This is a presentation on the status quo of the Japanese gaming market and examples of portrait usage of local celebrities in video and mobile games at the IBA (International Bar Association) 2014 conference in Tokyo on October 23, 2014.
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait Usage
1. Japan’s Gaming Market 2014:
Status Quo & Examples Of Portrait Usage
Source: Wikipedia/Taito 1
2. About Me
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• CEO & founder of Kantan Games Inc.
• Advisor for various gaming startups in the US
and Asia
• Japan contributor for TechCrunch.com from
2008-2012
• Based in Japan since 2004
• MBA and PhD in economics
• Hardcore gamer since 1983
3. My Website For Free Information On Japan’s
Mobile Game Industry
http://www.serkantoto.com
4. Contact Information
Twitter: http://twitter.com/serkantoto
LinkedIn: http://linkedin.com/in/serkantoto
Email: serkan AT serkantoto.com
11. Mobile Gaming Ecosystem In Japan
Platform layer
(over 20 in
total)
Listed
makers
(20-30)
Private
makers
(over 350)
12. Market Leaders In Mobile Games In Japan
(as of October 06, 2014)
1. GungHo Online (US$5.4 billion market cap)
2. Colopl (US$4.1 billion)
3. Mixi (US$4.1 billion*)
4. CyberAgent (US$2.2 billion**)
5. DeNA (US$1.9 billion)
6. GREE (US$1.7 billion)
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* Mixi reaches this market cap only because of their smash hit game Monster Strike, their
social networking service is on the verge of “death”
** CyberAgent is a prominent game maker but also an online ad powerhouse
13. Market Leaders In Console Gaming (2012)
1. Nintendo (21.3% of sales in Japan)
2. Namco Bandai (19.3%)
3. Capcom (8.8%)
4. Square Enix (8.2%)
5. Pokemon Company (6.4%)
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Source: Enterbrain
26. Akko No Uchuu Daisensou (iOS/Android, 2014)
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Source: GNT
27. Portrait Rights Usage In Japanese Games
• Celebrities have been used for “electronic
games” in Japan since the mid-1980s
• Celebrities have various backgrounds (sport
stars, singers, actors, “idols”, etc.) and can be
from Japan or abroad
• Genres covered include sports games, music,
action, adventures, and others
• Nowadays, usage of portraits in Japanese games
is shifting from console to mobile (along with the
industry as a whole)
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