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Cracking Japan: How Foreign Developers Can Enter the World’s Most Lucrative M...Dr. Serkan Toto
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.
Despite the challenges, Tunisia emerges from 2013 as the biggest winner
Tunisia has been named as the Arab world’s most democratic country in the annual democracy ranking by Global Democracy Ranking. The country is the biggest climber in the rankings out of any other country in the list, moving up 33 places since 2008.
The rankings rate countries according to the quality of democracy, based on a review of a number of criteria including political rights, civil liberties, gender gap, press freedom, corruption perception, change of head of government and political party change.
The Democracy Ranking is an annual ranking of democracies in the world. The ranking uses a multidimensional conceptual approach, integrating political and non-political dimensions of society in an assessment of the “Quality of Democracy”. These dimensions include political factors such as freedom and other characteristics of the political system and non-political factors such as gender, economy, knowledge, health, and the environment.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
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.
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Social Games: Why GREE And Mobage Operator DeNA Monetize Better Than ZyngaDr. Serkan Toto
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This presentation is a general overview about the SNS and SNG industry in Korea and worldwide. It may be useful for those developers and publishers who are interested to enter the social gaming market in Korea.
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.
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DeNA And GREE: My Perspective On Japanese Social Games Going Global
1. DeNA And GREE:
My Perspective On Japanese Social Games Going
Global
By Serkan Toto, PhD
www.serkantoto.com
2. About Me
• Tokyo-based web, mobile and gaming
industry consultant
• Advisor for startups in Asia and the US
• Japan contributor for TechCrunch.com
• Personal website: www.serkantoto.com
9. Point 1: Japan-Only Success Factors
• Key success factors that fueled DeNA and
GREE‘s growth in Japan don‘t apply elsewhere.
• Examples:
• Carrier billing
• Game-friendly society
• Mobile-centric users
• Japan‘s ARPU for social games is unique
globally
• Fast, reliable 3G networks (example: in SEA)
• Affordable mobile data plans
10. Point 2: Popularity of Japan-Specific Games
• The biggest social games in Japan are card
battle games: acceptance abroad is uncertain.
First titles from Japanese game firms flopped.
• Genres like dating simulations or social horse
racing games difficult/impossible to transplant.
• Game design is heavily influenced by Manga
and Anime culture.
• US and European game developers have
caught up/overtaken their Japanese
counterparts.
12. Point 4: Japanese Management Is Unique
• Incompatibility between Japanese and foreign
management styles and business cultures is well
documented in economic literature.
• Example from the social game industry: the
Openfeint <-> GREE case from September
2011.
• Integration of startups (Openfeint, ngmoco) and
listed large-cap companies (GREE, DeNA)
makes things even worse.
13. Point 5: History
• Fact: in the entire web and mobile business
history, absolutely no Japanese company
succeeded abroad.
• Example: NTT Docomo‘s i-mode. But there are
many, many more.
• Nintendo and Sony PS comparison doesn‘t
count (the social game market in the 2010s has
nothing in common with the video game market
in the 1980s/1990s).
14. Point 6: No Causality
• Being successful in Japan and understanding
mobile does not automatically lead to success
outside the country, as DeNA and GREE
suggest (see point 1).
• Zynga got burnt in Japan even though they
have acquired a startup, teamed up with local
companies (SoftBank Mobile, Mixi), and clearly
know how to do social games.
-> similarity?