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3. DeNA presentation 2011
1. Build Future With DeNA September 16 th , 2011 Tetsuya Mori Managing Director DeNA Asia Pacific Holdings
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6. % DeNA – Growing Fast Net Revenues Ordinary Income(Profit before tax) *Blue means actual data, Light blue means estimated data as of the end of July, 2011. Currency converted with the exchange rate 1USD = 80JPY. (Million USD) (Million USD) 80 170 371 470 600 23 57 159 201 269 1409 703 887* (6 months) 406* (6 months)
7. ① Social Game ■ Japanese social gaming market( Forecast) ( 100M ) ※ Source: Seed Planning , Inc. report ■ Estimated Japanese social gaming market (fiscal year) 2009 : 30 billion Yen 2010 : 150 billion Yen 2014 : 251 billion Yen ② Mobage openplatform - 2009 3Q Start social gaming business - Jan. 2010 Open platform for 3 rd developers - As of the end of Mar. 2011 Social gaming network : 317 developers : 869 games - Game-related revenue 1Q of 2011: 24 billion Yen ■ Mobage game-related revenue Mobage started Social Games just 1 ½ years ago! The social gaming market emerged in just two years. 3 rd developers who joined us at an early stage have proven to be todays top earners. The market has recently gotten a lot more competitive because of the entrance of console game giants. In 2010 DeNA had a 60% of the Market Share Social Game Market grew exponentially in the last 2 years
8. 2 ARPU Comparison * Sum of the sales during July 2010 & June 2011 ** Sales figures of facebook are from the web search as of 2010. *** Source : SEC S-1 Filling Zynga’s ARPU is the average during Jan-March 2011. DeNA’s ARPU is as of June 2011. Even higher ARPU recorded by Active User basis DeNA Business domain Social graph Devices Virtual Real — Predomi-nately mobile Predomi-nately PCs SNS games SNS Games No strong virtual communities overseas to serve as game platforms Chaotic competition for smart phones Sales ARPU $1.5 billion $1–2 billion ** $0.6 billion *** x 30 ** x 18 *** $1.4 billion * DeNA has already achieved world top-class status in sales, and ARPU is absolutely No.1 Predomi-nately PCs Of which, SNS/game-related:
9. Smartphone penetration ( o,ooo shipments ) ( Ratio ) ※ Source: MM Research Institute , Ltd. report ■ Estimated Smartphone shipments in Japan 2011: 21.85 M ( Penetration rate: 19.9% ) 2015: 60.35 M ( Penetration rate: 51.0% ) ■ Android Sold by 3 big carriers. Getting popular by supporting traditional feature phone features such as mobile wallet (NFC), infrared, One Seg. *Example image is ” GALAXY S Ⅱ” ■ iPhone Sold by SoftBank only. Smash hit due to excellent UI and ample content-rich applications. *Example image is ” iPhone White ”. In April 2011, Smartphone shipments already reached 46.2% of all mobile shipments (Source: BCN ranking) Smarthphone penerates Japan much faster than any prediction
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11. X-device & X-border game development through ngCore Mobage Japan Mobage Global Mobage China ngCore Game Game development engine Game developers SNS ngCore X-border release X-device release iOS Applications Android Applications Other OS html5 ・・・ Other engines DeNA
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13. DeNA Support to Selected Developing Partners Planning α version β version Final version Promotion Pre-release Post-release Game design Game cycle UI UI UI We can push users to your game using Mobage promotions Social features Game quality Fine tuning QA check Social features In-app purchase All Partners are presented with support and know-how at each of the following steps Social features In-app purchase
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Editor's Notes
Zynga’s ARPU should be even lower than the figure in the chart since 72M is only from Farmville