What's New in Teams Calling, Meetings and Devices March 2024
コロンビア経営大学院にて講義
1. The Game Changer
How will Shinra build the next
game industry ecosystem?
Oct. 22nd, 2014
Yoichi Wada, President
Shinra Technologies, Inc.
2. Characteristics of Content Industries
Content is intangible.
Value is generated when content
becomes product.
3. Content Industries in the 20th Century
Movie
Film Industry
Literature Book Publishing Industry
Music Record Industry
Game Game (Console) Industry
4. Transformation from Content to Product
Significant Added Value
Publish
Manufacture
Retail
Distribution
Create
Revenue allocation varies in each industry, however typically only
5-30% (45% max) is given back to the content creators.
As contents get more digital, creators receive higher shares.
5. Characteristics of Game Industries
Computer games are the most complex
software applications.
A specialized platform is required.
The game industry ecosystems were
shaped by each specialized platform.
6. Arcade Games : 1970s onward
One Machine, One Game
Expensive Hardware
Consumer cannot invest in extremely expensive
arcade machines.
Arcade operators purchase machines and had
consumers insert coins to recoup cost.
Birth of a new form of entertainment.
7. Console Games : 1985 - 2000
One Machine, Multiple Games
Inexpensive Hardware
Game console makers adopted a vertically
integrated business model, and the ecosystems
were built on the basis of third parties being only
on the game development layer.
The introduction of this new business model led to
substantial growth in the game industry.
8. Console Games : 2000 onward
Non-gaming features (e.g. DVD)
added to console hardware
The effective investment required on the part of
customers to play games was reduced
Other forms of entertainment (e.g. movies)
became increasingly fused with games
9. General Purpose Device Games:
2005 onward
Smartphones and Laptops
Players no longer have to invest money solely for
the purpose of playing games
Reaches wider target segments and geographical
regions
• Moms playing Farmville
• Emerging markets where game consoles were too
expensive
10. 120,000
100,000
80,000
60,000
40,000
20,000
0
Smart TV
through each expansion of devices
Mobile(SP, Tablet)
PC Online
The games market has grown
Connected
Console
Console/HH/PCソフト
Arcade Game
1975 1977 1979 1981 1983 1985 1987 1989 1991 1993 1995 1997 1999 2001 2003 2005 2007 2009 2011 2013 2015 2017 2019
12
10
8
6
4
2
Billion $
1975 1980 1985 1990 1995 2000 2005 2010 2015e 2020e
13. Until now we have seen only
partial alignment with the theory
Quality
Time
Partial Switch
Partial Switch
Arcade Game
Console Game
General Purpose
Device Game
14. 12
120,000
100,000
10
80,000
60,000
40,000
20,000
0
1975 2006
8
6
4
2
In the game industry thus far, we have
not seen complete disruption. Rather,
various device markets have piled up
similar to geographical strata.
When there has been a change in
device, the reason we haven’t seen a
complete shift from one device to
another has been due to the
“experience” provided by the uniqueness
of the device itself.
15. 12
120,000
100,000
10
80,000
60,000
40,000
20,000
0
1975 2006
8
6
4
2
The Platform will move from Device
to the Cloud
The differentiation in colors will
become meaningless.
17. Two New Value Drivers
The New Game Experience
The New Ecosystem
18. Two New Value Drivers
The New Game Experience
Games have shifted from consoles to general
purpose devices. While the market did expand,
uniqueness and variety was lost.
Cloud gaming is a solution to bring forth new,
unique attributes of games similar to special
purpose devices.
19. Two New Value Drivers
The New Ecosystem
Until now, the industry ecosystem has been
built around the device manufacturers
(clients).
As value shifts from the client to the cloud,
the new ecosystem’s leadership will revolve
around the cloud operator.
20. Shinra Technologies, Inc.
is pioneering this new era.
We anticipate huge opportunities in
the game industry’s greatest
transformation.
21. Shinra Enables New Game Experiences
New experiences occur on a supercomputer designed for
games
We free game developers from strangleholds such as:
The difficulty of creating online games
The need to support multiple devices and OSs
The limited processing availability in devices
We present players with new ways to interact with
games
22. Shinra Establishes A New Ecosystem
Via the cloud, create a world that ties together users,
developers and related parties in a way that is both
satisfying and economically palatable
F2P, crowd funding, crowd sourcing, etc
Include all these new trends to create a true
“ecosystem”
23. We are building worlds no one has seen
before, and we cannot do it by
ourselves
Shinra adopts an
Emergent Strategy