This presentation sums up my view on the chances for GREE and DeNA (Mobage) to bring their social gaming platforms to a global audience.
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DeNA And GREE: My Perspective On Japanese Social Games Going Global
1. DeNA And GREE:
My Perspective On Japanese Social Games Going
Global
By Serkan Toto, PhD
www.serkantoto.com
2. About Me
• Tokyo-based web, mobile and gaming
industry consultant
• Advisor for startups in Asia and the US
• Japan contributor for TechCrunch.com
• Personal website: www.serkantoto.com
9. Point 1: Japan-Only Success Factors
• Key success factors that fueled DeNA and
GREE‘s growth in Japan don‘t apply elsewhere.
• Examples:
• Carrier billing
• Game-friendly society
• Mobile-centric users
• Japan‘s ARPU for social games is unique
globally
• Fast, reliable 3G networks (example: in SEA)
• Affordable mobile data plans
10. Point 2: Popularity of Japan-Specific Games
• The biggest social games in Japan are card
battle games: acceptance abroad is uncertain.
First titles from Japanese game firms flopped.
• Genres like dating simulations or social horse
racing games difficult/impossible to transplant.
• Game design is heavily influenced by Manga
and Anime culture.
• US and European game developers have
caught up/overtaken their Japanese
counterparts.
12. Point 4: Japanese Management Is Unique
• Incompatibility between Japanese and foreign
management styles and business cultures is well
documented in economic literature.
• Example from the social game industry: the
Openfeint <-> GREE case from September
2011.
• Integration of startups (Openfeint, ngmoco) and
listed large-cap companies (GREE, DeNA)
makes things even worse.
13. Point 5: History
• Fact: in the entire web and mobile business
history, absolutely no Japanese company
succeeded abroad.
• Example: NTT Docomo‘s i-mode. But there are
many, many more.
• Nintendo and Sony PS comparison doesn‘t
count (the social game market in the 2010s has
nothing in common with the video game market
in the 1980s/1990s).
14. Point 6: No Causality
• Being successful in Japan and understanding
mobile does not automatically lead to success
outside the country, as DeNA and GREE
suggest (see point 1).
• Zynga got burnt in Japan even though they
have acquired a startup, teamed up with local
companies (SoftBank Mobile, Mixi), and clearly
know how to do social games.
-> similarity?