Opportunity for Social Mobile in Japan, China, and Korea Tetsuya Mori Managing Director DeNA Asia Pacific Holding A Few Interesting Factoids about mobage and JP mobile social market 2 We run Social Game business and own a Professional Baseball Team 3 JP Social Mobile Games – Explosive Growth DeNA Net Revenue US$2B Mobile Social Games launch • Japan’s mobile social game market US$1B – 0→$5B in 3 years – Highest ARPU x20 US 4 Over 50% of Mobage Game Revenue Comes from 3rd Party Developers 3rd Party Games 5 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% 6 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) 7 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 DeNA Sweden DeNA Studios Canada DeNA Seoul Rough Cooki e ngmoco GameView Pakistan 91JV DeNA Asia ngmoco (Freeverse) DeNA DeNA China GameView Studio Punch Vietnam Atakama Chile 9 Partnership Model DeNA drives ARPU, Partners drive user reach ARPU Data Traffic User Reach Partners 10 Partnership Model DeNA drives ARPU, Partners drive user reach ARPU Data Traffic User Reach Partners 11 4 Mobile Gaming Platforms Go broad and deep Japan China Korea Global 12 mobage China • Timeline – – – – 2006: 2007: 2009: 2011: Established DeNA Beijing Launched SNS services Investment in 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) 13 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) 14 China Mobile Social Game Market Mobile infrastructure 3G reasonable speed but not cheap Android+iPhone user reaching 100M in 2012 Billing Carrier billing, Aliyun(Paypal model), pre-paid cards Many iOS Jailbreak, no official Google Play Game users Huge user base Very low paid user rate 1-2% Small group of strikingly high pay users (guild model) Download many apps at once time Low 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 15 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 world User base – broad and matured Heavy influence from PC Online games Capable of mastering complex game plays Love Person vs. Person battle High retention rate Popular game categories SLG, Sports, Action RPG, Farm Japanese 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 16 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, ingame 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) 17 New Wining Formula for all regions – Card Battle Games Japan US China Korea Soon to come JP market turned completely to CBG Android No.1 iPhone No.1 18 Come to mobage Develop Card Battle Games Go together to the global markets! 19