opportunity for social mobile in japan, china, and korea tetsuya mori managing director dena asia...
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Opportunity for Social Mobile in Japan, China, and Korea
Tetsuya MoriManaging Director
DeNA Asia Pacific Holding
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A Few Interesting Factoidsabout mobage
and JP mobile social market
We run Social Game business and own a Professional Baseball Team
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JP Social Mobile Games – Explosive Growth
• Japan’s mobile social game market– 0→$5B in 3 years– Highest ARPU x20 US
Mobile Social Games launch
DeNA Net Revenue
US$1B
US$2B
Over 50% of Mobage Game Revenue Comes from 3rd Party Developers
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3rd Party Games
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Big Title Revenue Scale
Mobage top 20 title aiming at $1M/month
Mobage top 5 title double digits millions / month
Market Enabling Rev Share Model Gross Rev → Carriers 13%, DeNA 87%
Out of 87% → DeNA 30%, Developers 70%
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Big Traffic and Big Data Mining
Big traffic – 20 billions PV / Day 20% of Japan’s mobile data traffic 1.2TB event log data / Day 480 CPU cores and Hadoop for real time
processing Internal analytic tools Data miners (business analysts+ engineers)
Mobage Net Effect
Start from a single user
An invite to 1 core user led to 15,000 user sign ups
DeNA Global Presence – 2012 Q1 Snapshot
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DeNA ChinaDeNA China
DeNA SeoulDeNA Seoul
Punch VietnamPunch Vietnam
91JV91JVGameView PakistanGameView Pakistan
RoughCookie
RoughCookie
DeNASwedenDeNASweden
AtakamaChileAtakamaChile
DeNAAsiaDeNAAsia
DeNA Studios Canada
DeNA Studios Canada
ngmocongmoco
DeNADeNA ngmoco(Freeverse)ngmoco(Freeverse)
GameView StudioGameView Studio
Partnership Model DeNA drives ARPU, Partners drive user reach
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User Reach
ARPUData Traffic
Partners
Partnership Model DeNA drives ARPU, Partners drive user reach
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User Reach
ARPUData Traffic
Partners
4 Mobile Gaming PlatformsGo broad and deep
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GlobalChina KoreaJapan
mobage China
• Timeline– 2006: Established DeNA Beijing– 2007: Launched SNS services– 2009: Investment in– 2011: Launched mobage China
• 2011/4: Web version• 2011/7: Android version • 2011/11: iOS version
• Entry Strategy– Organic growth + staged investment
• Organization– HC 180 (including 5 expats from Tokyo)– Management team – 4 Chinese + 1 Japanese (CFO)
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mobage Korea
• Timeline– 2011/6: Established DeNA Seuol– 2011/11: Strategic partnership with Daum – 2012/2: Launched Daum mobage
• Android version (2012/2)• iOS version (coming)
• Entry Strategy– Organic growth + partnership
• Organization – Still under development– HC 20 (operation support from Tokyo)
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China Mobile Social Game Market
Mobile infrastructure
3G reasonable speed but not cheapAndroid+iPhone user reaching 100M in 2012
Billing Carrier billing, Aliyun(Paypal model), pre-paid cardsMany iOS Jailbreak, no official Google Play
Game users Huge user baseVery low paid user rate 1-2%Small group of strikingly high pay users (guild model)Download many apps at once timeLow retention rate
Popular game categories
Card Battle, SLG, MMORPG, Farm Japanese IPs, US IPs
Freemium vs. Paid download
Freemium model well established
Web vs. Apps App centric.
Big hit title iOS Top 5 SLG: Gross $200-250K/months, MAU 200K, ARPU $1.5-2/month
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Korea Mobile Social Game Market
Mobile infrastructure
One of the best in the world-3G+4G, WIFI everywhere, very high SP penetration
Billing Many options (carrier billing, credit cards, etc.)
Game users Android Apps Top download per capita in the worldUser base – broad and maturedHeavy influence from PC Online gamesCapable of mastering complex game playsLove Person vs. Person battleHigh retention rate
Popular game categories
SLG, Sports, Action RPG, FarmJapanese IPs, US IPs, K-POP IPs
Freemium vs. Paid download
Transitioned from paid download to freemium in 2011
Web vs. Apps App centric, Webview getting good traction
Big hit title ‘Rule The Sky’ Gross $2-3M/months, DAU 400K
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Our Experiences in China and Korea
It worked It did not work
We thought it’d work
• Social Game ops know-how (KPIs, Parameter tuning, in-game events etc.)
• User reach through partnership
• Japanese Anime IPs• US popular games
• Some JP game play (e.g. steal from others – Bandit Nation)
• User segmentation model (e.g. China’s super users)
We thought it might work
• Ninja Royal in China (1 million users, 300K new sign ups per month)
We thought it’d not work
• Card Battle Game • Universal virtual item pricing (need to adjust to the local level)
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New Wining Formula for all regions– Card Battle Games
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Japan US China
Soon to come
Korea
iPhone No.1Android No.1JP market turned completely to CBG
Come to mobageDevelop Card Battle Games
Go together to the global markets!
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