Japan‘s Social Gaming Market 2013: Status Quo & Key Trends (Insert Coin Tokyo Event)

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I gave this presentation on July 17, 2013 in Tokyo, at the inaugural Insert Coint event.

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<ul><li> 1. Japans Social Gaming Market 2013: Status Quo &amp; Key Trends By Serkan Toto, PhD www.serkantoto.com 1 </li></ul> <p> 2. About Me CEO and founder of Kantan Games, KK Social and mobile gaming industry consultant Advisor for startups in Japan and the US Japan contributor for TechCrunch.com Based in Japan since 2004 Hardcore gamer Personal site: http://www.serkantoto.com 2 3. Current Favorite (Mobile) Game 3 4. Current Favorite (Mobile) Game 4 5. Visit My Website For Free Information On Japans Mobile Game Industry (http://www.serkantoto.com) 5 6. Contact Information Twitter: @serkantoto LinkedIn: http://linkedin.com/in/serkantoto Email: serkan AT serkantoto.com 6 7. Agenda I: Status Quo Of Japans Social Gaming Market II: 13 Key Trends In Japan 7 8. I: Status Quo Of Japans Social Gaming Market 8 9. Japans Unique Social Landscape 4 homegrown social networks with 25-50 million registered users each: Mixi (80%+ mobile social networking) GREE (mobile social gaming) Mobage (mobile social gaming) LINE (mobile chat application) Twitter: 30+ million users Facebook: 19+ million MAU 9 10. Fragmented Game Market ~300-400 social game providers in Japan. 20+ game platform providers (all mobile). 2 dominant companies as platform and game provider hybrids: GREE and DeNA (Facebook+Zynga in 1). LINE (since July 2012), Kakaotalk (February 2013), and dgame (December 2012) emerge as domestic competitors. 10 11. Japans Social Gaming Ecosystem 11 12. Size Of Japans Social Gaming Market -&gt; Projection from Yano Research, January 2013 12 13. Size Of Japans Social Gaming Market -&gt; Projection from Nomura Research, January 2012 Image credit: The Nikkei 13 14. Social Is Bigger Than Video Gaming -&gt; Data from Yano Research, February 2013. 14 15. Extremely High Paying User Ratio -&gt; Morgan Stanley offers more insight. 15 16. Spending Patterns -&gt; Not much difference compared to other regions 16 17. 4 Big Reasons Why Japanese Play Social Games 17 18. The Top 5 User Demographics For Social Games 18 19. Some User Data From GREE 19 20. II: 13 Key Trends In Mobile Gaming In Japan (And Asia) 20 21. Trend 1: Smartphone And Tablet Revolution Source:ImpressR&amp;D 21 22. Trend 1: Smartphone And Tablet Revolution Source:MMResearchIns&gt;tute 22 23. Trend 2: Shift To The App Economy 23 24. Trend 3: Rise Of The Chat Apps 24 25. Trend 3: Rise Of The Chat Apps 25 26. Trend 4: Competition In Platforms 26 27. Trend 5: User Acquisition Costs Rise 27 28. Trend 6: Puzzle &amp; Dragons Hype 28 29. Trend 6: Puzzle &amp; Dragons Hype 29 30. Trend 6: Puzzle &amp; Dragons Hype 30 31. Trend 6: Puzzle &amp; Dragons Hype Image credit: Social Game Info 31 32. Trend 6: Puzzle &amp; Dragons Hype Source: App Annie 32 33. Trend 7: Next-Gen Social Games 33 34. There are now payment caps for younger players on DeNA and GREE. Real-money, off-platform trading of virtual items is still a problem. Certain bingo/lottery-like gaming mechanics are banned. Odds of winning are now disclosed in gacha. JASGA has been established. Trend 8: Regulation (?) 34 35. Trend 8: Regulation (?) 35 36. Trend 8: Regulation (?) 36 37. Trend 9: Card Battle Fatigue (?) 37 38. Trend 9: Card Battle Fatigue (?) 38 39. Trend 9: Card Battle Fatigue (?) 39 40. Trend 9: Card Battle Fatigue (?) 40 41. Trend 9: Card Battle Fatigue (?) 41 42. Trend 10: Diversification 42 43. Trend 11: Internationalization 43 44. Trend 12: Salaries Are Rising 44 Image credit: Yusuke Ando (Slideshare presentation, 2009) 45. Trend 12: Salaries Are Rising 45 46. Trend 12: Salaries Are Rising 46 47. Trend 13: The Gaijin Are Coming 47 48. Thank you for listening! Questions? 48 49. Contact Information Twitter: @serkantoto LinkedIn: http://linkedin.com/in/serkantoto Email: serkan AT serkantoto.com 49 </p>