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Trends In Mobile Gaming In Asia 1 Source: Gungho By Serkan Toto, PhD www.serkantoto.com

Trends In Mobile Gaming In Asia

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This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).

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Page 1: Trends In Mobile Gaming In Asia

Trends In Mobile Gaming In Asia

1Source: Gungho

By Serkan Toto, PhDwww.serkantoto.com

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About Me

2

• 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

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Contact Information

Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com

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My Website For Free Information On Japan’s Mobile Game Industry http://www.serkantoto.com

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weeby.co: Create Social Game Loops For Messenger Platforms In Under 5 Minutes

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Agenda

I: Status Quo Of Mobile Gaming In Asia And Future Growth !II: Selection Of Key Trends

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I: Status Quo Of Mobile Gaming In Asia And Future Growth

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Worldwide Market For Games Is Growing

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Worldwide Market For Games Is Growing

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Worldwide Market For Games Is Growing

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Breakdown in Segments ($61.4bn in 2012)

• Online PC: $23.6bn • Packaged games: $18.4bn • Mobile content: $12.3bn • DLC: $7.1bn

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Mobile Is Growing The Fastest

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Mobile Is Growing The Fastest

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Mobile Is Growing The Fastest

Source: App Lift

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Mobile Gaming Will Become Bigger Especially In Asia (End Of 2012 Marks Beginning)

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Mobile Gaming Will Become Bigger Especially In Asia

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Mobile Gaming Will Become Bigger Especially In Asia

Source: Super Data

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What About South East Asia?

“The market is currently valued at $661 million, generated by around 85 million gamers. Niko believes the number of games will surge to over 130 million in the next 4 years.”

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II: Selection Of Key Trends

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Trend 1: Smartphone Gaming

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Example: Asphalt 8 by Gameloft

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Smartphone Adoption In Asia Is Rising

Source: Nielsen (2013)

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Smartphone Adoption In Asia Is Rising

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Trend 2: Tablet Gaming

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Example: Vainglory

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Example: Supercell

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Trend 3: “Indie” Gaming

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Example: Steam

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Example: App Store

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Example: Minecraft

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Example: Flappy Bird

Made In Vietnam

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Trend 4: Cloud-Based Gaming And Convergence

Source: Kotaku (2010)

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Example: Gaikai (Sony)

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Example: Square Enix Is Streaming DQ X In Japan To Smartphone Users

In large parts of Asia, mobile Internet connectivity (speed and cost of data) will remain a problem!

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Example: Sony Xperia Z3 Playing PS4 Games

Source: Polygon

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Trend 5: F2P In (Almost) The Entire Industry

Source: GameFans

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Monetization Will Remain Difficult In Asia

Source: Trend Micro (2014)

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Singapore Is The Most “Lucrative” Mobile Market In South East Asia

Source: App Annie (April 2014)

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Trend 6: User Acquisition Will Remain High On Mobile (In Asia And Elsewhere)

Source: Fiksu ( August 2014)

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Trend 7: Mobile Gaming Will Remain To Be An Extremely Hit-Driven Business

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Trend 8: Messenger App-Based Gaming And Mobile Platforms

X

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Trend 8: Messenger App-Based Gaming And Mobile Platforms

+ COUNTLESS telco app stores, alternative Android stores and other market places for mobile and other games (especially in Asia)

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Other Notable Trends In Gaming (Mobile And Else)

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• HTML5/Multi-platform development – Cut The Rope For MS Internet Explorer, – Mozilla’s BananaBread 3D FPS – Game Closure’s DevKit for HTML5 games (100% Javascript)

• Immersive gaming – Facebook’s Oculus Rift headset – Sony Morpheus – Microsoft’s Immersive Gaming System

• Connected TV gaming – Google TV – Sony Bravia TV sets – PlayStation TV (PS Vita TV)

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Thank you for listening!

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Contact Information

Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com