Ce diaporama a bien été signalé.
Nous utilisons votre profil LinkedIn et vos données d’activité pour vous proposer des publicités personnalisées et pertinentes. Vous pouvez changer vos préférences de publicités à tout moment.

DeNA And GREE: My Perspective On Japanese Social Games Going Global

10 096 vues

Publié le

This presentation sums up my view on the chances for GREE and DeNA (Mobage) to bring their social gaming platforms to a global audience.

  • San Antonio Spurs vs. Miami Heat live - http://adf.ly/Q8hXm
    Voulez-vous vraiment ?  Oui  Non
    Votre message apparaîtra ici

DeNA And GREE: My Perspective On Japanese Social Games Going Global

  1. 1. DeNA And GREE:My Perspective On Japanese Social Games GoingGlobal By Serkan Toto, PhD www.serkantoto.com
  2. 2. About Me• Tokyo-based web, mobile and gaming industry consultant• Advisor for startups in Asia and the US• Japan contributor for TechCrunch.com• Personal website: www.serkantoto.com
  3. 3. Contact InformationTwitter: http://twitter.com/serkantotoLinkedIn: http://linkedin.com/in/serkantotoEmail: totoserkan AT gmail.com
  4. 4. Visit My Website For Free Information On Japan’sSocial Game Industry (http://www.serkantoto.com)
  5. 5. Question 1:Do you really see millions of users inthe US, Europe, and Asia preferplaying games on GREE andMobage over Facebook and theothers?
  6. 6. Question 2:Do you really see China allowinggame platforms from Japan to play acrucial role in its domestic market?
  7. 7. Opinion:“GREE and DeNA are poised to failoutside Japan - at least as platformproviders.”(Note: I hope I am wrong.)
  8. 8. Just a few pointers. There are manymore.
  9. 9. Point 1: Japan-Only Success Factors •  Key success factors that fueled DeNA and GREE‘s growth in Japan don‘t apply elsewhere. •  Examples: •  Carrier billing •  Game-friendly society •  Mobile-centric users •  Japan‘s ARPU for social games is unique globally •  Fast, reliable 3G networks (example: in SEA) •  Affordable mobile data plans
  10. 10. Point 2: Popularity of Japan-Specific Games •  The biggest social games in Japan are card battle games: acceptance abroad is uncertain. First titles from Japanese game firms flopped. •  Genres like dating simulations or social horse racing games difficult/impossible to transplant. •  Game design is heavily influenced by Manga and Anime culture. •  US and European game developers have caught up/overtaken their Japanese counterparts.
  11. 11. Point 3: Heavy Competition In Mobile Social
  12. 12. Point 4: Japanese Management Is Unique •  Incompatibility between Japanese and foreign management styles and business cultures is well documented in economic literature. •  Example from the social game industry: the Openfeint <-> GREE case from September 2011. •  Integration of startups (Openfeint, ngmoco) and listed large-cap companies (GREE, DeNA) makes things even worse.
  13. 13. Point 5: History •  Fact: in the entire web and mobile business history, absolutely no Japanese company succeeded abroad. •  Example: NTT Docomo‘s i-mode. But there are many, many more. •  Nintendo and Sony PS comparison doesn‘t count (the social game market in the 2010s has nothing in common with the video game market in the 1980s/1990s).
  14. 14. Point 6: No Causality •  Being successful in Japan and understanding mobile does not automatically lead to success outside the country, as DeNA and GREE suggest (see point 1). •  Zynga got burnt in Japan even though they have acquired a startup, teamed up with local companies (SoftBank Mobile, Mixi), and clearly know how to do social games. -> similarity?
  15. 15. Thank you for listening! Questions?
  16. 16. Contact InformationTwitter: http://twitter.com/serkantotoLinkedIn: http://linkedin.com/in/serkantotoEmail: totoserkan AT gmail.com