Gaming in asia

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Lifetime value starts here. @Kontagent | #KK2012 Game Internationalization: Where to Start May 31, 2012 | Benjamin Joffe, CEO, +8* | Jason Lee, Sr. Manager, Customer Success APAC, Kontagent

description

Talk given in June 2012 at Kontagent's conference in San Francisco. Can you be big in Asia?

Transcript of Gaming in asia

Page 1: Gaming in asia

Lifetime value starts here. @Kontagent    |    #KK2012  

Game Internationalization: Where to Start

May  31,  2012  |  Benjamin  Joffe,  CEO,  +8*    |  Jason  Lee,  Sr.  Manager,  Customer  Success  APAC,  Kontagent    

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CASE  STUDY  –  Becoming  Big  in  Asia  

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HI!  

Benjamin  Joffe  @benjaminjoffe  

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12  YEARS  ABROAD  

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PLUS  EIGHT  STAR  

 Research  &  Strategy  ConsulRng  Best  PracRces  &  Market  Entry  China,  Japan  &  South  Korea  

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CLIENTS  

EUROPE

USA

ASIA

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STARTUP  MENTOR  

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100+  talks,  20  countries  

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•  7  Cases  for  Market  Entry  •  Ecosystems  101  

•  China  •  Japan  •  Korea  

•  Case  Study:  Uberstrike  

AGENDA  

Get  this  talk  at  >  www.slideshare.net/plus8star  

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7  Cases  for  Market  Entry  

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1.  Surprise  success  2.  Copycat  

1.  OpportunisRc  entrepreneur  2.  Hopeful  entrepreneur  3.  Independent  inventor  

3.  Business  contact  4.  IdenRfied  opportunity  5.  Unclear  opportunity  6.  Hope  7.  Necessity  

7  CASES  FOR  MARKET  ENTRY  

Opportunity  

DesperaRon  

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•  Concept  Suitability  •  Product  /  Market  Fit  •  Cultural  Match  

•  LocalizaRon  Ability  •  Copy  •  Graphics  •  Layout  /  white  space  •  Payment  •  Support  

ARE  YOU  THE  ONE?  

WIRED  Top  15  Most  Influen/al  Games  of  the  Decade  

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Ecosystems  101  

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DEFINING  ASIA  

Asia!

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DEFINING  ASIA  

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THE  WORLD  AS  CIVILIZATIONS  

Western!Latin American!African!Orthodox!Indian!Muslim!

Japanese!Chinese!

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“Asia  was  a  concept  of  Western  Civiliza5on.”    

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•  Macro  •  GDP  •  GDP/capita  •  Demographics  

•  Culture  •  Language(s)  •  Religion(s)  

•  Infra  •  Web  &  Mobile  Infrastructures  •  Dominant  Players  •  Payment  systems  

ECOSYSTEMS  101  

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“Zynga  Aims  for  400  Million  Tencent  Users  in  China.  Starts  with  CityVille”  

BizTechDay,  August  2011  

DOUBLING  AUDIENCE  IS  NOT  DOUBLING  REVENUE  

“Just  by  going  to  China,  we  could  double  the  audience,”  

Peter  Relan,  CEO,  Crowdstar  May  2012  

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Country   PopulaHon   GDP/Capita  (USD)  

China   1.3  billion   4,500  

Japan   128  million   42,000  

South  Korea   49  million   20,000  

Taiwan   23  million   20,000  

Hong  Kong   7  million   32,000  

Singapore   5  million   57,000  

Malaysia   28  million   9,500  

Indonesia   240  million   3,900  

Vietnam   90  million   1,500  

Philippines   94  million   2,500  

Thailand   65  million   5,800  

North  Korea   24  million   1,000  

Not all markets are created equal"

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Country   PopulaHon   GDP/Capita  (USD)  

China   1.3  billion   4,500  

Japan   128  million   42,000  

South  Korea   49  million   20,000  

Taiwan   23  million   20,000  

Hong  Kong   7  million   32,000  

Singapore   5  million   57,000  

Malaysia   28  million   9,500  

Indonesia   240  million   3,900  

Vietnam   90  million   1,500  

Philippines   94  million   2,500  

Thailand   65  million   5,800  

North  Korea   24  million   1,000  

- 1 JP user = 10 CN users for monetization - Hong Kong, Taiwan, Singapore, Malaysia medium-sized"

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Country   PopulaHon   GDP/Capita  (USD)  

China   1.3  billion   4,500  

Japan   128  million   42,000  

South  Korea   49  million   20,000  

Taiwan   23  million   20,000  

Hong  Kong   7  million   32,000  

Singapore   5  million   57,000  

Malaysia   28  million   9,500  

Indonesia   240  million   3,900  

Vietnam   90  million   1,500  

Philippines   94  million   2,500  

Thailand   65  million   5,800  

North  Korea   24  million   1,000  

Large user bases but:

- few smartphones- even fewer PCs- hard to monetize"

Pick your markets right!"

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Mobile  Users  China   Japan   Korea  

Mobile  users   1.02  billion   127  million   50  million  

Android  (esRmates)   ?   15  million   17  million  

iPhone  (esRmates)   <20  million   <10  million   3  million  

3G  Users   10%   100%   70%  

- China, Japan, Korea embracing Android"- iPhones for the 1% in China"- Few reliable numbers available"

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Online  Game  Companies  Market  Cap  China   $bln   Japan   $bln   Korea   $bln  Tencent   57.5   GREE   6.3   Nexon   8  Netease   7.8   DeNA   4.6   NHN  (Hangame)   10.5  Renren   2.6   Mixi   <1   NCso`   5.3  Shanda   2.2  

Shanda  Games   1.4   as  of  June  2012  Giant   1.2  

Changyou   1.2   Facebook   (75)  NetDragon  (91)   <1   AcRvision  Blizzard   13.8  Perfect  World   <1   Zynga   6.1  

The9   <1   Electronic  Aarts   5.0  

Gaming giants dominate in each country."Very few foreign players do well."

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China  

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•  1Q2012  $1.78B  •  2012  (E)  $8B+  (=  2  x  Facebook  2011)  

CHINA’S  GAMING  MARKET  

Source: Analysys International"

>  80%  

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•  Local  partners  are  prevy  much  mandatory  for  foreigners  to  get  any  distribuRon  and  operate.  

•  Successes  are  rare,  generally  accidental,  and  mostly  by  dominant  players  •  Mobile      Angry  Birds,  Fruit  Ninja,  Nubee  (JP),  etc.  •  Online  Games  Koreans,  Blizzard  (licensing),  Riot  Games  •  Social  Games    Avempts  (PopCap,  Zynga)  

REALITY  OF  CHINA  

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•  Social  networks  are…  TENCENT  •  Livle  money  on  RenRen  •  No  Facebook  

•  Online  Game  Giants  •  Developing  their  own  games  •  Licensing  from  Korea  •  Rarely  from  other  places  (WoW)  •  ExcepRon:  League  of  Legends  (but  bought  by  Tencent)  

SOCIAL  NETWORKS  IN  CHINA  

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•  Revenue        US$4.5  billion  o  Mostly  gaming!  o  Mobile      10%  o  AdverRsing    7%  

•  Net  Profit      US$1.6  billion  (35%)  

•  Services  o  Qzone        552  million  MAU  o  Pengyou      202  million  MAU  o  Open  plaxorm  40,000  apps  

–  Revenue  share  improved  from  90/10  to  70/30  (though  variable)  –  A  dozen  have  10m+  MAU  –  BUT  ARPPU  =  1/10th  USA  (var.)  –  QQ  Farm  =  $10m  /  month?  (2011  rumor)  

TENCENT  

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•  Revenue      US$118.0  million  •  ~50%  from  adverRsing  

•  Net  Loss      US$5  million  •  Net  loss  does  not  count  sale  of  eLong  for  US$50  million  •  PromoRng  its  Groupon  clone  Nuomi  (spending  US$30  million)  

•  Plaxorm  •  Average  50/50  revenue  share  

•  Curb  your  enthusiasm!  

RENREN  

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•  iPhone  is  for  the  1%  

•  Android  stores  are  fragmented  •  Over  a  dozen  app  stores  •  Lots  of  copies  •  Payment  systems  not  sorted  out  •  AdverRsing  don’t  make  much  money  

•  New  smartphones  by  the  day!  •  Xiaomi  •  Alibaba  •  Baidu  

MOBILE  IN  CHINA  

Aliababa’s  Aliyun  Custom  Linux  mobile  OS  Runs  Android  apps!  Yours  for  <  $250!  

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•  Click  to  add  text  •  Click  to  add  text  

o  Click  to  add  text  

IOS  IN  CHINA  

Source: AppAnnie.com"

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•  Click  to  add  text  •  Click  to  add  text  

o  Click  to  add  text  

ANDROID  IN  CHINA  

Source: AppAnnie.com"

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Japan  

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•  GREE  •  Revenue  1Q2012      $575  million  •  Acquired  OpenFeint    ($104m)  •  Acquired  Funzio      ($210m)  

•  DeNA  •  Revenue  1Q2012      $526  billion  •  Acquired  Ngmoco      ($400m)  

•  (Konami)  •  $360  million  from  social  games  in  2011  

REALITY  OF  JAPAN  

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•  Koreans,  Chinese,  Western  •  Online  games  

o  Hangame  (Korean  online  &  casual  games  by  NHN)  o  NCso}  (Korean  MMOs)  o  Nexon  (Korean  MMOs)  o  Perfect  World  (Chinese  MMO)  

•  Social  games  o  Zynga,  Crowdstar,  Playfish  -­‐>  ?  o  Rakoo,  Rekoo  (China)  

•  Mobile  apps  o  Many  non-­‐Japanese  o  LINE  (mobile  IM  by  NHN)  

•  Web:  Twiver,  Facebook,  Evernote,  Tumblr  

FOREIGN  SUCCESSES  IN  JAPAN?  

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SMARTPHONE  GAMING  OPPORTUNITY  

About $3.6 billion

More than $1.2 billion

Official sites, $1 billion Social games over $1.8 billion

Core Gamers

Casual Gamers

PC

Console Game software

Mobile

2014

Smartphone games

Overall market size growing

Arcade games, Card games, Edutainment

2011

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•  What  is  quality?  •  USA                  “It  works”  •  Japan      “It’s  perfect”  •  Korea      “It’s  new”  •  China      “It  gives  me  status”  

•  Consequently  •  Requirements  in  Japan  exceed  your  imaginaRon  •  Copy  =  strong  indicator  •  On  the  upside:  People  pay  for  quality  

“IT’S  PERFECT”  

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Korea  

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GAMING  MARKET  

US$  million  US$  million  7.1   863  

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•  Outliers  •  Blizzard  (local  operaRon)  •  EA/FIFA  (partnership)    •  League  of  Legends  (hired  Blizzard  staff)  

•  Mobile  •  iOS  •  Several  Android  app  stores  (Google,  SKT,  KTF,  LGT,  Samsung)  

•  Regulatory  limitaRons  •  Game  RaRng  Board  (GBR)  •  Local  partner  necessary  for  smaller  companies  

KOREA  

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“Rest  of  Asia”  

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•  Rich  &  English-­‐friendly  •  Singapore  (English)  •  Hong  Kong  (Cantonese,  Mandarin,  English)  

•  Somewhat  wealthy  &  somewhat  English-­‐friendly  •  Malaysia  (some  –  most  revenue  from  Chinese  populaRon)  •  Taiwan  (Taiwanese)  

•  Not  there  yet  •  Vietnam  •  Indonesia  •  Philippines  •  Thailand…  

“REST  OF  ASIA”  

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COMING  SOON:  $50  ANDROID  PHONES  

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•  Social  FPS  •  First-­‐Person  Shooter    •  Free-­‐to-­‐play  

•  4  Channels  •  #1  on  Facebook  •  #1  on  Mac  App  Store  •  Uberstrike.com  •  Kongregate  

•  Upcoming:  iOS  &  Android  

UBERSTRIKE  CASE  STUDY  

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•  Users  •  Only  need  a  PC  in  Internet  café  •  Many  users  from  emerging  markets  

•  Revenue  •  Kids  in  Internet  café  in  emerging  markets  do  not  spend  •  Best  revenue  from  large  first  world  countries  •  USA  •  Germany,  France,  UK,  Australia,  Canada,  etc.  •  Singapore,  HK,  Taiwan,  Malaysia  •  Others.  

GEOGRAPHY  OF  WEALTH:  FACEBOOK  

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•  Users  •  Hardware  cost  $500  to  $2,000  •  Only  “rich”  people  can  really  afford!  

•  Revenue  •  Anyone  with  such  device  has  money  •  USA,  China,  Russia  •  Germany,  France,  UK  •  Etc.  

GEOGRAPHY  OF  WEALTH:  MAC  OS  &  IOS  

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•  Users  •  Hardware  cost:  from  $100  

•  Revenue  •  Lots  of  free  apps  •  Fragmented  app  stores  •  MarkeRng  is  hard  •  It’s  like  the  old  days  of  Java!  

GEOGRAPHY  OF  WEALTH:  ANDROID  

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Conclusions  

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•  “Big  in  Asia”  =  Pick  your  country!  

•  Japan  =  Smartphones  &  Mobile  Plaxorms  •  Korea  =  Smartphones  &  MMOs  •  China  =  Smartphones  

•  Singapore  +  HK  +  Malaysia  +  Taiwan  

•  Rest  of  the  world:  check  ecosystems!  

CONCLUSION:  SMARTPHONES!  

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GOOD  LUCK!