Digital Goods, Real Billions
Asia’s Digital Life & What it means for the West




                   @benjaminjoffe | CEO, +8*
         Virtual Goods Summit, San Francisco | 2010.10
@benjaminjoffe
4 years   1 year   5 years
• CEO, Plus Eight Star | www.plus8star.com
  – Best practices from Asia’s digital space
  – Research, Strategy & “Innovation Arbitrage”


• Clients
Angel Investor, Advisor, Keynote Speaker
         • Speaker
             100+ talks in 16 countries




         • Advisor



         • Investor in Asia-based global companies
My Interests


•   Technology, Sociology and Anthropology
•   Virtual economies
•   Digital third places
•   Artificial artificial intelligence (AAI)
•   Online social dynamics
All the world’s a…

   All the world’s a stage…
         William Shakespeare



   All the world’s a game…
          Gabe Zichermann


…And one man in his time plays
       many avatars.
            Benjamin Joffe
Introduction   Quiz!
Chapter 1      South Korea
Chapter 3      Japan
Chapter 4      China
Chapter 5      Rest of Asia
Chapter 6      Conclusions
Chapter 7      Globalization
Quiz!
Quiz!
Quiz
Quiz
Quiz
Quiz
Quiz
More than Facebook and USA
•   Facebook
•   LinkedIn
•   QQ (Tencent)
•   Qzone
•   RenRen
•   Kaixin001
•   Xiaonei
•   51.com
•   Mixi
                         And more…
•   Mobile Game Town
•   Gree
•   Cyworld
•   Friendster
Billion Dollar Brands
                         $B                  $B
•   Facebook
•   LinkedIn              $B                 $B
•   QQ (Tencent)
•   Qzone                $B             $B
•   RenRen
•   Kaixin001
•   Xiaonei
•   51.com
•   Mixi                      $B
                                   And more…
•   Mobile Game Town
•   Gree
•   Cyworld
•   Friendster
Market Caps (2010.10)

        $780M




        $3.3B




        $4.2B




        $43B
ngmoco:) news




          $400M
        < 2010 Profit!
South Korea
Cyworld
• SNS/VG pioneer since 10 years ago
  – Stagnant for several years
  – “The new MySpace”?
2009.10 | Nate App Store




• Leverages Nate’s reach   • Slow rise (2M users)
• Semi-open                • Rev share (70/30)
Portals join the dance

• .
  Naver Social Apps


• .
  Yozm by Daum


• Results
   – Just started
   – No social graph
Facebook Rising
• Facebook in Korea
  – Usage growing
  – Local office
  – Hired from Cyworld


• Why?
  – Users bored of Cyworld
  – Virtual goods market
  – Games market
Virtual Worlds

• 3D virtual worlds still early, even for Korea
  – Non-gaming not working
  – Nurien (3D social world) fail, revamp into social app


• Only PuppyRed seems successful
  – Yet not that big…
  – $4M in 2008, equivalent to $40M in US? (= IMVU)
PuppyRed
PuppyRed | Conversion
• 225,000 MAU
  – 18,000 paying (8%)
  – Top 2,000 = 46% sales


• Ideas
  – Ratio > Social games
  – 1% users = 50% sales




     Source: Inside Social Games, Oct 2010, PuppyRed data from Nov 2009 to Jan 2010
PuppyRed | Monetizing
• Time investment
  – Since reg.
  – In-world


• Friends
  – More value to items
  – Gifts


• Items balance
  – Limit free items
  – Large inventory
    (15,000+)
     Source: Inside Social Games, Oct 2010, PuppyRed data from Nov 2009 to Jan 2010
Online Games

• Online games market   $3.3 billion?

• Leaders               Nexon, NHN, NC Soft

• Expanding overseas    China, Japan, US,
                        Emerging markets


                                        Source: KOCCA
Answer



                  • #1 in Online Gaming

                  • Pioneer in virtual goods

                  • First MMO in 1996!


Min Seo, CEO
Nexon Today

• Revenue 2009: $561 million (+56%)
     • Over half from overseas (first in 2009 !)


• Some famous games
     •   Kart Rider (200M reg. users)
     •   Dungeon & Fighter (200M reg. users)
     •   Maple Story (95M reg. users)
     •   Mabinogi
     •   Combat Arms (FPS)
     •   Sudden Attack (FPS)
     •   Etc.
                                                   Source: Nexon
Foreign Players in Korea?



   Some limited successes…
And… Starcraft Cheating Scandal!

• April-May 2010

• Largest scandal in e-sports
  history in Korea

• 16 pro gamers involved in
  match set-ups & illegal
  betting.

                                Pro Gamer sAviOr
                                  (Ja Mae-Yoon)
Japan
Mobile SNS Make a Killing

• Revenue total       > $1 billion!

• All 3 have a        mobile app platform

• Mass promotion      TV, Billboards, Posters…

• Publish + Develop 1st, 2nd, 3rd Party dev.
Mixi

• Inspired by           •    Friends   (PC)
                        •    Mobile    (mobile)
                        •    FB        (apps, “like”)
                        •    Twitter   (micro-blog)

• 21 million users      • Pageviews
   – 14 million MAU          – Mobile 28 billion PV
                             – PC     5 billion PV
Mixi


• Revenue 2009             $166 million
  – Profit margin          20%


• 2Q2010                   $49M
  – Profit margin          25%
  – Run rate 2010          $200M
Mixi | Users

• Gender-Balanced    • 90% above 20 y.o.


Total
                                           Mobile
                                           Total
Mobile
Mixi | Pageviews


                                    2009.10
                                      PC
                Applications
                 Platform




                               2009.08
                               Mobile



Ad prices for mobile = 1/3 of PC price
Mixi | Apps
• Apps
  – PC > 1,000
  – Mobile > 600


• Apps contribution
  – Minor for revenue <10%
  – High for PV


• Smartphone UI “Mixi Touch”     Machi Tsuku (3M MAU)
                                 by Unoh / Zynga Japan
                                 Source: Masaru Ikeda @ Asiajin
Answer



                       • CEO of DeNA

                       • Operates “Mobile Game
                         Town”, a top mobile SNS
                         in Japan


Tomoko Namba, CEO
DeNA
• Revenue 2009               $517 million
  – Profit 2009              $228 million (44%)


• Revenue 2Q2010             $279 million
  – Profit 2Q2010            $138 million (49%)
  – 90% from digital goods



         On track for $1 billion in 2010
DeNA | Sales
Mobile Game Town| Sales Breakdown
         $250 million
         (2010.04~06)


                        1%

                        9%


                        12%




                        78%
Mobile Game Town | Users



• 20 million users

• 74% over 20 y.o.
Mobile Game Town | Open Platform
• 154 partners companies   • Avatars in open
• 350 titles (July 2010)     platform games too
• In-house games too       • Common currency
DeNA | Target: Global Leader
Answer



                           • CEO of GREE, top
                             mobile SNS in Japan

                           • #2 youngest self-made
                             billionaire in the world
                             (after Mark Zuckerberg)

Yoshikazu Tanaka, CEO
Advertising

Gree Home                     Advertising & Affiliates


            Avatars & items




                              B2C virtual goods
            Games
                              (avatar + games)
GREE | Service Strategy

                                  Members



      SNS                                                   Social Games
  Diary/Notes
     Q&A
Community/BBS

                   Page views               Virtual Goods



                 Media Ad Sales               VG Sales


                                  GREE
GREE
 ARPU = $2.2 / month!             Revenue           $133M
 ARPPU > $20?
                                                  2010.04-06

                        20M
Users

                                    Digital goods (82%)

                                              Ads (18%)
                        2010.06
GREE

• Year to June 2010
  – Sales                   $430 million
  – Operating profit        $240 million (56%)


• Year to June 2011
  – Apr-Jun 2010            $133 million
  – 2011 revenue run rate   >$600 million
GREE | Monthly Page Views




 35.7 Billion
   Google Images = 1 billion/day
GREE



• 2010.06 | Open platform

• 2010.10 | Non-gaming
  apps (27 coming up)
2010.09 | GREE on iPhone ( + Android soon)
Community Safety

• DeNA
  – 861 employees…
  – Many doing content monitoring
                                            Pipo-kun
                                       Tokyo Police Mascot




  – Monitoring 24/7 since 2006.11
  – “Patrol Center” built in 2008.03
                                       Gree’s Patrol Center
Have you heard of…?
CyberAgent
• History
  – Started as ad network
  – Branched into blogs (10M users), virtual world &
    social games
  – 1,900 employees

• Sales 2009                 $1.1 billion
  – Profit 2009              $55 million

• Sales 2010 (E)             $1.1 billion
  – Profit 2010 (E)          $98 million
| Social Games

• DeNA       10 titles

• Gree       3 titles

• Mixi       8 titles

• Facebook   7 titles
| Social Games
• $4M in July 2010
  – Run-rate 2010 = $50M ( > ngmoco ? )
| 2D Virtual World
| 2D Virtual World
• Promotion
  – Leveraging Ameba’s blog platform
  – TV ads

• Paying Users
  – 80% are 20 to 40 y.o.
  – 70% female

• Payment
  – 68% Mobile, 20% Webmoney, 12% Credit Card
| Revenue split
• April-June 2010    $10 million
| Subs & ARPU
4.3 million users (2010.06)
     monthly ARPU = $15
| Fishing Game
Facebook Making Inroads
• Facebook in Japan
  – Growing (1.2M)
  – Mobile JP version


• Why?
  – GDP
  – Online advertising
  – Virtual goods
  – Mobile!              KDDI’s Summer Line-Up
Foreign Players in Japan
• Zynga
  – Acquired local company Unoh
  – JV with Yahoo! Japan (#1 portal) for games

• Chinese social games doing well
  – Rekoo, Rakoo, Elex
    … but for how long?

• Online games growing too
  – Perfect World (China) acquired local licensee
China
Social Games Growing But…
• Fragmented market
  – 4 competing social networks
  – Facebook still blocked




• SNS revenue not great (esp. for third parties)
  – Low advertising
  – Platforms develop games in-house
  – Rev share variable & often unattractive
…Online Games Still Dominate
• Online games biggest money maker
  – $900M in 2Q2010
  – Tencent (20%), Shanda (20%), Netease (13%)


• Social networks channel users to MMOs

• China = 30% of global online games market

              $4 billion in 2010?
                             Source: iResearch, Lazard Capital Markets
Answer



                            • CEO of Tencent!

                            • #3 Internet company in
                              the world



Ma Huateng (Pony), CEO
QQ IM & QZone
Digital Goods?
•   Identity related
•   Game related
•   Music related
•   And more…
Tencent Bigger Than Ever?
• Sales 2009            $1.8 billion
  – Net profit 2009     42% (= $750M)


• Sales 1H2010          $1.3 billion
  – Run rate 2010 (E)   $2.5 billion (1/3 games)
  – Profit 2010 (E)     $1 billion



    Internet penetration still only 30%!
PHOTO: MOBILE PHONE, BEIJING, APRIL 2010
© Benjamin Joffe / Plus Eight Star Ltd.
Hardware Innovation: “Shanzhai” (山寨)




PHOTO: MOBILE PHONE, BEIJING, APRIL 2010
© Benjamin Joffe / Plus Eight Star Ltd.
PHOTO: MOBILE PHONE, BEIJING, APRIL 2010
© Benjamin Joffe / Plus Eight Star Ltd.
QQ Farm
Rest of Asia
Time-Shifted Markets
• Vietnam
   – ~$150M from online games
   – 86 million people
   – 4-5 years behind china

• Indonesia
   – #3 on Facebook!
   – 238 million people!
   – Behind Vietnam

• Other places: Thailand (66M),
  Philippines (92M), etc.           Virtual Goods Time Machine

• Biggest potential: online games
  & mobile SNS
Mig33


“We have decided we want to be like QQ for
mobile in the rest of the emerging world.”
                               – Steven Goh, CEO




                             Source: VentureBeat, March 2010
Mig33
                                           Made in China



“We have decided we want to be like QQ for
mobile in the rest of the emerging world.”
                               – Steven Goh, CEO
 Not iPhone!                   Not rich
                              countries!




                             Source: VentureBeat, March 2010
About Mig33

• Nationality
     • Founders from Australia
     • Moved to Silicon Valley
     • Relocated to Singapore


• Users
     • India, Indonesia, Bangladesh, Vietnam, South Africa…
Conclusions
Conclusions
• Social games = growing fast

• Online games still > Social games (except Japan)

• Massive ads (TV, billboards, etc.) if ROI is good!

• Media properties entering social (portals, blogs)

• SNS can channel users to MMOs with better ROI

• Mobile great in emerging & advanced markets
Conclusions


• CJK companies expanding globally

• Transition to digital goods is a tidal wave

• Epiphanies in the West like Korea 10 years ago
Digital Goods in 2009




  Asia: $7 Billion
    USA: $1 Billion




US market potential
   $35 Billion?
                                     Source: +8*, October 2009
Digital Goods in 2010




Asia: $10 Billion
   USA: $2 Billion




                                      Source: +8*, October 2010
$100 billion within the decade?


      “The virtual goods market
    would likely exceed globally
$100 billion within this decade.”


                                              Trip Hawkins
                                     CEO, Digital Chocolate
                                    Founder, Electronic Arts


                                      Source: Trip’s OMG Blog, April 2010
Market Potential?
• From analog to digital
  – Global video game market $35 billion
  – In Korea >50% of ALL GAMES = online games




• Potential = all games in the world
  – Global game market $120 billion
  – With digital goods dominant model?
Globalization



            Durian Strudel (Singapore)
Ideas, Talent & Markets

• Ideas        First farm game = made in China!

• Dev.         Zynga (JP, CN)
               Playfish (CN)
               Kabam (CN)

• Market       Facebook (JP, KR, SG, SEA w/ MOL)
               Zynga (JV with Softbank for JP)
               Rockyou (JP), Others?
Platform Partnership
• Cyworld, Mixi, RenRen join forces for one-stop
  “Social Application Platform”



• Catching up on analytics to leapfrog Facebook?

• For reference
     • Cyword     25M users    (1999, Korea)
     • Mixi       21M users    (2004, Japan)
     • RenRen     150M users   (2005, China)
                                       Source: Mixi, September 2010
Chinese family in Oregon during the Gold Rush




                    Virtual Goods in Asia
                  The US Gold Rush Begins

                         Benjamin Joffe | CEO, Plus Eight Star
                    Virtual Goods Summit, San Francisco | 2009.10
Nexon
• Ndoor             M&A            2010.05          Korea

• GameHi            M&A            2010.05          Korea

• BoomBang          Invest.        2010.10          Spain



• Disney offering $6 billion? (rumor)
     • EA’s market cap is $5.8 billion… (2010.10)

                                                     Source: +8*, Nexon
DeNA
• ngmoco:)       M&A        USA

• Astro Ape      Invest.    USA

• Aurora Feint   Invest.    USA

• GameView       M&A        USA

• Icebreak       M&A        USA

• TX.com.cn      M&A        China

• Social Gaming Fund of $27.5 million
Tencent
• Sanook       Invest.   2010.08   Thailand

• Comsenz      M&A       2010.08   China

• Shenzhen DN M&A        2010.04   China

• DST          Invest.   2010.04   Russia

• Riot Games   Invest.   2009.09   USA

• Outspark     Invest.   2008.01   USA
Other Chinese Companies

• Emerging markets, Japan, US

• Rekoo & Yicha doing great with social games

• Shanda buys Mochi Media (2010.01, $80M)
China + Russia + South Africa

                        $18B




$3B                                         $35B


                  10%



                               Source: +8*, October 2010
DST | Digital Sky Technologies
• Invested $180M in Zynga

• Invested ~$350M in Facebook (~10%)

• Invested $135M in Groupon

• Acquired ICQ         for $188M

• Mail.ru (portal), Astrum (games)
  – 70% of all PV in the Russian speaking Internet
NASPERS
From Asia to the World



                 Durian Strudel (Singapore)
Paradise Paintball by Cmune

• World’s first FPS on social networks!



• Over 500,000 users in open beta

   – “Paradise Paintball – you feel like you’re playing a
     console game.” - Gareth Davis, Games Platform
     Manager, Facebook

   – “Abandoned my clan, crops have withered and my
     cafe has gone bankrupt. Thank you for creating the
     first real game on Facebook!” – Facebook user
Paradise Paintball | World’s First Social FPS!




www.facebook.com/paradisepaintball               www.cmune.com
Asia is part of your world too!
What we do
       – Best practices from Asia
       – Digital Research & Strategy

Clients sample                             +81 | Japan

                                           +82 | Korea

                                           +86 | China

                                        Telecom & Internet

                                          + Added Value
Contacts
                                          * High quality
       – benjamin@plus8star.com
       – @benjaminjoffe
       – www.slideshare.net/plus8star

Digital Goods Real Billions

  • 1.
    Digital Goods, RealBillions Asia’s Digital Life & What it means for the West @benjaminjoffe | CEO, +8* Virtual Goods Summit, San Francisco | 2010.10
  • 2.
  • 3.
    4 years 1 year 5 years
  • 4.
    • CEO, PlusEight Star | www.plus8star.com – Best practices from Asia’s digital space – Research, Strategy & “Innovation Arbitrage” • Clients
  • 5.
    Angel Investor, Advisor,Keynote Speaker • Speaker 100+ talks in 16 countries • Advisor • Investor in Asia-based global companies
  • 6.
    My Interests • Technology, Sociology and Anthropology • Virtual economies • Digital third places • Artificial artificial intelligence (AAI) • Online social dynamics
  • 7.
    All the world’sa… All the world’s a stage… William Shakespeare All the world’s a game… Gabe Zichermann …And one man in his time plays many avatars. Benjamin Joffe
  • 8.
    Introduction Quiz! Chapter 1 South Korea Chapter 3 Japan Chapter 4 China Chapter 5 Rest of Asia Chapter 6 Conclusions Chapter 7 Globalization
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
    More than Facebookand USA • Facebook • LinkedIn • QQ (Tencent) • Qzone • RenRen • Kaixin001 • Xiaonei • 51.com • Mixi And more… • Mobile Game Town • Gree • Cyworld • Friendster
  • 17.
    Billion Dollar Brands $B $B • Facebook • LinkedIn $B $B • QQ (Tencent) • Qzone $B $B • RenRen • Kaixin001 • Xiaonei • 51.com • Mixi $B And more… • Mobile Game Town • Gree • Cyworld • Friendster
  • 18.
    Market Caps (2010.10) $780M $3.3B $4.2B $43B
  • 19.
    ngmoco:) news $400M < 2010 Profit!
  • 20.
  • 21.
    Cyworld • SNS/VG pioneersince 10 years ago – Stagnant for several years – “The new MySpace”?
  • 22.
    2009.10 | NateApp Store • Leverages Nate’s reach • Slow rise (2M users) • Semi-open • Rev share (70/30)
  • 23.
    Portals join thedance • . Naver Social Apps • . Yozm by Daum • Results – Just started – No social graph
  • 24.
    Facebook Rising • Facebookin Korea – Usage growing – Local office – Hired from Cyworld • Why? – Users bored of Cyworld – Virtual goods market – Games market
  • 25.
    Virtual Worlds • 3Dvirtual worlds still early, even for Korea – Non-gaming not working – Nurien (3D social world) fail, revamp into social app • Only PuppyRed seems successful – Yet not that big… – $4M in 2008, equivalent to $40M in US? (= IMVU)
  • 27.
  • 28.
    PuppyRed | Conversion •225,000 MAU – 18,000 paying (8%) – Top 2,000 = 46% sales • Ideas – Ratio > Social games – 1% users = 50% sales Source: Inside Social Games, Oct 2010, PuppyRed data from Nov 2009 to Jan 2010
  • 29.
    PuppyRed | Monetizing •Time investment – Since reg. – In-world • Friends – More value to items – Gifts • Items balance – Limit free items – Large inventory (15,000+) Source: Inside Social Games, Oct 2010, PuppyRed data from Nov 2009 to Jan 2010
  • 30.
    Online Games • Onlinegames market $3.3 billion? • Leaders Nexon, NHN, NC Soft • Expanding overseas China, Japan, US, Emerging markets Source: KOCCA
  • 31.
    Answer • #1 in Online Gaming • Pioneer in virtual goods • First MMO in 1996! Min Seo, CEO
  • 32.
    Nexon Today • Revenue2009: $561 million (+56%) • Over half from overseas (first in 2009 !) • Some famous games • Kart Rider (200M reg. users) • Dungeon & Fighter (200M reg. users) • Maple Story (95M reg. users) • Mabinogi • Combat Arms (FPS) • Sudden Attack (FPS) • Etc. Source: Nexon
  • 33.
    Foreign Players inKorea? Some limited successes…
  • 35.
    And… Starcraft CheatingScandal! • April-May 2010 • Largest scandal in e-sports history in Korea • 16 pro gamers involved in match set-ups & illegal betting. Pro Gamer sAviOr (Ja Mae-Yoon)
  • 36.
  • 37.
    Mobile SNS Makea Killing • Revenue total > $1 billion! • All 3 have a mobile app platform • Mass promotion TV, Billboards, Posters… • Publish + Develop 1st, 2nd, 3rd Party dev.
  • 38.
    Mixi • Inspired by • Friends (PC) • Mobile (mobile) • FB (apps, “like”) • Twitter (micro-blog) • 21 million users • Pageviews – 14 million MAU – Mobile 28 billion PV – PC 5 billion PV
  • 39.
    Mixi • Revenue 2009 $166 million – Profit margin 20% • 2Q2010 $49M – Profit margin 25% – Run rate 2010 $200M
  • 40.
    Mixi | Users •Gender-Balanced • 90% above 20 y.o. Total Mobile Total Mobile
  • 41.
    Mixi | Pageviews 2009.10 PC Applications Platform 2009.08 Mobile Ad prices for mobile = 1/3 of PC price
  • 42.
    Mixi | Apps •Apps – PC > 1,000 – Mobile > 600 • Apps contribution – Minor for revenue <10% – High for PV • Smartphone UI “Mixi Touch” Machi Tsuku (3M MAU) by Unoh / Zynga Japan Source: Masaru Ikeda @ Asiajin
  • 43.
    Answer • CEO of DeNA • Operates “Mobile Game Town”, a top mobile SNS in Japan Tomoko Namba, CEO
  • 44.
    DeNA • Revenue 2009 $517 million – Profit 2009 $228 million (44%) • Revenue 2Q2010 $279 million – Profit 2Q2010 $138 million (49%) – 90% from digital goods On track for $1 billion in 2010
  • 45.
  • 46.
    Mobile Game Town|Sales Breakdown $250 million (2010.04~06) 1% 9% 12% 78%
  • 47.
    Mobile Game Town| Users • 20 million users • 74% over 20 y.o.
  • 48.
    Mobile Game Town| Open Platform • 154 partners companies • Avatars in open • 350 titles (July 2010) platform games too • In-house games too • Common currency
  • 49.
    DeNA | Target:Global Leader
  • 50.
    Answer • CEO of GREE, top mobile SNS in Japan • #2 youngest self-made billionaire in the world (after Mark Zuckerberg) Yoshikazu Tanaka, CEO
  • 51.
    Advertising Gree Home Advertising & Affiliates Avatars & items B2C virtual goods Games (avatar + games)
  • 52.
    GREE | ServiceStrategy Members SNS Social Games Diary/Notes Q&A Community/BBS Page views Virtual Goods Media Ad Sales VG Sales GREE
  • 53.
    GREE ARPU =$2.2 / month! Revenue $133M ARPPU > $20? 2010.04-06 20M Users Digital goods (82%) Ads (18%) 2010.06
  • 54.
    GREE • Year toJune 2010 – Sales $430 million – Operating profit $240 million (56%) • Year to June 2011 – Apr-Jun 2010 $133 million – 2011 revenue run rate >$600 million
  • 55.
    GREE | MonthlyPage Views 35.7 Billion Google Images = 1 billion/day
  • 56.
    GREE • 2010.06 |Open platform • 2010.10 | Non-gaming apps (27 coming up)
  • 57.
    2010.09 | GREEon iPhone ( + Android soon)
  • 58.
    Community Safety • DeNA – 861 employees… – Many doing content monitoring Pipo-kun Tokyo Police Mascot – Monitoring 24/7 since 2006.11 – “Patrol Center” built in 2008.03 Gree’s Patrol Center
  • 59.
  • 60.
    CyberAgent • History – Started as ad network – Branched into blogs (10M users), virtual world & social games – 1,900 employees • Sales 2009 $1.1 billion – Profit 2009 $55 million • Sales 2010 (E) $1.1 billion – Profit 2010 (E) $98 million
  • 61.
    | Social Games •DeNA 10 titles • Gree 3 titles • Mixi 8 titles • Facebook 7 titles
  • 62.
    | Social Games •$4M in July 2010 – Run-rate 2010 = $50M ( > ngmoco ? )
  • 63.
  • 64.
    | 2D VirtualWorld • Promotion – Leveraging Ameba’s blog platform – TV ads • Paying Users – 80% are 20 to 40 y.o. – 70% female • Payment – 68% Mobile, 20% Webmoney, 12% Credit Card
  • 65.
    | Revenue split •April-June 2010 $10 million
  • 66.
    | Subs &ARPU 4.3 million users (2010.06) monthly ARPU = $15
  • 67.
  • 68.
    Facebook Making Inroads •Facebook in Japan – Growing (1.2M) – Mobile JP version • Why? – GDP – Online advertising – Virtual goods – Mobile! KDDI’s Summer Line-Up
  • 69.
    Foreign Players inJapan • Zynga – Acquired local company Unoh – JV with Yahoo! Japan (#1 portal) for games • Chinese social games doing well – Rekoo, Rakoo, Elex … but for how long? • Online games growing too – Perfect World (China) acquired local licensee
  • 70.
  • 71.
    Social Games GrowingBut… • Fragmented market – 4 competing social networks – Facebook still blocked • SNS revenue not great (esp. for third parties) – Low advertising – Platforms develop games in-house – Rev share variable & often unattractive
  • 72.
    …Online Games StillDominate • Online games biggest money maker – $900M in 2Q2010 – Tencent (20%), Shanda (20%), Netease (13%) • Social networks channel users to MMOs • China = 30% of global online games market $4 billion in 2010? Source: iResearch, Lazard Capital Markets
  • 73.
    Answer • CEO of Tencent! • #3 Internet company in the world Ma Huateng (Pony), CEO
  • 74.
    QQ IM &QZone
  • 75.
    Digital Goods? • Identity related • Game related • Music related • And more…
  • 76.
    Tencent Bigger ThanEver? • Sales 2009 $1.8 billion – Net profit 2009 42% (= $750M) • Sales 1H2010 $1.3 billion – Run rate 2010 (E) $2.5 billion (1/3 games) – Profit 2010 (E) $1 billion Internet penetration still only 30%!
  • 77.
    PHOTO: MOBILE PHONE,BEIJING, APRIL 2010 © Benjamin Joffe / Plus Eight Star Ltd.
  • 78.
    Hardware Innovation: “Shanzhai”(山寨) PHOTO: MOBILE PHONE, BEIJING, APRIL 2010 © Benjamin Joffe / Plus Eight Star Ltd.
  • 79.
    PHOTO: MOBILE PHONE,BEIJING, APRIL 2010 © Benjamin Joffe / Plus Eight Star Ltd.
  • 80.
  • 81.
  • 82.
    Time-Shifted Markets • Vietnam – ~$150M from online games – 86 million people – 4-5 years behind china • Indonesia – #3 on Facebook! – 238 million people! – Behind Vietnam • Other places: Thailand (66M), Philippines (92M), etc. Virtual Goods Time Machine • Biggest potential: online games & mobile SNS
  • 83.
    Mig33 “We have decidedwe want to be like QQ for mobile in the rest of the emerging world.” – Steven Goh, CEO Source: VentureBeat, March 2010
  • 84.
    Mig33 Made in China “We have decided we want to be like QQ for mobile in the rest of the emerging world.” – Steven Goh, CEO Not iPhone! Not rich countries! Source: VentureBeat, March 2010
  • 85.
    About Mig33 • Nationality • Founders from Australia • Moved to Silicon Valley • Relocated to Singapore • Users • India, Indonesia, Bangladesh, Vietnam, South Africa…
  • 86.
  • 87.
    Conclusions • Social games= growing fast • Online games still > Social games (except Japan) • Massive ads (TV, billboards, etc.) if ROI is good! • Media properties entering social (portals, blogs) • SNS can channel users to MMOs with better ROI • Mobile great in emerging & advanced markets
  • 88.
    Conclusions • CJK companiesexpanding globally • Transition to digital goods is a tidal wave • Epiphanies in the West like Korea 10 years ago
  • 89.
    Digital Goods in2009 Asia: $7 Billion USA: $1 Billion US market potential $35 Billion? Source: +8*, October 2009
  • 90.
    Digital Goods in2010 Asia: $10 Billion USA: $2 Billion Source: +8*, October 2010
  • 91.
    $100 billion withinthe decade? “The virtual goods market would likely exceed globally $100 billion within this decade.” Trip Hawkins CEO, Digital Chocolate Founder, Electronic Arts Source: Trip’s OMG Blog, April 2010
  • 92.
    Market Potential? • Fromanalog to digital – Global video game market $35 billion – In Korea >50% of ALL GAMES = online games • Potential = all games in the world – Global game market $120 billion – With digital goods dominant model?
  • 93.
    Globalization Durian Strudel (Singapore)
  • 94.
    Ideas, Talent &Markets • Ideas First farm game = made in China! • Dev. Zynga (JP, CN) Playfish (CN) Kabam (CN) • Market Facebook (JP, KR, SG, SEA w/ MOL) Zynga (JV with Softbank for JP) Rockyou (JP), Others?
  • 95.
    Platform Partnership • Cyworld,Mixi, RenRen join forces for one-stop “Social Application Platform” • Catching up on analytics to leapfrog Facebook? • For reference • Cyword 25M users (1999, Korea) • Mixi 21M users (2004, Japan) • RenRen 150M users (2005, China) Source: Mixi, September 2010
  • 96.
    Chinese family inOregon during the Gold Rush Virtual Goods in Asia The US Gold Rush Begins Benjamin Joffe | CEO, Plus Eight Star Virtual Goods Summit, San Francisco | 2009.10
  • 97.
    Nexon • Ndoor M&A 2010.05 Korea • GameHi M&A 2010.05 Korea • BoomBang Invest. 2010.10 Spain • Disney offering $6 billion? (rumor) • EA’s market cap is $5.8 billion… (2010.10) Source: +8*, Nexon
  • 98.
    DeNA • ngmoco:) M&A USA • Astro Ape Invest. USA • Aurora Feint Invest. USA • GameView M&A USA • Icebreak M&A USA • TX.com.cn M&A China • Social Gaming Fund of $27.5 million
  • 99.
    Tencent • Sanook Invest. 2010.08 Thailand • Comsenz M&A 2010.08 China • Shenzhen DN M&A 2010.04 China • DST Invest. 2010.04 Russia • Riot Games Invest. 2009.09 USA • Outspark Invest. 2008.01 USA
  • 100.
    Other Chinese Companies •Emerging markets, Japan, US • Rekoo & Yicha doing great with social games • Shanda buys Mochi Media (2010.01, $80M)
  • 101.
    China + Russia+ South Africa $18B $3B $35B 10% Source: +8*, October 2010
  • 102.
    DST | DigitalSky Technologies • Invested $180M in Zynga • Invested ~$350M in Facebook (~10%) • Invested $135M in Groupon • Acquired ICQ for $188M • Mail.ru (portal), Astrum (games) – 70% of all PV in the Russian speaking Internet
  • 103.
  • 104.
    From Asia tothe World Durian Strudel (Singapore)
  • 105.
    Paradise Paintball byCmune • World’s first FPS on social networks! • Over 500,000 users in open beta – “Paradise Paintball – you feel like you’re playing a console game.” - Gareth Davis, Games Platform Manager, Facebook – “Abandoned my clan, crops have withered and my cafe has gone bankrupt. Thank you for creating the first real game on Facebook!” – Facebook user
  • 106.
    Paradise Paintball |World’s First Social FPS! www.facebook.com/paradisepaintball www.cmune.com
  • 107.
    Asia is partof your world too! What we do – Best practices from Asia – Digital Research & Strategy Clients sample +81 | Japan +82 | Korea +86 | China Telecom & Internet + Added Value Contacts * High quality – benjamin@plus8star.com – @benjaminjoffe – www.slideshare.net/plus8star