics or characters into existing games has
never worked and never will
• note that other than text, localization is also required “outside the
content” (i.e. in customer support, marketing, community management)
• one big deal breaker for Japanese users: lack of events in foreign games
26. Number Of Foreign-Made Mobile Games That Succeeded
in Japan After Full Localization (Graphics, Etc.).
0
27. Additional Tips
• Google Play should absolutely be considered in the case of Japan, a market
where monetization on Android works very well and piracy is extremely low
• for paid games, Japan is also among the biggest markets in the world (some
apps are offered and actually get bought for US$20+)
• some (niche) genres still offer chances for foreign game developers, i.e.
• core games (RPGs, strategy)
• games targeted at children
• games targeted at female users
• edutainment (especially around English as a language)
• casino
• etc.
28. Checklist Of Requirements For Success In Japan
• a lot of yen in your budget
• a great game
• based on an innovative, ideally “defendable” core concept
• and/or with high production value
• and/or targeting a specific niche
• and/or with exclusive IP
• a local partner/publisher
• monetization techniques generating reasonable sales even with low
user numbers
29. Thank you for listening!
• Twitter: @serkantoto
• LinkedIn: http://linkedin.com/in/serkantoto
• Email: serkan AT serkantoto.com