Download - Digital Goods in Asia
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Digital Goods in Asia “Not all Asians are Virtual”
@benjaminjoffe | CEO, Plus Eight Star Virtual Goods Summit | Berlin, May 2011
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Hatsune Miku: Virtual Singer on Tour Powered by Yamaha’s Vocaloid SoPware
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VIDEO hRp://www.youtube.com/watch?v=DTXO7KGHtjI
(Hatsune Miku will have a concert in California in July 2011)
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Survey
Have you been to Asia?
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HELLO! MY NAME IS
@benjaminjoffe!
Ask me!
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Quiz! Who is…
• The #1 social gaming company in the world?
• The #1 social network in revenue?
• The most profitable virtual world?
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“Mister Asia” – Mike Butcher, TechCrunch
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4 years 1 year 6 years
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#HowAsianAreYou?
42%
33%
8%
8%
4% 2% 2%
Chinese
Japanese
Korean
French
American
German
Singaporean
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CEO, Plus Eight Star www.plus8star.com
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“Innova>on Arbitrage” Best Prac*ces from Asia’s Digital Space
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Co-‐Founder, Mobile Monday Beijing (41 events, 150 speakers, 4,000 parkcipants)
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• Speaker 100+ talks in 17 countries
• Advisor
• Investor in Asia-‐based global companies
Angel Investor, Advisor, Keynote Speaker
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Content
1. What is Asia?
2. China 3. Japan 4. South Korea 5. Succeeding in Asia 6. Some new Asian wisdom
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1. What is Asia?
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The Trouble with “Asia”
1. Different infrastructures
2. Different GDP / capita
3. Different distribu>on channels
4. Different payment solu>ons
5. And somekmes different regula>ons
6. Highly compe>>ve
(and of course: language)
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Users
0
500
1,000
1,500
2,000
Populakon Internet Users Mobile Users 3G Users
USA Japan South Korea China
Sources: CIA World Fact Book, MIIT, Japan TCA, SKT, March 2011
Unit: million ©PlusEightStar, 2011 -‐ www.plus8star.com
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Users
Country USA China Japan South Korea
Popula>on 310 mln 1,330 mln 130 mln 50 mln
Internet Users 245 mln 460 mln 100 mln 40 mln
Mobile Users 295 mln 860 mln 900 mln
120 mln 50 mln
3G Users 120 mln 50 mln 115 mln 30 mln
Sources: CIA World Fact Book, MIIT, Japan TCA, SKT, March 2011. Numbers are rounded for easier comparisons
©PlusEightStar, 2011 -‐ www.plus8star.com
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Networks 3G
Users (%
)
China
0%
20%
40%
60%
80%
100%
0% 20% 40% 60% 80%
3G: 60% (W-‐CDMA only) Web: 72% Avg. 14 Mbps
3G: 98% Web: 60% Avg. 8.5 Mbps
3G: 40% Web: 34% Avg. 5.0 Mbps
3G: 5% Web: 0.5% Avg. 1.0 Mbps
Sources: Akamai 4Q10, Japan TCA, SKT, ITU, IDA, Internet World Stats, March 2011
Internet Connec>ons Measured >5 Mbps (%)
©PlusEightStar, 2011 -‐ www.plus8star.com
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Source: G
apMinde
r.org
MONEY
H A R D
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What is this?
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What is this?
Answer: Tencent’s new HQ in Shenzhen
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#Gimougous Companies
• China – Tencent made $1 billion in 1Q2011 (40% net profit) – 10 others listed on Nasdaq, NYSE, HKSE – Renren (SNS) listed on NYSE for $5 billion in April 2011
• Japan – DeNA $1.3 billion (2010) – GREE $600 million (2010)
• Korea – Nexon $1 billion (2010, 35% from games) – NHN Group (Naver, Hangame) $1.3 billion (2010) – NC Sob $525 million (2010)
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Social Networks
• China – QQ 674M – Q Zone 490M – QQ Microblog 160M – Pengyou 101M – RenRen 117M – Sina Microblog 100M – Kaixin001 178M? – 51.com 100M?
• Japan – Mobage (mobile) 24.5M – GREE (mobile) 23.8M – Mixi (web+mobile) 22.6M
• Korea – Cyworld 25M – Me2Day (Naver microblog) 5M – Daum, Naver, Nate
• SE Asia – Mig33 (mobile) 40M
Numbers are “registered” and “ackve” accounts as of 2011.05, depending on sources
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Digital Goods & Currencies in 2010
Asia: $18 Billion USA: $2 Billion
Source: Plus Eight Star, 2011
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$18 billion Digital Goods & Currencies in Asia
5,000 4,700
1,500
200 100
2,000
910
2,000
1,000
0
2,000
4,000
6,000
8,000
10,000
China Korea Japan
Online Games Social Plazorms Social Games
Virtual Worlds Tencent IM, etc. Secondary Market
Unit: MUSD
©PlusEightStar, 2011 -‐ www.plus8star.com
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Digital Labor
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Social Plazorms in Asia China Accounts Korea Accounts Japan Accounts
Facebook n.a. Facebook 4M Facebook 2.9M
Qzone (Tencent)
505M Cyworld 25M Mobage (DeNA)
24.5M
51.com 178M Naver n.a. GREE 23.8M
Renren 117M Daum n.a. Mixi 22.6M
Pengyou (Tencent)
101M Yahoo Mobage
3M
Kaixin001 100M ©PlusEightStar, 2011 -‐ www.plus8star.com
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2. China
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Users Demographics
35.8%
35.4%
19.6%
7.9%
1.1% 0.2%
11-‐19
20-‐29
30-‐39
40-‐49
50-‐59
60 and above
Source: CNNIC, 2010.07
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Educakon
9.2%
27.5%
40.1%
12.0%
11.3%
Primary School
Junior Middle School
Senior Middle School
Professional Training College
Undergraduate Educa>on and The Above
Source: CNNIC, 2010.07
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Income
8.1%
20.5%
13.5%
13.9%
14.4%
14.4%
10.1%
2.8% 2.3%
without income
Below $76
$77-‐153
$154-‐229
$230-‐306
$307-‐458
$459-‐764
$765-‐1222
Above $1222
Source: CNNIC, 2010.07
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Online Games
• 120 million online game users
• $5 billion in 2010
Sources: 2008-‐2014 China's Online Game Market Annual Report by Ministry of Culture, iResearch, 2011
3.2 4.1
5 5.6
6.2 6.6 7
2008 2009 2010 2011 2012 2013 2014
Unit: billion $US
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Tencent 31%
Netease 16%
Shanda Game 12%
Perfect World 7%
Changyou 7%
Giant 4%
Others 16%
Market Shares
Source: iResearch, 2010
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Revenue & Profit
2,966
689 852 866
365 329 203 148 81 213 111 77
1,228
197 180 336
128 176 123 56 5 22 0
1,000
2,000
3,000
4,000
Tencent Shanda Game
Shanda Netease Perfect World
Changyou Giant Interackve
KingsoP NetDragon CDC The9 Renren
Revenue Profit Unit: million US$
Source: Companies, 2010
LOSS
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Market Cap
2.4
6.2
4.5
1.1 1.7 1.7
0.764 0.29 0.1 0.165
5
0
1
2
3
4
5
6
7
8
Tencent Shanda Game
Shanda Netease Perfect World
Changyou Giant Interackve
KingsoP NetDragon CDC The9 Renren
$53.5
Unit: billion US$
Source: Companies, 2011.04 except Renren, 2010.05
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Digital Goods Dominate a Crowded Market
Charged by time Charged by item others
2,000
1,000
500
1,500
0
Sources: Online game industry in 2010 year-‐end summary report, CNZZ, 2011
New Game Titles (2010)
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Tencent
Online Games
49% Non-gaming digital goods
30%
Other 21%
$3B in 2010, $1B in 1Q2011
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Renren SNS + Game Dev.
42%
45%
13%
Online Games Top MMORPG = 31% of game rev.
(14% of total)
Value-‐Added Services Includes Nuomi (Groupon Clone)
Adver>sing -‐ Mostly ads sold “per day” -‐ Limited targekng
$76.5m in 2010 (Loss)
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Renren Digital Currency
• “Renren Beans” since 2007.10
• Sales channels
Type Channel
Online
1. Bank cards 2. Mobile Payment 3. SMS 4. Third-‐party (Alipay, Yeepay)
Offline 1. News stands 2. Convenience Stores 3. Internet cafes
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Walled Garden
Item Figure
Third-‐party Applica>ons 1,000
Revenue from Plamorm in 2010
$3.5 million (Renren share)
Revenue Share Renren: 52% (avg.) Developer: 48%
Most developers Look Overseas or at Qzone
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3. Japan
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Online Games Market in Japan
Source: Japan Internet White Paper 2010 – Japan Online Game Associakon, 2010.07
Online game users accounts (unit: million, incl. mulkple accounts
by same user)
19 28
42
59
75
89
0
20
40
60
80
100
2004 2005 2006 2007 2008 2009
$1.5B in 2010
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MMOs & Casual Games
Origin of PC MMOs in 2009 Origin of PC casual games in 2009
Source: Japanese Online Game Associakon, 2010.07 Korea & China Dominate MMOs
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Business Models ShiP
Online games and their revenue model, evolukon since 2005
Source: Japanese Online Game Associakon, 2010.07
F2P over 40% in 2010
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The Real Thing: Mobile Social Gaming
Self-‐published + Open plazorms
Some ads
SNS +
Free games +
Virtual goods Homepage
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GREE Service
Digital goods
80%
Adver>sing
20%
Adver>sing
Avatars
Social Games
-‐ Banners & >e-‐ups
-‐ Customiza>on with various items (clothes, accessories, etc..)
-‐ Integrated with SNS func>ons
GREE top page
banner
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GREE Games
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Revenue of Leading Plazorms
Net sales and profitability (million USD) Adverksing revenue vs. digital currency*
* Considering that there are no other source of revenues
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Not Only Kids & Housewives
Teens 20s 30s
Male Female
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Who Pays? Social apps users spending per plazorm according to age
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Social vs. Virtual Graph
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Benefits of Virtual Graph
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DENA & GREE
• Self-‐Published Games + Walled Gardens
• Proprietary digital currencies
• 70/30 Revenue share
• $500 million paid to third-‐parkes (GREE, 2010)
Mobile Social Apps Make Money in Japan
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Payment
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CyberAgent | $18M in 1Q2011
CyberAgent Subsidiaries 37 >tles across 6 plamorms
Source: CyberAgent, 2011.03
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Pigg
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Pigg by CyberAgent
• 6M reg. users bring fortunes • $20M in 1Q2011
• As much as Angry Birds!
• $100M+ in 2011?
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Mini-‐Games for $1M
• Each game generated $1.2M in December 2010
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On Android
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4. South Korea
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Digital Goods Market
$4.7 bln
$1 bln
$100 mln $10 mln $10 mln
Online Games
Secondary Market
Social Plazorms
Social Games
Virtual Worlds
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Online Games | Key Players
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Revenue & Profits (2010)
Unit: MUSD
>50% of Nexon’s revenue is overseas
935
1,310
525 427
243 376
607
251 111
47 0
200
400
600
800
1,000
1,200
1,400
Nexon NHN (Hangame)
NC SoP Neowiz CJ Internet
Revenue Profit
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Market Cap (2011.04)
13.0
9.2
5.4
1.1 0.3
0.0
2.0
4.0
6.0
8.0
10.0
12.0
14.0
Nexon NHN (Hangame)
NC SoP Neowiz CJ Internet
Unit: billion USD
This is s>ll $300 million!
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Ranking in Internet Cafes
Name Category Publisher Market Share
AION MMORPG NCsoft 15.6%
Tera MMORPG NHN (Hangame) 14.2%
Sudden attack FPS CJ Internet 10.6%
WarCraft 3 RTS Blizzard (US) 5.9%
StarCraft RTS Blizzard (US) 5.0%
FIFA Online Sports Neowiz Games + Electronic Arts (US) 4.3%
World of Warcraft MMORPG Blizzard (US) 4.0%
Lineage 2 MMORPG Ncsoft 3.5%
Dungeon & Fighter MMORPG Nexon 3.2%
Lineage 1 MMORPG Ncsoft 2.9%
Source : Gametrix, 2011.02
MMORPG Massively Mulkplayer Online Role-‐Playing Game RTS Real-‐Time Strategy FPS First-‐Person Shooter
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Secondary Markets
Growth of ItemBay users
Unit: million
Source : ItemBay
6M Users $480M
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Social Plazorms
• Fragmented – Naver Social Apps – Nate / Cyworld – Facebook Korea – Daum Yozm
• All early stage – Limited revenue (<$10M in 2010)
– Facebook growing fast but weak payment solukons
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Type of payment
Credit card Regular credit cards
Mobile billing Reported on the mobile phone bill
1588 ARS Call 1588 and bill on fixed line
Rainbow point SK Telecom’s membership
E-Station pointBox SK’s web-to-phone system point
OK Cashbag SK Group’s loyalty points service
BC Top point BC card’s point service
KB Total point KB bank’s point
Hyundai Card point Hyundai credit card point
PointRO(KT point) KT’s point system
Culture Coupon Coupon from Ministry of Culture
Book & Culture Coupon Coupon from Book Organization
Happy Money Coupon Independent firm’s coupon
Teen Cash Independent firm’s coupon
Cyworld Coupon Cyworld’s coupon
Cyworld | Digital Currency
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5. Succeeding in Asia
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Defining Success
1. Revenue
2. Profit
3. Usage / Brand recognikon
4. Development
5. Learning
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Western Companies China Japan Korea
Opera>ons n.a. Zynga
RockYou Blizzard (WoW)
Licensing Zynga (rumor)
PopCap PopCap
Crowdstar
EA (FIFA Online) PopCap Kabam RockYou Playfish Cmune
Development
PopCap Zynga Playfish Kabam Cmune
Zynga Playfish RockYou
Ideas too! The First Farm Game was made in China
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Wealth of Plamorms: How much for you?
• China – Qzone $M for happy few (~10) – Renren Skll small – Others Unclear
• Korea – Skll small: total market was $10M in 2010
• Japan – Mobile mostly, but hundreds of $mln! – Chinese companies first movers (Rekoo, Rakoo, etc.)
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Case Studies
• Blizzard Korea’s religion
• EA FIFA Online in Korea
• PopCap Pragmakc and organic
• Angry Birds Soon big in China?
• Cmune Made from China
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Case Studies
• Blizzard Korea’s religion
• EA FIFA Online in Korea
• PopCap Pragmakc and organic
• Angry Birds Soon big in China?
• Cmune Made from China
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PopCap
• $100 million in revenue (2010), famous games – Dev. team in Shanghai for years – No business in China
• Partnerships – Japan: with Taito for mobile social games – Korea: with NC SoP for web games – China: PvZ on Renren
• First ever social adaptakon • Exclusive launch announced 2 days ago
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Rovio
• Angry Birds | #1 smartphone game in the world – $20M (1Q2011), $100M+ in 2011 – 100M 200M downloads globally
– Free DL + Fake birds on sale in China
• Wants China, Japan and Korea! – Partnerships with mobile carriers – Partnerships with handset makers (Nokia, etc.)
– Will release on feature phones in China
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Uberstrike by Cmune #1 First-‐Person Shooter on Facebook
• Made from China + Global reach
• Combines East & West experkse
• 500,000 MAU = Top 3D MMO on Facebook
• Get it on the Mac App Store for Father’s Day!
Disclosure: I am an investor in Cmune | www.facebook.com/uberstrike
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6. New Asian Wisdom
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Intereskng New Things
1. Nano-‐transackons
2. SNS as MMO funnels
3. New social plazorms
4. Fourth Genera>on Digital Goods Model
5. Smartphone opportunity
6. Various deals & partnerships
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1. Nano-‐Transackons
• Tencent had – 1 Q Coin = 1 RMB = 0.1 EUR
• They introduced – 1 Q Point = 0.1 RMB = 0.01 EUR
• …To allow items and kme “nano-‐transac>ons”
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2. SNS as MMO funnels
• Renren revenue more from games than ads
• Mone>za>on much higher in MMOs
• Reten>on is beRer too
• What’s your ROI?
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3. New Social Plazorms
• Naver, Nate, Daum Portals
• QQ, NateOn IM
• Ameba Blog plamorm
• DeNA, GREE Mobiles + Smartphones
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4. Fourth Generakon Model?
• 1G Box game / Pay-‐per-‐download (e.g. COD)
• 2G Time-‐based (1 hour to 1 year) (e.g. WoW)
• 3G Digital goods: permanent (e.g. IMVU)
• 3.5G Digital goods: rental (e.g. QQ)
• 4G? Digital goods: trading (e.g. ZT Online 2)
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e.g. ZT Online 2
• Giant Interackve no longer sells items in ZTO2! – Trading is main revenue model – Reward ackve users with items – Let users decide on the right price – 5% commission on transac>ons
• Benefits – Capture secondary market – Avoid “one-‐price for all” for digital goods – Ensure fairness – Mo>vate users
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5. Smartphone Opportunity • Smartphones booming in Japan & Korea
– Japan: 50% of new phones in 2011, already 5M+ iPhones – Korea > 10M smartphones
• China has lots of smartphones & feature phones – Beijing Apple store is #1 worldwide (>Times Square) – Making money with apps in China skll tough – Android spreading but app stores fragmented – Building apps from China is totally fine
• Localize apps! – Angry Birds #1 iOS App in China – Akinator (France) is a top paid app in Japan – Do it quick with MyGengo
Disclosure: I am an investor in MyGengo
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6. Deals & Partnerships
• China – Funds by Tencent, Giant, Shanda (>$1B)
• Japan – Funds by DeNA, GREE, Mixi (>$1B?) – GREE acquires OpenFeint (US) – GREE partners with Tencent (CN) – DeNA acquires NGMOCO (US) – Sobbank invests in Japan, China, Korea
• Korea – Various M&As – Some investments by Nexon in US
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More about us
• We helped Kabam with market entry
• We helped IMVU with best prackces
• We helped Ci>bank with digital currencies
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More about “Innovakon Arbitrage”
Danke Schon!
www.plus8star.com
benjaminjoffe
@benjaminjoffe
www.linkedin.com/in/benjaminjoffe
www.slideshare.net/plus8star
+81 | Japan
+82 | Korea
+86 | China
Telecom & Internet
+ Added Value
* High quality