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ONLINE & SOCIAL GAMING IN ASIA 
1 
INSEAD ROUNDTABLE – 2012 
FABIEN SIOUFFI. VP, ONLINE & SOCIAL AT TAKE 2
ABOUT ME 
 Previous life 
• Internet early adopter (Mosaic ? BBS anyone ? ) 
• Internet and IT business - Microsoft marketing, Sun Microsystems account manager 
 Asia ! 
• 10 years in Asian gaming 
• Counter Strike, World of Warcraft asian launches in mid 2000’s 
• FIFA Online Korea and South East Asia 
• Electronic Arts move to overall online centricity 
 Now – Building an Online business for Take 2 
• NBA 2K Online with Tencent China. Forecasting 50m active users 
• Baseball Online with Nexon. Targeting ARPU of 50$/month 
• Civilization Online. Large scale MMORPG going against World of Warcraft 
• Social Mobile games in Japan
A DECADE OFGAMINGBOOM INASIA 
 The problem with packaged games 
• Limited market : Piracy 
• Limited reach : high specs, fat clients, high purchase price 
• Limited appeal : solo experience, static product designs 
 Multiplayer PC Games showed the way 
• Extended lifecycle : DOTA, Counter Strike enduring craze 
• Social gaming : PC Bangs (Internet Gaming Rooms) 
• Dilemma for publishers : Huge consumption, no monetization 
 Online PC Games 
• Huge market : Server only = No piracy 
• Massive Reach : Low/adjustable specs, Free to play / pay as go 
• Massive Appeal : Continuous refresh of the game content + online events + 
community based design
THE RISE OF GLOBAL PLAYERS 
 1998 – 2004 : Innovation from South Korea 
• Lineage by NC Soft (Jake Song) : first MMORPG. 
• Ragnarok by Gravity : First Casual MMO 
• Kart Rider by Nexon: First Free to Play casual game 
 2003 - 2006 : Online gaming boom throughout Asia 
• World of Legend in China hits 1 million Peak Concurrent Users (PCU) 
• Korea : Lineage has 1m subscribers. Kart Rider hits 200k PCU 
• Ragnarok reach 75,000 PCU in both Philippines and Thailand 
 2006-2010 : Games for everyone 
• Higher end MMOs. World of Warcraft. First 3D game in China, first (and only) western 
success in China. 1m PCU 
• New genres of MMO. 
o MMO-FPS – Sudden Attack kills Counter Strike 
o MMO-Sports – FIFA Online hits 200k PCU in Korea 
 2010 -? : Games everywhere 
• Play on Social Networks 
• Build social networks around games. Gree and DeNA in Japan 
• Clientless and portable. Near ubiquity
ONLINE GAMING INASIA TODAY 
 Market value : $17Bn (USA + Europe = $9Bn!) 
• 500m online gamers 
• 200k Internet Gaming Rooms 
 Giant players and innovators 
• NHN worth $10Bn , Tencent worth $40Bn, DeNA and GunHo in Jp 
• Asia 2 years in advance of the west on Online & Social gaming. Invented social 
networks, free to play business model, community design, data driven development 
 Asian companies go big, go out 
• US and Europe subsidiaries 
• Consolidation started, lots of M&A 
 Back in Asia, it’s all about the consumer interaction and mobile 
• Mobile the new gold rush 
• Portal/Platforms dominate 
• Increased reach. Female and casual gamers conversions 
• Increased monetization. ARPPU rising
ASIA CURRENT HOT SPOTS 
 Japan Social Mobile 
• From 0 t0 $4.5Bn market in 2 years. More than rest of world combined 
• 25m mobile social gamers 
• Extremely high stickiness and ARPPU 
 China – Tencent 
• From PC to Mobile centricity 
• WeChat incredible success 
• Q+ “open” platform. 
 Fast growing markets in SEA 
• Vinagames and VTC fostering fast growth 
• Fast mobile growth in Indonesia
Asia Online & Social Game Markets 
Thailand 
CHINA 
Rev : $6.8B 
Gamers : 330M JAPAN 
INDONESIA 
Rev : $54M 
Gamers : 14.8M 
THAILAND 
Rev : $95M 
Gamers : 6.4M 
VIETNAM 
Rev : $170M 
Gamers : 12M PHILIPPINES 
Rev : $30M 
Gamers : 14.5M 
MALAYSIA 
Rev : $30M 
Gamers : 5.7M 
SINGAPORE 
Rev : $23M 
Gamers : 1.3M 
Total Asia market – $17Bn 
INDIA 
Rev : $5M 
Gamers : 2M 
TAIWAN 
Rev : $700M 
Gamers : 4.5M 
Rev : $4.3B 
Gamers : 29M 
SOUTH KOREA 
Rev : $4.8B 
Gamers : 25M 
Asia Top 5 
1. China 
2. Korea 
3. Japan 
4. Taiwan 
5. Vietnam & 
SEA 
Source : IDC, Pacific Epoch Asia, Niko Partners 
7
HOW ITWORKS 
 Acquisition (Come) 
• Must 
 Retention (Stay) 
o Platform traffic 
o Targeted Ad buy 
o Streamlined first game 
experience (download, 
log, 1st play) 
o In game virality 
• Avoid 
o Server downtime 
o Hacks 
• Monitor : CPA, CPI, 
Registered Users (RU), D2 
retention, effective rate, 
PCU 
• Must 
o Repeatable core 
gameplay, 
o Operation events 
o Community loop 
o End game 
• Avoid 
 Monetization (Pay) 
o Undesired features 
o Linear game designs 
• Monitor : D7/D30 
Retention, Average Online 
Time, Active Users vs 
Registered, DAU/MAU, ACU 
vs PCU 
• Must 
o Real time metrics 
analysis. What people 
want 
o Cash rich time poor vs 
time rich cash poor 
• Avoid 
o Breaking game 
balance 
• Monitor : ARPPU, LTV
BUTWHY PEOPLE PAY ? 
 Play better. 
• Progress faster. Skip time, remove the grind 
 Look good. 
• Show off achievement. Epic mounts only 
accessible to level 70 players 
 Have fun. 
• More of that kind of fun. ManU vs Liverpool 
FIFA matches 
 Socialize and meet people 
• Gift item to that special one 
• Join clans & guilds 
 Make money. 
• Buy because you know you can sell at higher 
price 
• Game farming / Secondary market
BUILDING ANONLINEGAMING BUSINESS 
 Business Development : Turn Idea into Projects – Go to Greenlight - PIRP 
 Pre Live : Turn Projects into Products - Development to first CB - LIVE 
 Post Live : Turn Products into Services - Acquire, retain and monetize users 
BDBusiness 
. Identify opportunity 
. Build product case 
. Build business case 
. Source partner 
. Deal making 
Studio 
. Tech assessment 
. Talent sourcing 
. Project validation 
Pre Live 
Business 
. Operating partner Account 
management 
. Financial/Legal 
Studio 
. Talent/Studio build up 
. Development to CB 
. Development Partner 
management 
Post Live 
Business 
. Product Licensing 
. Product Monetization 
. Publishing Partner Account 
Management 
. Financial/Legal 
Studio 
. Live Development 
. Live Operations 
. Tech optimization 
. PR/Marketing 
Greenlight LIVE
ONLINEGAMINGCAREERS –BUSINESSDEVELOPMENT 
Business 
Development 
From Idea to Project 
Tasks 
. Identify and analyze priority 
markets 
. Identify priority IP and market 
opportunity 
. Establish partnerships with 
market leaders 
. Matchmake IP, Dev team, 
Publishing team, deal 
. Drive greenlight process 
Careers 
. Business Development Manager 
. Area Manager 
. New business Manager 
Outcomes 
. Market entry strategy 
. Build product case : feature set, competitiveness, platform, audience, 
development options 
. Associate with market leaders, work with best in class 
. Deliver a strong business case with minimum risk and maximum 
opportunity 
.Sign agreement/Start game development
ONLINEGAMINGCAREERS – PRODUCTDEVELOPMENT 
Pre Live 
From Project to 
Product 
Tasks 
. Set up development studio and 
start development 
. Project management 
. Set up knowledge bases 
. Handle financial and legal 
matters 
. Liaise with business people 
Careers 
. Studio Manager 
. Games Producer 
Outcomes 
. Attract best talent 
. Project budget and planning 
. Manage cross cultural teams 
. Ensure completion of development on time and budget 
. Ensure highest possible creative and product values 
. Ensure transfer of knowledge under the co-development model 
. Tools and Engine Licenses 
. Deal addendums 
. Resourcing and timeline adjustments based on project status 
and market updates
ONLINEGAMINGCAREERS – POST LIVE 
Post Live 
From Product to 
Service 
Tasks 
. Account-manage partners to 
secure commitment on people and 
$ investment 
. Maximize monetization 
. Launch game in multiple 
countries/platforms 
. Ensure acquisition of online 
expertise translate into 
development, operation and 
marketing efficiencies 
Careers 
. Revenue Manager / Data Analyst 
. Product Manager 
. Marketing Manager 
Outcomes 
. Work with class leader, get internal mindshare and resources 
. Ensure revenue growth month on month 
. Sign agreement with portals/platforms, localizae and integration into new 
API, drive launch marketing and post live service activities 
. Move up the value chain, build a platform and become self publisher
ONLINE& SOCIALGAMESGENRES INASIA 
Product 
Case 
Genre : RPG 
Game Features : 3D persistent 
Open World 
Daily Usage : 1 log in, 3 to 5 hours 
long 
KSF: Gameplay both accessible 
and deep, game balance, visual 
quality, repeatable end game, 
hardcore/guild appeal 
Format : PC Client/Server 
Genre : Sports, FPS, RTS 
Game Features : 3D Instances 
Daily Usage : 2 log in, 1 to 2 
hours long 
KSF: "easy to play, hard to 
master“ core game, reactivity in 
operations, eSports, wide appeal 
(age groups, genres) 
Format : PC Client/Server 
Genre : TCG, Sim, Puzzle 
Game Features : 2D Instances, 
turn based 
Daily Usage : 5 log in, 5 to 10mn 
KSF: Social features, smooth 
leveling up experience, rewarding 
gameplay, monetization designs, 
branding power 
Format : PC and Mobile Cloud 
MMO 
Advanced 
Casual 
Games 
Mobile 
Social 
& Web 
Genre Leaders 
Yakuza Wars 
Puzzle & Dragons 
FIFA Superstars
TAKE 2 ONLINE& SOCIAL PORTFOLIO 
T2 
Strategy 
IP : Civilization 
Game Features : 3D “Scenario” 
Key Features : user created 
content in a persistent world, end 
game oriented design, hardcore 
gamers as game co creators for 
casual players, civilization/history 
deep backstory. 
IP : NBA2K, MLB2K, Borderlands, 
XCom 
Game Features : 3D Instances 
Key Features : superior realism 
from our codes /engines, fully 
licensed content, innovative and 
deep gameplay. 
IP : NBA2K, Pirates, Civilization, GTA, 
MCLA, NBA2K Manager (Web) 
Game Features : 2D Instances 
Key Features : licensed content, 
smartphone gameplay, tested 
gameplays and monetization designs 
MMO 
Advanced 
Casual 
Games 
Mobile 
Social 
& Web 
T2 
products
SOME OF MY FAVORITEVIDEOGAMES THAT YOU HAVE NEVER HEARD OF 
16

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Online, Mobile and Social Gaming in Asia - INSEAD

  • 1. ONLINE & SOCIAL GAMING IN ASIA 1 INSEAD ROUNDTABLE – 2012 FABIEN SIOUFFI. VP, ONLINE & SOCIAL AT TAKE 2
  • 2. ABOUT ME  Previous life • Internet early adopter (Mosaic ? BBS anyone ? ) • Internet and IT business - Microsoft marketing, Sun Microsystems account manager  Asia ! • 10 years in Asian gaming • Counter Strike, World of Warcraft asian launches in mid 2000’s • FIFA Online Korea and South East Asia • Electronic Arts move to overall online centricity  Now – Building an Online business for Take 2 • NBA 2K Online with Tencent China. Forecasting 50m active users • Baseball Online with Nexon. Targeting ARPU of 50$/month • Civilization Online. Large scale MMORPG going against World of Warcraft • Social Mobile games in Japan
  • 3. A DECADE OFGAMINGBOOM INASIA  The problem with packaged games • Limited market : Piracy • Limited reach : high specs, fat clients, high purchase price • Limited appeal : solo experience, static product designs  Multiplayer PC Games showed the way • Extended lifecycle : DOTA, Counter Strike enduring craze • Social gaming : PC Bangs (Internet Gaming Rooms) • Dilemma for publishers : Huge consumption, no monetization  Online PC Games • Huge market : Server only = No piracy • Massive Reach : Low/adjustable specs, Free to play / pay as go • Massive Appeal : Continuous refresh of the game content + online events + community based design
  • 4. THE RISE OF GLOBAL PLAYERS  1998 – 2004 : Innovation from South Korea • Lineage by NC Soft (Jake Song) : first MMORPG. • Ragnarok by Gravity : First Casual MMO • Kart Rider by Nexon: First Free to Play casual game  2003 - 2006 : Online gaming boom throughout Asia • World of Legend in China hits 1 million Peak Concurrent Users (PCU) • Korea : Lineage has 1m subscribers. Kart Rider hits 200k PCU • Ragnarok reach 75,000 PCU in both Philippines and Thailand  2006-2010 : Games for everyone • Higher end MMOs. World of Warcraft. First 3D game in China, first (and only) western success in China. 1m PCU • New genres of MMO. o MMO-FPS – Sudden Attack kills Counter Strike o MMO-Sports – FIFA Online hits 200k PCU in Korea  2010 -? : Games everywhere • Play on Social Networks • Build social networks around games. Gree and DeNA in Japan • Clientless and portable. Near ubiquity
  • 5. ONLINE GAMING INASIA TODAY  Market value : $17Bn (USA + Europe = $9Bn!) • 500m online gamers • 200k Internet Gaming Rooms  Giant players and innovators • NHN worth $10Bn , Tencent worth $40Bn, DeNA and GunHo in Jp • Asia 2 years in advance of the west on Online & Social gaming. Invented social networks, free to play business model, community design, data driven development  Asian companies go big, go out • US and Europe subsidiaries • Consolidation started, lots of M&A  Back in Asia, it’s all about the consumer interaction and mobile • Mobile the new gold rush • Portal/Platforms dominate • Increased reach. Female and casual gamers conversions • Increased monetization. ARPPU rising
  • 6. ASIA CURRENT HOT SPOTS  Japan Social Mobile • From 0 t0 $4.5Bn market in 2 years. More than rest of world combined • 25m mobile social gamers • Extremely high stickiness and ARPPU  China – Tencent • From PC to Mobile centricity • WeChat incredible success • Q+ “open” platform.  Fast growing markets in SEA • Vinagames and VTC fostering fast growth • Fast mobile growth in Indonesia
  • 7. Asia Online & Social Game Markets Thailand CHINA Rev : $6.8B Gamers : 330M JAPAN INDONESIA Rev : $54M Gamers : 14.8M THAILAND Rev : $95M Gamers : 6.4M VIETNAM Rev : $170M Gamers : 12M PHILIPPINES Rev : $30M Gamers : 14.5M MALAYSIA Rev : $30M Gamers : 5.7M SINGAPORE Rev : $23M Gamers : 1.3M Total Asia market – $17Bn INDIA Rev : $5M Gamers : 2M TAIWAN Rev : $700M Gamers : 4.5M Rev : $4.3B Gamers : 29M SOUTH KOREA Rev : $4.8B Gamers : 25M Asia Top 5 1. China 2. Korea 3. Japan 4. Taiwan 5. Vietnam & SEA Source : IDC, Pacific Epoch Asia, Niko Partners 7
  • 8. HOW ITWORKS  Acquisition (Come) • Must  Retention (Stay) o Platform traffic o Targeted Ad buy o Streamlined first game experience (download, log, 1st play) o In game virality • Avoid o Server downtime o Hacks • Monitor : CPA, CPI, Registered Users (RU), D2 retention, effective rate, PCU • Must o Repeatable core gameplay, o Operation events o Community loop o End game • Avoid  Monetization (Pay) o Undesired features o Linear game designs • Monitor : D7/D30 Retention, Average Online Time, Active Users vs Registered, DAU/MAU, ACU vs PCU • Must o Real time metrics analysis. What people want o Cash rich time poor vs time rich cash poor • Avoid o Breaking game balance • Monitor : ARPPU, LTV
  • 9. BUTWHY PEOPLE PAY ?  Play better. • Progress faster. Skip time, remove the grind  Look good. • Show off achievement. Epic mounts only accessible to level 70 players  Have fun. • More of that kind of fun. ManU vs Liverpool FIFA matches  Socialize and meet people • Gift item to that special one • Join clans & guilds  Make money. • Buy because you know you can sell at higher price • Game farming / Secondary market
  • 10. BUILDING ANONLINEGAMING BUSINESS  Business Development : Turn Idea into Projects – Go to Greenlight - PIRP  Pre Live : Turn Projects into Products - Development to first CB - LIVE  Post Live : Turn Products into Services - Acquire, retain and monetize users BDBusiness . Identify opportunity . Build product case . Build business case . Source partner . Deal making Studio . Tech assessment . Talent sourcing . Project validation Pre Live Business . Operating partner Account management . Financial/Legal Studio . Talent/Studio build up . Development to CB . Development Partner management Post Live Business . Product Licensing . Product Monetization . Publishing Partner Account Management . Financial/Legal Studio . Live Development . Live Operations . Tech optimization . PR/Marketing Greenlight LIVE
  • 11. ONLINEGAMINGCAREERS –BUSINESSDEVELOPMENT Business Development From Idea to Project Tasks . Identify and analyze priority markets . Identify priority IP and market opportunity . Establish partnerships with market leaders . Matchmake IP, Dev team, Publishing team, deal . Drive greenlight process Careers . Business Development Manager . Area Manager . New business Manager Outcomes . Market entry strategy . Build product case : feature set, competitiveness, platform, audience, development options . Associate with market leaders, work with best in class . Deliver a strong business case with minimum risk and maximum opportunity .Sign agreement/Start game development
  • 12. ONLINEGAMINGCAREERS – PRODUCTDEVELOPMENT Pre Live From Project to Product Tasks . Set up development studio and start development . Project management . Set up knowledge bases . Handle financial and legal matters . Liaise with business people Careers . Studio Manager . Games Producer Outcomes . Attract best talent . Project budget and planning . Manage cross cultural teams . Ensure completion of development on time and budget . Ensure highest possible creative and product values . Ensure transfer of knowledge under the co-development model . Tools and Engine Licenses . Deal addendums . Resourcing and timeline adjustments based on project status and market updates
  • 13. ONLINEGAMINGCAREERS – POST LIVE Post Live From Product to Service Tasks . Account-manage partners to secure commitment on people and $ investment . Maximize monetization . Launch game in multiple countries/platforms . Ensure acquisition of online expertise translate into development, operation and marketing efficiencies Careers . Revenue Manager / Data Analyst . Product Manager . Marketing Manager Outcomes . Work with class leader, get internal mindshare and resources . Ensure revenue growth month on month . Sign agreement with portals/platforms, localizae and integration into new API, drive launch marketing and post live service activities . Move up the value chain, build a platform and become self publisher
  • 14. ONLINE& SOCIALGAMESGENRES INASIA Product Case Genre : RPG Game Features : 3D persistent Open World Daily Usage : 1 log in, 3 to 5 hours long KSF: Gameplay both accessible and deep, game balance, visual quality, repeatable end game, hardcore/guild appeal Format : PC Client/Server Genre : Sports, FPS, RTS Game Features : 3D Instances Daily Usage : 2 log in, 1 to 2 hours long KSF: "easy to play, hard to master“ core game, reactivity in operations, eSports, wide appeal (age groups, genres) Format : PC Client/Server Genre : TCG, Sim, Puzzle Game Features : 2D Instances, turn based Daily Usage : 5 log in, 5 to 10mn KSF: Social features, smooth leveling up experience, rewarding gameplay, monetization designs, branding power Format : PC and Mobile Cloud MMO Advanced Casual Games Mobile Social & Web Genre Leaders Yakuza Wars Puzzle & Dragons FIFA Superstars
  • 15. TAKE 2 ONLINE& SOCIAL PORTFOLIO T2 Strategy IP : Civilization Game Features : 3D “Scenario” Key Features : user created content in a persistent world, end game oriented design, hardcore gamers as game co creators for casual players, civilization/history deep backstory. IP : NBA2K, MLB2K, Borderlands, XCom Game Features : 3D Instances Key Features : superior realism from our codes /engines, fully licensed content, innovative and deep gameplay. IP : NBA2K, Pirates, Civilization, GTA, MCLA, NBA2K Manager (Web) Game Features : 2D Instances Key Features : licensed content, smartphone gameplay, tested gameplays and monetization designs MMO Advanced Casual Games Mobile Social & Web T2 products
  • 16. SOME OF MY FAVORITEVIDEOGAMES THAT YOU HAVE NEVER HEARD OF 16