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Digital	
  Goods	
  in	
  Asia	
  
    “Not	
  all	
  Asians	
  are	
  Virtual”	
  




   @benjaminjoffe	
  |	
  CEO,	
  Plus	
  Eight	
  Star	
  
 Virtual	
  Goods	
  Summit	
  |	
  Berlin,	
  May	
  2011	
  
Hatsune	
  Miku:	
  Virtual	
  Singer	
  on	
  Tour	
  
    Powered	
  by	
  Yamaha’s	
  Vocaloid	
  SoPware	
  
VIDEO	
  
        hRp://www.youtube.com/watch?v=DTXO7KGHtjI	
  	
  

(Hatsune	
  Miku	
  will	
  have	
  a	
  concert	
  in	
  California	
  in	
  July	
  2011)	
  
Survey	
  



Have	
  you	
  been	
  to	
  Asia?	
  
HELLO!
   MY NAME IS


@benjaminjoffe!



    Ask me!
Quiz!	
  
                              Who	
  is…	
  



•  The	
  #1	
  social	
  gaming	
  company	
  in	
  the	
  world?	
  

•  The	
  #1	
  social	
  network	
  in	
  revenue?	
  

•  The	
  most	
  profitable	
  virtual	
  world?	
  
“Mister	
  Asia”	
  
–	
  Mike	
  Butcher,	
  TechCrunch	
  
4	
  years	
     1	
  year	
     6	
  years	
  
#HowAsianAreYou?	
  

         4%	
   2%	
   2%	
  
                                          Chinese	
  
   8%	
  
                                          Japanese	
  
8%	
                            42%	
     Korean	
  
                                          French	
  
                                          American	
  
         33%	
                            German	
  
                                          Singaporean	
  
CEO,	
  Plus	
  Eight	
  Star	
  
www.plus8star.com	
  
“Innova>on	
  Arbitrage”	
  
Best	
  Prac*ces	
  from	
  Asia’s	
  Digital	
  Space	
  
Co-­‐Founder,	
  Mobile	
  Monday	
  Beijing	
  
(41	
  events,	
  150	
  speakers,	
  4,000	
  parkcipants)	
  
Angel	
  Investor,	
  Advisor,	
  Keynote	
  Speaker	
  
             •  Speaker	
  
                   	
  100+	
  talks	
  in	
  17	
  countries	
  




             •  Advisor	
  



             •  Investor	
  in	
  Asia-­‐based	
  global	
  companies	
  
Content	
  

1.    	
  What	
  is	
  Asia?	
  
2.    	
  China	
  
3.    	
  Japan	
  
4.    	
  South	
  Korea	
  
5.    	
  Succeeding	
  in	
  Asia	
  
6.    	
  Some	
  new	
  Asian	
  wisdom	
  
1.	
  What	
  is	
  Asia?	
  
The	
  Trouble	
  with	
  “Asia”	
  
   1.  Different	
  infrastructures	
  

   2.  Different	
  GDP	
  /	
  capita	
  

   3.  Different	
  distribu>on	
  channels	
  

   4.  Different	
  payment	
  solu>ons	
  

   5.  And	
  somekmes	
  different	
  regula>ons	
  

   6.  Highly	
  compe>>ve	
  

   (and	
  of	
  course:	
  language)	
  
Users	
  
                                      USA	
        Japan	
          South	
  Korea	
               China	
  
Unit:	
  million	
  
                          ©PlusEightStar,	
  2011	
  -­‐	
  www.plus8star.com	
  
   2,000	
  


   1,500	
  


   1,000	
  


       500	
  


            0	
  
                       Populakon	
           Internet	
  Users	
   Mobile	
  Users	
                         3G	
  Users	
  



                                                                  Sources:	
  CIA	
  World	
  Fact	
  Book,	
  MIIT,	
  Japan	
  TCA,	
  SKT,	
  March	
  2011	
  
Users	
  




                                                                                                                                       ©PlusEightStar,	
  2011	
  -­‐	
  www.plus8star.com	
  
              Country	
  
                                             USA	
                   China	
                 Japan	
            South	
  Korea	
  

           Popula>on	
                    310	
  mln	
           1,330	
  mln	
            130	
  mln	
              50	
  mln	
  

         Internet	
  Users	
              245	
  mln	
             460	
  mln	
            100	
  mln	
              40	
  mln	
  

                                                                   860	
  mln	
  
         Mobile	
  Users	
                295	
  mln	
                                     120	
  mln	
              50	
  mln	
  
                                                                   900	
  mln	
  

             3G	
  Users	
                120	
  mln	
              50	
  mln	
            115	
  mln	
              30	
  mln	
  




Sources:	
  CIA	
  World	
  Fact	
  Book,	
  MIIT,	
  Japan	
  TCA,	
  SKT,	
  March	
  2011.	
  Numbers	
  are	
  rounded	
  for	
  easier	
  comparisons	
  
Networks	
  
                         100%
                                                                                                                        3G:	
  98%	
  
                                                                                                                        Web:	
  60%	
  
                                                                                                                        Avg.	
  8.5	
  Mbps	
  
                         80%
3G	
  Users	
  (%)	
  



                                                                                                                        3G:	
  60%	
  (W-­‐CDMA	
  only)	
  
                                                                                                                        Web:	
  72%	
  
                         60%                                                                                            Avg.	
  14	
  Mbps	
  
                                 C
                                 hi                                                                                     3G:	
  40%	
  
                         40%
                                 n                                                                                      Web:	
  34%	
  
                                                                                                                        Avg.	
  5.0	
  Mbps	
  
                                 a	
  
                         20%
                                                                                                                        3G:	
  5%	
  
                                                                                                                        Web:	
  0.5%	
  
                                            ©PlusEightStar,	
  2011	
  -­‐	
  www.plus8star.com	
                       Avg.	
  1.0	
  Mbps	
  
                          0%
                                0%             20%                40%               60%                80%


                          Internet	
  Connec>ons	
  Measured	
  >5	
  Mbps	
  (%)	
  


                                         Sources:	
  Akamai	
  4Q10,	
  Japan	
  TCA,	
  SKT,	
  ITU,	
  IDA,	
  Internet	
  World	
  Stats,	
  March	
  2011	
  
H	
  




                    Source:	
  GapMinder.org	
  
A	
  
R	
     MONEY	
  
D	
  
What	
  is	
  this?	
  
What	
  is	
  this?	
  




                           Answer:	
  Tencent’s	
  
                          new	
  HQ	
  in	
  Shenzhen	
  
#Gimougous	
  Companies	
  
•  China	
  
    –  Tencent	
  made	
  $1	
  billion	
  in	
  1Q2011	
  (40%	
  net	
  profit)	
  
    –  10	
  others	
  listed	
  on	
  Nasdaq,	
  NYSE,	
  HKSE	
  
    –  Renren	
  (SNS)	
  listed	
  on	
  NYSE	
  for	
  $5	
  billion	
  in	
  April	
  2011	
  

•  Japan	
  
    –  DeNA 	
  $1.3	
  billion	
  (2010)	
  
    –  GREE 	
  $600	
  million	
  (2010)	
  

•  Korea	
  
    –  Nexon 	
  $1	
  billion	
  (2010,	
  35%	
  from	
  games)	
  
    –  NHN	
  Group	
  (Naver,	
  Hangame)	
   	
  $1.3	
  billion	
  (2010)	
  
    –  NC	
  Sob 	
  $525	
  million	
  (2010)	
  
Social	
  Networks	
  
•  China	
                                       •  Korea	
  
    –    QQ 	
   	
   	
       	
     	
  674M	
       –  Cyworld 	
   	
  25M	
  
    –    Q	
  Zone 	
   	
     	
     	
  490M	
       –  Me2Day	
  (Naver	
  microblog)	
  5M	
  
    –    QQ	
  Microblog       	
     	
  160M	
       –  Daum,	
  Naver,	
  Nate	
  
    –    Pengyou 	
   	
       	
     	
  101M	
  
    –    RenRen 	
   	
        	
     	
  117M	
   •  SE	
  Asia	
  
    –    Sina	
  Microblog     	
     	
  100M	
       –  Mig33	
  (mobile) 	
  40M	
  
    –    Kaixin001 	
          	
     	
  178M?	
  
    –    51.com 	
   	
        	
     	
  100M?	
  

•  Japan	
  
    –  Mobage	
  (mobile)	
   	
  24.5M	
  
    –  GREE	
  (mobile) 	
   	
  23.8M	
  
    –  Mixi	
  (web+mobile) 	
  22.6M 	
  
        	
   	
   	
  	
  
                                                 Numbers	
  are	
  “registered”	
  and	
  “ackve”	
  accounts	
  as	
  of	
  2011.05,	
  depending	
  on	
  sources	
  
Digital	
  Goods	
  &	
  Currencies	
  in	
  2010	
  




Asia:	
  $18	
  Billion	
  
     USA:	
  $2	
  Billion	
  




                                                              Source:	
  Plus	
  Eight	
  Star,	
  2011	
  
$18	
  billion	
  	
  
      Digital	
  Goods	
  &	
  Currencies	
  in	
  Asia	
  

                  Online	
  Games	
              Social	
  Plazorms	
         Social	
  Games	
  
                  Virtual	
  Worlds	
            Tencent	
  IM,	
  etc.	
     Secondary	
  Market	
  
10,000	
  
                                                                                                    Unit:	
  MUSD	
  

 8,000	
  
                           2,000	
  
 6,000	
                     910	
  
                             200	
                             1,000	
  
                                                                100	
  
 4,000	
  

                           5,000	
                             4,700	
                         2,000	
  
 2,000	
  

               ©PlusEightStar,	
  2011	
  -­‐	
  www.plus8star.com	
  
                                                                                               1,500	
  
       0	
  
                           China	
                             Korea	
                         Japan	
  
Digital	
  Labor	
  
Social	
  Plazorms	
  in	
  Asia	
  
  China	
       Accounts	
       Korea	
      Accounts	
              Japan	
                Accounts	
  

Facebook	
         n.a.	
      Facebook	
        4M	
             Facebook	
                     2.9M	
  

  Qzone	
                                                          Mobage	
  
                  505M	
       Cyworld	
        25M	
                                           24.5M	
  
(Tencent)	
                                                        (DeNA)	
  

 51.com	
         178M	
         Naver	
         n.a.	
               GREE	
                    23.8M	
  


 Renren	
         117M	
         Daum	
          n.a.	
                Mixi	
                   22.6M	
  

Pengyou	
                                                          Yahoo	
  
                  101M	
                                                                           3M	
  
(Tencent)	
                                                        Mobage	
  

Kaixin001	
       100M	
  
                                                            ©PlusEightStar,	
  2011	
  -­‐	
  www.plus8star.com	
  
2.	
  China	
  
Users	
  Demographics	
  

            1.1%	
   0.2%	
  

            7.9%	
  
                                            11-­‐19	
  
                                35.8%	
     20-­‐29	
  
19.6%	
  
                                            30-­‐39	
  
                                            40-­‐49	
  
                                            50-­‐59	
  
                                            60	
  and	
  above	
  
            35.4%	
  




                                                              Source:	
  CNNIC,	
  2010.07	
  
Educakon	
  

                                         Primary	
  School	
  

        11.3%	
   9.2%	
  
                                         Junior	
  Middle	
  School	
  

12.0%	
  
                             27.5%	
     Senior	
  Middle	
  School	
  



                                         Professional	
  Training	
  College	
  

     40.1%	
  
                                         Undergraduate	
  Educa>on	
  and	
  
                                         The	
  Above	
  




                                                                   Source:	
  CNNIC,	
  2010.07	
  
Income	
  
            2.8%	
  
                   2.3%	
  
                                                 without	
  income	
  
                         8.1%	
  
      10.1%	
                                    Below	
  $76	
  
                                                 $77-­‐153	
  
                                     20.5%	
     $154-­‐229	
  
14.4%	
  
                                                 $230-­‐306	
  
                                                 $307-­‐458	
  
   14.4%	
                          13.5%	
      $459-­‐764	
  
                    13.9%	
                      $765-­‐1222	
  
                                                 Above	
  $1222	
  




                                                                    Source:	
  CNNIC,	
  2010.07	
  
Online	
  Games	
  
•  120	
  million	
  online	
  game	
  users                                                      	
  



•  $5	
  billion	
  in	
  2010	
  

          Unit:	
  billion	
  $US	
                                                                                                           7	
  
                                                                                         6.2	
                    6.6	
  
                                                                5.6	
  
                                          5	
  
                        4.1	
  
          3.2	
  




         2008	
        2009	
           2010	
                2011	
                   2012	
                   2013	
                   2014	
  

                                          Sources:	
  2008-­‐2014	
  China's	
  Online	
  Game	
  Market	
  Annual	
  Report	
  by	
  Ministry	
  of	
  Culture,	
  iResearch,	
  2011	
  
Market	
  Shares	
  

                   Others
                    16%
                                 Tencent
                                   31%
    Giant
     4%
Changyou
   7%
                                Netease
                                 16%
  Perfect World
       7%
                  Shanda Game
                      12%


                                           Source:	
  iResearch,	
  2010	
  
Revenue	
  &	
  Profit	
  

4,000	
  
                Unit:	
  million	
  US$	
                                                                                                         Revenue	
              Profit	
  
              2,966	
  
3,000	
  


2,000	
  

                1,228	
  
                                            852	
   866	
  
1,000	
                       689	
                                                                                                                            LOSS	
  
                                                            336	
   365	
   329	
  
                                 197	
   180	
                       128	
   176	
   203	
   148	
   81	
   213	
   111	
  
                                                                                      123	
   56	
     5	
    22	
                                                       77	
  
      0	
  
                Tencent	
      Shanda	
      Shanda	
     Netease	
     Perfect	
     Changyou	
        Giant	
       KingsoP	
   NetDragon	
      CDC	
     The9	
       Renren	
  
                                Game	
                                  World	
                      Interackve	
  



                                                                                                                                                             Source:	
  Companies,	
  2010	
  
Market	
  Cap	
  
        $53.5	
  
8	
  
                                                                                                                                                         Unit:	
  billion	
  US$	
  
7	
  
                                   6.2	
  
6	
  
                                                                                                                                                                                 5	
  
5	
                                              4.5	
  
4	
  
3	
                   2.4	
  
2	
                                                                           1.7	
          1.7	
  
                                                              1.1	
  
1	
                                                                                                         0.764	
  
                                                                                                                            0.29	
   0.1	
   0.165	
  
0	
  
        Tencent	
     Shanda	
     Shanda	
     Netease	
     Perfect	
     Changyou	
        Giant	
        KingsoP	
     NetDragon	
         CDC	
           The9	
         Renren	
  
                       Game	
                                 World	
                      Interackve	
  




                                                                                                                              Source:	
  Companies,	
  2011.04	
  except	
  Renren,	
  2010.05	
  
Digital	
  Goods	
  Dominate	
  a	
  Crowded	
  Market	
  

New	
  Game	
  Titles	
  (2010)	
  

2,000	
  


1,500	
  


1,000	
  


  500	
  

     0	
  
             Charged by time          Charged by item                                           others

                                               Sources:	
  Online	
  game	
  industry	
  in	
  2010	
  year-­‐end	
  summary	
  report,	
  CNZZ,	
  2011	
  
Tencent	
  


          Other
          21%
                            Online
                            Games
                             49%
      Non-gaming
      digital goods
           30%




$3B	
  in	
  2010,	
  $1B	
  in	
  1Q2011	
  
Renren	
  
                                SNS	
  +	
  Game	
  Dev.	
  
       Value-­‐Added	
  Services	
  
          Includes	
  Nuomi	
                                        Adver>sing	
  
         (Groupon	
  Clone)	
                                        -­‐	
  Mostly	
  ads	
  sold	
  “per	
  day”	
  
                                                 13%	
               -­‐	
  Limited	
  targekng	
  

                                                           42%	
  



                                          45%	
  

          Online	
  Games	
  
Top	
  MMORPG	
  =	
  31%	
  of	
  game	
  rev.	
  
          (14%	
  of	
  total)	
  



                                 $76.5m	
  in	
  2010	
  (Loss)	
  
Renren	
  Digital	
  Currency	
  

•  “Renren	
  Beans”	
  since	
  2007.10                	
  




•  Sales	
  channels	
  
                   Type	
                         Channel	
  

                               1.    Bank	
  cards	
  
                               2.    Mobile	
  Payment	
  
                  Online	
  
                               3.    SMS	
  
                               4.    Third-­‐party	
  (Alipay,	
  Yeepay)	
  

                               1.  News	
  stands	
  
                  Offline	
      2.  Convenience	
  Stores	
  
                               3.  Internet	
  cafes	
  
Walled	
  Garden	
  


                 Item	
                          Figure	
  


     Third-­‐party	
  Applica>ons	
              1,000	
  

          Revenue	
  from	
                 $3.5	
  million	
  
         Plamorm	
  in	
  2010	
          (Renren	
  share)	
  
                                        Renren:	
  52%	
  (avg.)	
  
           Revenue	
  Share	
  
                                         Developer:	
  48%	
  




Most	
  developers	
  Look	
  Overseas	
  or	
  at	
  Qzone	
  
3.	
  Japan	
  
Online	
  Games	
  Market	
  in	
  Japan	
  

                                           Online	
  game	
  users	
  accounts	
  
                                       (unit:	
  million,	
  incl.	
  mulkple	
  accounts	
  
                                                       by	
  same	
  user)	
  
                          100	
  
                                                                                                                         89	
  

                            80	
                                                                         75	
  



$1.5B	
  in	
  2010	
  
                                                                                         59	
  
                            60	
  
                                                                         42	
  
                            40	
  
                                                          28	
  
                                          19	
  
                            20	
  

                              0	
  
                                        2004	
          2005	
         2006	
          2007	
          2008	
          2009	
  




                               Source:	
  Japan	
  Internet	
  White	
  Paper	
  2010	
  –	
  Japan	
  Online	
  Game	
  Associakon,	
  2010.07	
  
MMOs	
  &	
  Casual	
  Games	
  

Origin	
  of	
  PC	
  MMOs	
  in	
  2009	
     Origin	
  of	
  PC	
  casual	
  games	
  in	
  2009	
  




               Korea	
  &	
  China	
  Dominate	
  MMOs	
             Source:	
  Japanese	
  Online	
  Game	
  Associakon,	
  2010.07	
  
Business	
  Models	
  ShiP	
  

Online	
  games	
  	
  and	
  their	
  revenue	
  model,	
  evolukon	
  since	
  2005	
  




                                                              Source:	
  Japanese	
  Online	
  Game	
  Associakon,	
  2010.07	
  




                    F2P	
  over	
  40%	
  in	
  2010	
  
The	
  Real	
  Thing:	
  Mobile	
  Social	
  Gaming	
  

          Self-­‐published	
  +	
  Open	
  plazorms	
  


                                                          	
  	
  	
  	
  	
  	
  Some	
  ads	
  




                                                                  SNS	
  
                                                                      +	
  
                                                              Free	
  games	
  
                                                                      +	
  
                              Homepage	
                     Virtual	
  goods	
  
GREE	
  Service	
  
                                   Adver>sing	
  

                              -­‐ 	
  Banners	
  &	
  >e-­‐ups	
  
GREE	
  top	
  page	
                                                               Adver>sing	
  
                                                                                         20%	
  
      banner	
  


                                          Avatars	
  
                             -­‐ 	
  Customiza>on	
  with	
  various	
  items	
  
                             (clothes,	
  accessories,	
  etc..)	
  




                                                                                    Digital	
  goods	
  
                                  Social	
  Games	
                                       80%	
  
                             -­‐ 	
  Integrated	
  with	
  SNS	
  func>ons	
  
GREE	
  Games	
  
Revenue	
  of	
  Leading	
  Plazorms	
  

Net	
  sales	
  and	
  profitability	
  (million	
  USD)	
     Adverksing	
  revenue	
  vs.	
  digital	
  currency*	
  




                                                                               Considering	
  that	
  there	
  are	
  no	
  other	
  source	
  of	
  revenues	
  
Not	
  Only	
  Kids	
  &	
  Housewives	
  

           Teens	
                20s	
            30s	
  




                       Male	
               Female	
  
Who	
  Pays?	
  
Social	
  apps	
  users	
  spending	
  per	
  plazorm	
  according	
  to	
  age	
  
Social	
  vs.	
  Virtual	
  Graph	
  
Benefits	
  of	
  Virtual	
  Graph	
  
DENA	
  &	
  GREE	
  

•  Self-­‐Published	
  Games	
  +	
  Walled	
  Gardens	
  

•  Proprietary	
  digital	
  currencies	
  

•  70/30	
  Revenue	
  share	
  

•  $500	
  million	
  paid	
  to	
  third-­‐parkes	
  (GREE,	
  2010)	
  


       Mobile	
  Social	
  Apps	
  Make	
  Money	
  in	
  Japan	
  
Payment	
  
CyberAgent	
  |	
  $18M	
  in	
  1Q2011	
  

CyberAgent	
  Subsidiaries	
     37	
  >tles	
  across	
  6	
  plamorms	
  




                                                             Source:	
  CyberAgent,	
  2011.03	
  
Pigg	
  
Pigg	
  by	
  CyberAgent	
  
•  6M	
  reg.	
  users	
  bring	
  fortunes	
  
        •  $20M	
  in	
  1Q2011	
  
        •  As	
  much	
  as	
  Angry	
  Birds!	
  
        •  $100M+	
  in	
  2011?	
  
Mini-­‐Games	
  for	
  $1M	
  




•  Each	
  game	
  generated	
  $1.2M	
  in	
  December	
  2010	
  
On	
  Android	
  
4.	
  South	
  Korea	
  
Digital	
  Goods	
  Market	
  

$100	
  mln	
   $10	
  mln	
         $10	
  mln	
  


$1	
  bln	
  
                                                      Online	
  Games	
  
                                                      Secondary	
  Market	
  
                                                      Social	
  Plazorms	
  
                                                      Social	
  Games	
  
                       $4.7	
  bln	
                  Virtual	
  Worlds	
  
Online	
  Games	
  |	
  Key	
  Players	
  
Revenue	
  &	
  Profits	
  (2010)	
  

                                          Revenue	
          Profit	
  
1,400	
                       1,310	
  
                                                                                         Unit:	
  MUSD	
  
1,200	
  
1,000	
       935	
  

  800	
  
                                     607	
  
  600	
                                            525	
  
                                                                         427	
  
                    376	
  
  400	
  
                                                         251	
                             243	
  
  200	
                                                                        111	
  
                                                                                                     47	
  
      0	
  
               Nexon	
           NHN	
             NC	
  SoP	
           Neowiz	
        CJ	
  Internet	
  
                              (Hangame)	
  


              >50%	
  of	
  Nexon’s	
  revenue	
  is	
  overseas	
  
Market	
  Cap	
  (2011.04)	
  

14.0	
       13.0	
  
12.0	
  
                                                                        Unit:	
  billion	
  USD	
  
10.0	
                         9.2	
  

  8.0	
  

  6.0	
                                       5.4	
  
                                                                              This	
  is	
  s>ll	
  
  4.0	
                                                                      $300	
  million!	
  
  2.0	
                                                      1.1	
  
                                                                                     0.3	
  
  0.0	
  
            Nexon	
           NHN	
        NC	
  SoP	
     Neowiz	
           CJ	
  Internet	
  
                           (Hangame)	
  
Ranking	
  in	
  Internet	
  Cafes	
  	
  
                                Name                                         Category           Publisher         Market Share

                                 AION                                        MMORPG              NCsoft              15.6%

                                  Tera                                       MMORPG          NHN (Hangame)           14.2%

                         Sudden attack                                             FPS         CJ Internet           10.6%

                           WarCraft 3                                              RTS        Blizzard (US)          5.9%

                             StarCraft                                             RTS        Blizzard (US)          5.0%

                                                                                             Neowiz Games +
                          FIFA Online                                             Sports                             4.3%
                                                                                           Electronic Arts (US)

                     World of Warcraft                                       MMORPG           Blizzard (US)          4.0%

                             Lineage 2                                       MMORPG              Ncsoft              3.5%

                     Dungeon & Fighter                                       MMORPG              Nexon               3.2%

                             Lineage 1                                       MMORPG              Ncsoft              2.9%



MMORPG      	
  Massively	
  Mulkplayer	
  Online	
  Role-­‐Playing	
  Game	
  
RTS  	
     	
  Real-­‐Time	
  Strategy	
  
FPS  	
     	
  First-­‐Person	
  Shooter	
                                                                            Source	
  :	
  Gametrix,	
  2011.02	
  
Secondary	
  Markets	
  


                               6M	
  Users	
  	
       $480M	
  
  Growth	
  of	
  	
  
ItemBay	
  users	
  
     Unit:	
  million	
  




                                                         Source	
  :	
  ItemBay	
  
Social	
  Plazorms	
  

•  Fragmented	
  
    –  Naver	
  Social	
  Apps	
  
    –  Nate	
  /	
  Cyworld	
  
    –  Facebook	
  Korea	
  
    –  Daum	
  Yozm	
  


•  All	
  early	
  stage	
  
    –  Limited	
  revenue	
  (<$10M	
  in	
  2010)	
  
    –  Facebook	
  growing	
  fast	
  but	
  weak	
  payment	
  solukons	
  
Cyworld	
  |	
  Digital	
  Currency	
  
                Type of payment

                Credit card             Regular credit cards

                Mobile billing          Reported on the mobile phone bill

                1588 ARS                Call 1588 and bill on fixed line

                Rainbow point           SK Telecom’s membership

                E-Station pointBox      SK’s web-to-phone system point

                OK Cashbag              SK Group’s loyalty points service

                BC Top point            BC card’s point service

                KB Total point          KB bank’s point

                Hyundai Card point      Hyundai credit card point

                PointRO(KT point)       KT’s point system

                Culture Coupon          Coupon from Ministry of Culture

                Book & Culture Coupon   Coupon from Book Organization

                Happy Money Coupon      Independent firm’s coupon

                Teen Cash               Independent firm’s coupon

                Cyworld Coupon          Cyworld’s coupon
5.	
  Succeeding	
  in	
  Asia	
  
Defining	
  Success	
  

1.  Revenue	
  

2.  Profit	
  

3.  Usage	
  /	
  Brand	
  recognikon	
  

4.  Development	
  

5.  Learning	
  
Western	
  Companies	
  
                            China	
             Japan	
              Korea	
  

                                                Zynga	
  
   Opera>ons	
                n.a.	
                          Blizzard	
  (WoW)	
  
                                               RockYou	
  

                                                              EA	
  (FIFA	
  Online)	
  
                                                                     PopCap	
  
                       Zynga	
  (rumor)	
      PopCap	
               Kabam	
  
    Licensing	
  
                          PopCap	
            Crowdstar	
            RockYou	
  
                                                                     Playfish	
  
                                                                     Cmune	
  

                           PopCap	
  
                            Zynga	
             Zynga	
  
  Development	
            Playfish	
           Playfish	
  
                           Kabam	
             RockYou	
  
                           Cmune	
  



Ideas	
  too!	
  The	
  First	
  Farm	
  Game	
  was	
  made	
  in	
  China	
  
Wealth	
  of	
  Plamorms:	
  How	
  much	
  for	
  you?	
  

•  China	
  
    –  Qzone 	
         	
  $M	
  for	
  happy	
  few	
  (~10)	
  
    –  Renren 	
        	
  Skll	
  small	
  
    –  Others 	
        	
  Unclear	
  

•  Korea	
  
    –  Skll	
  small:	
  total	
  market	
  was	
  $10M	
  in	
  2010	
  

•  Japan	
  
    –  Mobile	
  mostly,	
  but	
  hundreds	
  of	
  $mln!	
  
    –  Chinese	
  companies	
  first	
  movers	
  (Rekoo,	
  Rakoo,	
  etc.)	
  
Case	
  Studies	
  

•  Blizzard 	
   	
   	
  Korea’s	
  religion	
  

•  EA	
   	
   	
   	
   	
  FIFA	
  Online	
  in	
  Korea	
  

•  PopCap 	
   	
   	
  Pragmakc	
  and	
  organic	
  

•  Angry	
  Birds 	
  Soon	
  big	
  in	
  China?	
  
                	
  

•  Cmune 	
   	
   	
  Made	
  from	
  China	
  
Case	
  Studies	
  

•  Blizzard 	
   	
   	
  Korea’s	
  religion	
  

•  EA	
   	
   	
   	
   	
  FIFA	
  Online	
  in	
  Korea	
  

•  PopCap 	
   	
   	
  Pragmakc	
  and	
  organic	
  

•  Angry	
  Birds 	
  Soon	
  big	
  in	
  China?	
  
                	
  

•  Cmune 	
   	
   	
  Made	
  from	
  China	
  
PopCap	
  

•  $100	
  million	
  in	
  revenue	
  (2010),	
  famous	
  games	
  
    –  Dev.	
  team	
  in	
  Shanghai	
  for	
  years	
  
    –  No	
  business	
  in	
  China	
  


•  Partnerships	
  
    –  Japan:	
  with	
  Taito	
  for	
  mobile	
  social	
  games	
  
    –  Korea:	
  with	
  NC	
  SoP	
  for	
  web	
  games	
  
    –  China:	
  PvZ	
  on	
  Renren	
  
         •  First	
  ever	
  social	
  adaptakon	
  
         •  Exclusive	
  launch	
  announced	
  2	
  days	
  ago	
  
Rovio	
  

•  Angry	
  Birds	
  |	
  #1	
  smartphone	
  game	
  in	
  the	
  world	
  
    –  $20M	
  (1Q2011),	
  $100M+	
  in	
  2011	
  
    –  100M	
  200M	
  downloads	
  globally	
  
    –  Free	
  DL	
  +	
  Fake	
  birds	
  on	
  sale	
  in	
  China	
  


•  Wants	
  China,	
  Japan	
  and	
  Korea!	
  
    –  Partnerships	
  with	
  mobile	
  carriers	
  
    –  Partnerships	
  with	
  handset	
  makers	
  (Nokia,	
  etc.)	
  
    –  Will	
  release	
  on	
  feature	
  phones	
  in	
  China	
  
Uberstrike	
  	
  	
  by	
  Cmune	
  
                     #1	
  First-­‐Person	
  Shooter	
  on	
  Facebook	
  


 •  Made	
  from	
  China	
  +	
  Global	
  reach	
  

 •  Combines	
  East	
  &	
  West	
  experkse	
  

 •  500,000	
  MAU	
  =	
  Top	
  3D	
  MMO	
  on	
  Facebook	
  

 •  Get	
  it	
  on	
  the	
  Mac	
  App	
  Store	
  for	
  Father’s	
  Day!	
  

Disclosure:	
  I	
  am	
  an	
  investor	
  in	
  Cmune	
  |	
  www.facebook.com/uberstrike	
  
6.	
  New	
  Asian	
  Wisdom	
  
Intereskng	
  New	
  Things	
  
1.  	
  Nano-­‐transackons	
  

2.  	
  SNS	
  as	
  MMO	
  funnels	
  

3.  	
  New	
  social	
  plazorms	
  

4.  	
  Fourth	
  Genera>on	
  Digital	
  Goods	
  Model	
  

5.  	
  Smartphone	
  opportunity	
  

6.  	
  Various	
  deals	
  &	
  partnerships	
  
1.	
  Nano-­‐Transackons	
  

•  Tencent	
  had	
  
   –  1	
  Q	
  Coin	
  =	
  1	
  RMB	
  =	
  0.1	
  EUR	
  


•  They	
  introduced	
  
   –  1	
  Q	
  Point	
  =	
  0.1	
  RMB	
  =	
  0.01	
  EUR	
  


•  …To	
  allow	
  items	
  and	
  kme	
  “nano-­‐transac>ons”	
  
2.	
  SNS	
  as	
  MMO	
  funnels	
  

•  Renren	
  revenue	
  more	
  from	
  games	
  than	
  ads	
  

•  Mone>za>on	
  much	
  higher	
  in	
  MMOs	
  

•  Reten>on	
  is	
  beRer	
  too	
  

•  What’s	
  your	
  ROI?	
  
3.	
  New	
  Social	
  Plazorms	
  

•  Naver,	
  Nate,	
  Daum 	
   	
   	
  Portals	
  

•  QQ,	
  NateOn 	
   	
   	
   	
   	
  IM	
  

•  Ameba 	
   	
   	
   	
   	
   	
   	
  Blog	
  plamorm	
  

•  DeNA,	
  GREE 	
   	
   	
   	
   	
  Mobiles	
  +	
  Smartphones	
  
4.	
  Fourth	
  Generakon	
  Model?	
  

•  1G 	
   	
  Box	
  game	
  /	
  Pay-­‐per-­‐download	
   	
  (e.g.	
  COD)	
  

•  2G 	
   	
  Time-­‐based	
  (1	
  hour	
  to	
  1	
  year) 	
  (e.g.	
  WoW)	
  

•  3G 	
   	
  Digital	
  goods:	
  permanent	
  	
   	
   	
  (e.g.	
  IMVU)	
  

•  3.5G 	
  Digital	
  goods:	
  rental	
   	
   	
   	
   	
  (e.g.	
  QQ)	
  

•  4G? 	
  Digital	
  goods:	
  trading	
   	
   	
  (e.g.	
  ZT	
  Online	
  2)	
  
e.g.	
  ZT	
  Online	
  2	
  

•  Giant	
  Interackve	
  no	
  longer	
  sells	
  items	
  in	
  ZTO2!	
  
    –  Trading	
  is	
  main	
  revenue	
  model	
  
    –  Reward	
  ackve	
  users	
  with	
  items	
  
    –  Let	
  users	
  decide	
  on	
  the	
  right	
  price	
  
    –  5%	
  commission	
  on	
  transac>ons	
  

•  Benefits	
  
    –  Capture	
  secondary	
  market	
  
    –  Avoid	
  “one-­‐price	
  for	
  all”	
  for	
  digital	
  goods	
  
    –  Ensure	
  fairness	
  
    –  Mo>vate	
  users	
  
5.	
  Smartphone	
  Opportunity	
  
•  Smartphones	
  booming	
  in	
  Japan	
  &	
  Korea	
  
     –  Japan:	
  50%	
  of	
  new	
  phones	
  in	
  2011,	
  already	
  5M+	
  iPhones	
  
     –  Korea	
  >	
  10M	
  smartphones	
  

•  China	
  has	
  lots	
  of	
  smartphones	
  &	
  feature	
  phones	
  
     –    Beijing	
  Apple	
  store	
  is	
  #1	
  worldwide	
  (>Times	
  Square)	
  
     –    Making	
  money	
  with	
  apps	
  in	
  China	
  skll	
  tough	
  
     –    Android	
  spreading	
  but	
  app	
  stores	
  fragmented	
  
     –    Building	
  apps	
  from	
  China	
  is	
  totally	
  fine	
  

•  Localize	
  apps!	
  
     –  Angry	
  Birds	
  #1	
  iOS	
  App	
  in	
  China	
  
     –  Akinator	
  (France)	
  is	
  a	
  top	
  paid	
  app	
  in	
  Japan	
  
     –  Do	
  it	
  quick	
  with	
  MyGengo	
  	
  

                 Disclosure:	
  I	
  am	
  an	
  investor	
  in	
  MyGengo	
  
6.	
  Deals	
  &	
  Partnerships	
  

•  China	
  
    –  Funds	
  by	
  Tencent,	
  Giant,	
  Shanda	
  (>$1B)	
  

•  Japan	
  
    –  Funds	
  by	
  DeNA,	
  GREE,	
  Mixi	
  (>$1B?)	
  
    –  GREE	
  acquires	
  OpenFeint	
  (US)	
  
    –  GREE	
  partners	
  with	
  Tencent	
  (CN)	
  
    –  DeNA	
  acquires	
  NGMOCO	
  (US)	
  
    –  Sobbank	
  invests	
  in	
  Japan,	
  China,	
  Korea	
  

•  Korea	
  
    –  Various	
  M&As	
  
    –  Some	
  investments	
  by	
  Nexon	
  in	
  US	
  
More	
  about	
  us	
  


•  We	
  helped	
  Kabam	
  with	
  market	
  entry	
  

•  We	
  helped	
  IMVU	
  	
  	
  	
  	
  	
  with	
  best	
  prackces	
  

•  We	
  helped	
  Ci>bank	
  with	
  digital	
  currencies	
  
Danke	
  Schon!	
  
   More	
  about	
  “Innovakon	
  Arbitrage”	
  

www.plus8star.com	
  

benjamin@plus8star.com	
  	
  
                                                 +81	
  |	
  Japan	
  

benjaminjoffe	
                                   +82	
  |	
  Korea	
  

                                                 +86	
  |	
  China	
  
@benjaminjoffe	
  
                                            Telecom	
  &	
  Internet	
  

www.linkedin.com/in/benjaminjoffe	
  	
         +	
  Added	
  Value	
  

                                               *	
  High	
  quality	
  
www.slideshare.net/plus8star	
  	
  

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Digital Goods in Asia

  • 1. Digital  Goods  in  Asia   “Not  all  Asians  are  Virtual”   @benjaminjoffe  |  CEO,  Plus  Eight  Star   Virtual  Goods  Summit  |  Berlin,  May  2011  
  • 2. Hatsune  Miku:  Virtual  Singer  on  Tour   Powered  by  Yamaha’s  Vocaloid  SoPware  
  • 3. VIDEO   hRp://www.youtube.com/watch?v=DTXO7KGHtjI     (Hatsune  Miku  will  have  a  concert  in  California  in  July  2011)  
  • 4. Survey   Have  you  been  to  Asia?  
  • 5. HELLO! MY NAME IS @benjaminjoffe! Ask me!
  • 6. Quiz!   Who  is…   •  The  #1  social  gaming  company  in  the  world?   •  The  #1  social  network  in  revenue?   •  The  most  profitable  virtual  world?  
  • 7. “Mister  Asia”   –  Mike  Butcher,  TechCrunch  
  • 8. 4  years   1  year   6  years  
  • 9. #HowAsianAreYou?   4%   2%   2%   Chinese   8%   Japanese   8%   42%   Korean   French   American   33%   German   Singaporean  
  • 10. CEO,  Plus  Eight  Star   www.plus8star.com  
  • 11. “Innova>on  Arbitrage”   Best  Prac*ces  from  Asia’s  Digital  Space  
  • 12. Co-­‐Founder,  Mobile  Monday  Beijing   (41  events,  150  speakers,  4,000  parkcipants)  
  • 13. Angel  Investor,  Advisor,  Keynote  Speaker   •  Speaker    100+  talks  in  17  countries   •  Advisor   •  Investor  in  Asia-­‐based  global  companies  
  • 14. Content   1.   What  is  Asia?   2.   China   3.   Japan   4.   South  Korea   5.   Succeeding  in  Asia   6.   Some  new  Asian  wisdom  
  • 15. 1.  What  is  Asia?  
  • 16. The  Trouble  with  “Asia”   1.  Different  infrastructures   2.  Different  GDP  /  capita   3.  Different  distribu>on  channels   4.  Different  payment  solu>ons   5.  And  somekmes  different  regula>ons   6.  Highly  compe>>ve   (and  of  course:  language)  
  • 17. Users   USA   Japan   South  Korea   China   Unit:  million   ©PlusEightStar,  2011  -­‐  www.plus8star.com   2,000   1,500   1,000   500   0   Populakon   Internet  Users   Mobile  Users   3G  Users   Sources:  CIA  World  Fact  Book,  MIIT,  Japan  TCA,  SKT,  March  2011  
  • 18. Users   ©PlusEightStar,  2011  -­‐  www.plus8star.com   Country   USA   China   Japan   South  Korea   Popula>on   310  mln   1,330  mln   130  mln   50  mln   Internet  Users   245  mln   460  mln   100  mln   40  mln   860  mln   Mobile  Users   295  mln   120  mln   50  mln   900  mln   3G  Users   120  mln   50  mln   115  mln   30  mln   Sources:  CIA  World  Fact  Book,  MIIT,  Japan  TCA,  SKT,  March  2011.  Numbers  are  rounded  for  easier  comparisons  
  • 19. Networks   100% 3G:  98%   Web:  60%   Avg.  8.5  Mbps   80% 3G  Users  (%)   3G:  60%  (W-­‐CDMA  only)   Web:  72%   60% Avg.  14  Mbps   C hi 3G:  40%   40% n Web:  34%   Avg.  5.0  Mbps   a   20% 3G:  5%   Web:  0.5%   ©PlusEightStar,  2011  -­‐  www.plus8star.com   Avg.  1.0  Mbps   0% 0% 20% 40% 60% 80% Internet  Connec>ons  Measured  >5  Mbps  (%)   Sources:  Akamai  4Q10,  Japan  TCA,  SKT,  ITU,  IDA,  Internet  World  Stats,  March  2011  
  • 20. H   Source:  GapMinder.org   A   R   MONEY   D  
  • 22. What  is  this?   Answer:  Tencent’s   new  HQ  in  Shenzhen  
  • 23. #Gimougous  Companies   •  China   –  Tencent  made  $1  billion  in  1Q2011  (40%  net  profit)   –  10  others  listed  on  Nasdaq,  NYSE,  HKSE   –  Renren  (SNS)  listed  on  NYSE  for  $5  billion  in  April  2011   •  Japan   –  DeNA  $1.3  billion  (2010)   –  GREE  $600  million  (2010)   •  Korea   –  Nexon  $1  billion  (2010,  35%  from  games)   –  NHN  Group  (Naver,  Hangame)    $1.3  billion  (2010)   –  NC  Sob  $525  million  (2010)  
  • 24. Social  Networks   •  China   •  Korea   –  QQ          674M   –  Cyworld    25M   –  Q  Zone        490M   –  Me2Day  (Naver  microblog)  5M   –  QQ  Microblog    160M   –  Daum,  Naver,  Nate   –  Pengyou        101M   –  RenRen        117M   •  SE  Asia   –  Sina  Microblog    100M   –  Mig33  (mobile)  40M   –  Kaixin001      178M?   –  51.com        100M?   •  Japan   –  Mobage  (mobile)    24.5M   –  GREE  (mobile)    23.8M   –  Mixi  (web+mobile)  22.6M           Numbers  are  “registered”  and  “ackve”  accounts  as  of  2011.05,  depending  on  sources  
  • 25. Digital  Goods  &  Currencies  in  2010   Asia:  $18  Billion   USA:  $2  Billion   Source:  Plus  Eight  Star,  2011  
  • 26. $18  billion     Digital  Goods  &  Currencies  in  Asia   Online  Games   Social  Plazorms   Social  Games   Virtual  Worlds   Tencent  IM,  etc.   Secondary  Market   10,000   Unit:  MUSD   8,000   2,000   6,000   910   200   1,000   100   4,000   5,000   4,700   2,000   2,000   ©PlusEightStar,  2011  -­‐  www.plus8star.com   1,500   0   China   Korea   Japan  
  • 28. Social  Plazorms  in  Asia   China   Accounts   Korea   Accounts   Japan   Accounts   Facebook   n.a.   Facebook   4M   Facebook   2.9M   Qzone   Mobage   505M   Cyworld   25M   24.5M   (Tencent)   (DeNA)   51.com   178M   Naver   n.a.   GREE   23.8M   Renren   117M   Daum   n.a.   Mixi   22.6M   Pengyou   Yahoo   101M   3M   (Tencent)   Mobage   Kaixin001   100M   ©PlusEightStar,  2011  -­‐  www.plus8star.com  
  • 30. Users  Demographics   1.1%   0.2%   7.9%   11-­‐19   35.8%   20-­‐29   19.6%   30-­‐39   40-­‐49   50-­‐59   60  and  above   35.4%   Source:  CNNIC,  2010.07  
  • 31. Educakon   Primary  School   11.3%   9.2%   Junior  Middle  School   12.0%   27.5%   Senior  Middle  School   Professional  Training  College   40.1%   Undergraduate  Educa>on  and   The  Above   Source:  CNNIC,  2010.07  
  • 32. Income   2.8%   2.3%   without  income   8.1%   10.1%   Below  $76   $77-­‐153   20.5%   $154-­‐229   14.4%   $230-­‐306   $307-­‐458   14.4%   13.5%   $459-­‐764   13.9%   $765-­‐1222   Above  $1222   Source:  CNNIC,  2010.07  
  • 33. Online  Games   •  120  million  online  game  users   •  $5  billion  in  2010   Unit:  billion  $US   7   6.2   6.6   5.6   5   4.1   3.2   2008   2009   2010   2011   2012   2013   2014   Sources:  2008-­‐2014  China's  Online  Game  Market  Annual  Report  by  Ministry  of  Culture,  iResearch,  2011  
  • 34. Market  Shares   Others 16% Tencent 31% Giant 4% Changyou 7% Netease 16% Perfect World 7% Shanda Game 12% Source:  iResearch,  2010  
  • 35. Revenue  &  Profit   4,000   Unit:  million  US$   Revenue   Profit   2,966   3,000   2,000   1,228   852   866   1,000   689   LOSS   336   365   329   197   180   128   176   203   148   81   213   111   123   56   5   22   77   0   Tencent   Shanda   Shanda   Netease   Perfect   Changyou   Giant   KingsoP   NetDragon   CDC   The9   Renren   Game   World   Interackve   Source:  Companies,  2010  
  • 36. Market  Cap   $53.5   8   Unit:  billion  US$   7   6.2   6   5   5   4.5   4   3   2.4   2   1.7   1.7   1.1   1   0.764   0.29   0.1   0.165   0   Tencent   Shanda   Shanda   Netease   Perfect   Changyou   Giant   KingsoP   NetDragon   CDC   The9   Renren   Game   World   Interackve   Source:  Companies,  2011.04  except  Renren,  2010.05  
  • 37. Digital  Goods  Dominate  a  Crowded  Market   New  Game  Titles  (2010)   2,000   1,500   1,000   500   0   Charged by time Charged by item others Sources:  Online  game  industry  in  2010  year-­‐end  summary  report,  CNZZ,  2011  
  • 38. Tencent   Other 21% Online Games 49% Non-gaming digital goods 30% $3B  in  2010,  $1B  in  1Q2011  
  • 39. Renren   SNS  +  Game  Dev.   Value-­‐Added  Services   Includes  Nuomi   Adver>sing   (Groupon  Clone)   -­‐  Mostly  ads  sold  “per  day”   13%   -­‐  Limited  targekng   42%   45%   Online  Games   Top  MMORPG  =  31%  of  game  rev.   (14%  of  total)   $76.5m  in  2010  (Loss)  
  • 40. Renren  Digital  Currency   •  “Renren  Beans”  since  2007.10   •  Sales  channels   Type   Channel   1.  Bank  cards   2.  Mobile  Payment   Online   3.  SMS   4.  Third-­‐party  (Alipay,  Yeepay)   1.  News  stands   Offline   2.  Convenience  Stores   3.  Internet  cafes  
  • 41. Walled  Garden   Item   Figure   Third-­‐party  Applica>ons   1,000   Revenue  from   $3.5  million   Plamorm  in  2010   (Renren  share)   Renren:  52%  (avg.)   Revenue  Share   Developer:  48%   Most  developers  Look  Overseas  or  at  Qzone  
  • 43. Online  Games  Market  in  Japan   Online  game  users  accounts   (unit:  million,  incl.  mulkple  accounts   by  same  user)   100   89   80   75   $1.5B  in  2010   59   60   42   40   28   19   20   0   2004   2005   2006   2007   2008   2009   Source:  Japan  Internet  White  Paper  2010  –  Japan  Online  Game  Associakon,  2010.07  
  • 44. MMOs  &  Casual  Games   Origin  of  PC  MMOs  in  2009   Origin  of  PC  casual  games  in  2009   Korea  &  China  Dominate  MMOs   Source:  Japanese  Online  Game  Associakon,  2010.07  
  • 45. Business  Models  ShiP   Online  games    and  their  revenue  model,  evolukon  since  2005   Source:  Japanese  Online  Game  Associakon,  2010.07   F2P  over  40%  in  2010  
  • 46. The  Real  Thing:  Mobile  Social  Gaming   Self-­‐published  +  Open  plazorms              Some  ads   SNS   +   Free  games   +   Homepage   Virtual  goods  
  • 47. GREE  Service   Adver>sing   -­‐   Banners  &  >e-­‐ups   GREE  top  page   Adver>sing   20%   banner   Avatars   -­‐   Customiza>on  with  various  items   (clothes,  accessories,  etc..)   Digital  goods   Social  Games   80%   -­‐   Integrated  with  SNS  func>ons  
  • 49. Revenue  of  Leading  Plazorms   Net  sales  and  profitability  (million  USD)   Adverksing  revenue  vs.  digital  currency*   Considering  that  there  are  no  other  source  of  revenues  
  • 50. Not  Only  Kids  &  Housewives   Teens   20s   30s   Male   Female  
  • 51. Who  Pays?   Social  apps  users  spending  per  plazorm  according  to  age  
  • 54. DENA  &  GREE   •  Self-­‐Published  Games  +  Walled  Gardens   •  Proprietary  digital  currencies   •  70/30  Revenue  share   •  $500  million  paid  to  third-­‐parkes  (GREE,  2010)   Mobile  Social  Apps  Make  Money  in  Japan  
  • 56. CyberAgent  |  $18M  in  1Q2011   CyberAgent  Subsidiaries   37  >tles  across  6  plamorms   Source:  CyberAgent,  2011.03  
  • 58. Pigg  by  CyberAgent   •  6M  reg.  users  bring  fortunes   •  $20M  in  1Q2011   •  As  much  as  Angry  Birds!   •  $100M+  in  2011?  
  • 59. Mini-­‐Games  for  $1M   •  Each  game  generated  $1.2M  in  December  2010  
  • 62. Digital  Goods  Market   $100  mln   $10  mln   $10  mln   $1  bln   Online  Games   Secondary  Market   Social  Plazorms   Social  Games   $4.7  bln   Virtual  Worlds  
  • 63. Online  Games  |  Key  Players  
  • 64. Revenue  &  Profits  (2010)   Revenue   Profit   1,400   1,310   Unit:  MUSD   1,200   1,000   935   800   607   600   525   427   376   400   251   243   200   111   47   0   Nexon   NHN   NC  SoP   Neowiz   CJ  Internet   (Hangame)   >50%  of  Nexon’s  revenue  is  overseas  
  • 65. Market  Cap  (2011.04)   14.0   13.0   12.0   Unit:  billion  USD   10.0   9.2   8.0   6.0   5.4   This  is  s>ll   4.0   $300  million!   2.0   1.1   0.3   0.0   Nexon   NHN   NC  SoP   Neowiz   CJ  Internet   (Hangame)  
  • 66. Ranking  in  Internet  Cafes     Name Category Publisher Market Share AION MMORPG NCsoft 15.6% Tera MMORPG NHN (Hangame) 14.2% Sudden attack FPS CJ Internet 10.6% WarCraft 3 RTS Blizzard (US) 5.9% StarCraft RTS Blizzard (US) 5.0% Neowiz Games + FIFA Online Sports 4.3% Electronic Arts (US) World of Warcraft MMORPG Blizzard (US) 4.0% Lineage 2 MMORPG Ncsoft 3.5% Dungeon & Fighter MMORPG Nexon 3.2% Lineage 1 MMORPG Ncsoft 2.9% MMORPG  Massively  Mulkplayer  Online  Role-­‐Playing  Game   RTS    Real-­‐Time  Strategy   FPS    First-­‐Person  Shooter   Source  :  Gametrix,  2011.02  
  • 67. Secondary  Markets   6M  Users     $480M   Growth  of     ItemBay  users   Unit:  million   Source  :  ItemBay  
  • 68. Social  Plazorms   •  Fragmented   –  Naver  Social  Apps   –  Nate  /  Cyworld   –  Facebook  Korea   –  Daum  Yozm   •  All  early  stage   –  Limited  revenue  (<$10M  in  2010)   –  Facebook  growing  fast  but  weak  payment  solukons  
  • 69. Cyworld  |  Digital  Currency   Type of payment Credit card Regular credit cards Mobile billing Reported on the mobile phone bill 1588 ARS Call 1588 and bill on fixed line Rainbow point SK Telecom’s membership E-Station pointBox SK’s web-to-phone system point OK Cashbag SK Group’s loyalty points service BC Top point BC card’s point service KB Total point KB bank’s point Hyundai Card point Hyundai credit card point PointRO(KT point) KT’s point system Culture Coupon Coupon from Ministry of Culture Book & Culture Coupon Coupon from Book Organization Happy Money Coupon Independent firm’s coupon Teen Cash Independent firm’s coupon Cyworld Coupon Cyworld’s coupon
  • 70. 5.  Succeeding  in  Asia  
  • 71. Defining  Success   1.  Revenue   2.  Profit   3.  Usage  /  Brand  recognikon   4.  Development   5.  Learning  
  • 72. Western  Companies   China   Japan   Korea   Zynga   Opera>ons   n.a.   Blizzard  (WoW)   RockYou   EA  (FIFA  Online)   PopCap   Zynga  (rumor)   PopCap   Kabam   Licensing   PopCap   Crowdstar   RockYou   Playfish   Cmune   PopCap   Zynga   Zynga   Development   Playfish   Playfish   Kabam   RockYou   Cmune   Ideas  too!  The  First  Farm  Game  was  made  in  China  
  • 73. Wealth  of  Plamorms:  How  much  for  you?   •  China   –  Qzone    $M  for  happy  few  (~10)   –  Renren    Skll  small   –  Others    Unclear   •  Korea   –  Skll  small:  total  market  was  $10M  in  2010   •  Japan   –  Mobile  mostly,  but  hundreds  of  $mln!   –  Chinese  companies  first  movers  (Rekoo,  Rakoo,  etc.)  
  • 74. Case  Studies   •  Blizzard      Korea’s  religion   •  EA          FIFA  Online  in  Korea   •  PopCap      Pragmakc  and  organic   •  Angry  Birds  Soon  big  in  China?     •  Cmune      Made  from  China  
  • 75. Case  Studies   •  Blizzard      Korea’s  religion   •  EA          FIFA  Online  in  Korea   •  PopCap      Pragmakc  and  organic   •  Angry  Birds  Soon  big  in  China?     •  Cmune      Made  from  China  
  • 76. PopCap   •  $100  million  in  revenue  (2010),  famous  games   –  Dev.  team  in  Shanghai  for  years   –  No  business  in  China   •  Partnerships   –  Japan:  with  Taito  for  mobile  social  games   –  Korea:  with  NC  SoP  for  web  games   –  China:  PvZ  on  Renren   •  First  ever  social  adaptakon   •  Exclusive  launch  announced  2  days  ago  
  • 77. Rovio   •  Angry  Birds  |  #1  smartphone  game  in  the  world   –  $20M  (1Q2011),  $100M+  in  2011   –  100M  200M  downloads  globally   –  Free  DL  +  Fake  birds  on  sale  in  China   •  Wants  China,  Japan  and  Korea!   –  Partnerships  with  mobile  carriers   –  Partnerships  with  handset  makers  (Nokia,  etc.)   –  Will  release  on  feature  phones  in  China  
  • 78. Uberstrike      by  Cmune   #1  First-­‐Person  Shooter  on  Facebook   •  Made  from  China  +  Global  reach   •  Combines  East  &  West  experkse   •  500,000  MAU  =  Top  3D  MMO  on  Facebook   •  Get  it  on  the  Mac  App  Store  for  Father’s  Day!   Disclosure:  I  am  an  investor  in  Cmune  |  www.facebook.com/uberstrike  
  • 79. 6.  New  Asian  Wisdom  
  • 80. Intereskng  New  Things   1.   Nano-­‐transackons   2.   SNS  as  MMO  funnels   3.   New  social  plazorms   4.   Fourth  Genera>on  Digital  Goods  Model   5.   Smartphone  opportunity   6.   Various  deals  &  partnerships  
  • 81. 1.  Nano-­‐Transackons   •  Tencent  had   –  1  Q  Coin  =  1  RMB  =  0.1  EUR   •  They  introduced   –  1  Q  Point  =  0.1  RMB  =  0.01  EUR   •  …To  allow  items  and  kme  “nano-­‐transac>ons”  
  • 82. 2.  SNS  as  MMO  funnels   •  Renren  revenue  more  from  games  than  ads   •  Mone>za>on  much  higher  in  MMOs   •  Reten>on  is  beRer  too   •  What’s  your  ROI?  
  • 83. 3.  New  Social  Plazorms   •  Naver,  Nate,  Daum      Portals   •  QQ,  NateOn          IM   •  Ameba              Blog  plamorm   •  DeNA,  GREE          Mobiles  +  Smartphones  
  • 84. 4.  Fourth  Generakon  Model?   •  1G    Box  game  /  Pay-­‐per-­‐download    (e.g.  COD)   •  2G    Time-­‐based  (1  hour  to  1  year)  (e.g.  WoW)   •  3G    Digital  goods:  permanent        (e.g.  IMVU)   •  3.5G  Digital  goods:  rental          (e.g.  QQ)   •  4G?  Digital  goods:  trading      (e.g.  ZT  Online  2)  
  • 85. e.g.  ZT  Online  2   •  Giant  Interackve  no  longer  sells  items  in  ZTO2!   –  Trading  is  main  revenue  model   –  Reward  ackve  users  with  items   –  Let  users  decide  on  the  right  price   –  5%  commission  on  transac>ons   •  Benefits   –  Capture  secondary  market   –  Avoid  “one-­‐price  for  all”  for  digital  goods   –  Ensure  fairness   –  Mo>vate  users  
  • 86. 5.  Smartphone  Opportunity   •  Smartphones  booming  in  Japan  &  Korea   –  Japan:  50%  of  new  phones  in  2011,  already  5M+  iPhones   –  Korea  >  10M  smartphones   •  China  has  lots  of  smartphones  &  feature  phones   –  Beijing  Apple  store  is  #1  worldwide  (>Times  Square)   –  Making  money  with  apps  in  China  skll  tough   –  Android  spreading  but  app  stores  fragmented   –  Building  apps  from  China  is  totally  fine   •  Localize  apps!   –  Angry  Birds  #1  iOS  App  in  China   –  Akinator  (France)  is  a  top  paid  app  in  Japan   –  Do  it  quick  with  MyGengo     Disclosure:  I  am  an  investor  in  MyGengo  
  • 87. 6.  Deals  &  Partnerships   •  China   –  Funds  by  Tencent,  Giant,  Shanda  (>$1B)   •  Japan   –  Funds  by  DeNA,  GREE,  Mixi  (>$1B?)   –  GREE  acquires  OpenFeint  (US)   –  GREE  partners  with  Tencent  (CN)   –  DeNA  acquires  NGMOCO  (US)   –  Sobbank  invests  in  Japan,  China,  Korea   •  Korea   –  Various  M&As   –  Some  investments  by  Nexon  in  US  
  • 88. More  about  us   •  We  helped  Kabam  with  market  entry   •  We  helped  IMVU            with  best  prackces   •  We  helped  Ci>bank  with  digital  currencies  
  • 89. Danke  Schon!   More  about  “Innovakon  Arbitrage”   www.plus8star.com   benjamin@plus8star.com     +81  |  Japan   benjaminjoffe   +82  |  Korea   +86  |  China   @benjaminjoffe   Telecom  &  Internet   www.linkedin.com/in/benjaminjoffe     +  Added  Value   *  High  quality   www.slideshare.net/plus8star