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GREE: WHO WE ARE


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 Confidential                      Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
CREATING THE WORLD’S LARGEST
                MOBILE SOCIAL GAMING PLATFORM




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GREE Overview

        Creating the World’s Largest
        Mobile Social Gaming Platform
                                  Tokyo

        Founded                   December 2004

        Founder & CEO             Yoshikazu Tanaka




                  International   San Francisco
        Founded                   February 2011

        CEO                       Naoki Aoyagi

        Acquired OpenFeint        April 2011


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The Leading Platform in Japan



                Established only                 Approx. 1,000 employees,
                  8 years ago                       3x from 1 year ago
                                                                  (December, 2011 consolidated base)




                                                  Japan’s No.1 advertiser
                 234 mm users
                                                        for TVCMs
                                 (March, 2012)         (Number of air-play, November- December, 2011)




                                                  Targeting 1.6-1.7 billion
                8,000 game titles
                                                     euros in revenue
                              (February, 2012)                                   (Estimated June, 2012)




                 5.9 billion euro                      Listed on the
                   market cap                         TSE 1st Section
                              (February, 2012)                                                (June, 2010)



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GREE Current Global Reach




                                    Amsterdam
                                  ●●
                                  ◎◎
                            London          Beijing   Seoul
                ●
                ◎                                  ●●
                                                   ◎◎
                  San Francisco                        ●
                                                     ◎ Tokyo
                                                      ●◎
                                        ●
                                        ◎
                                      Dubai              Osaka
                                                    ●
                                                    ◎ Singapore

                          ●
                          ◎
                              São Paulo




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Growing User and Game Network


                         200                                                                            8000




                                                                                           Live Games
Players (Millions)




                         180
                                            234 MM                                                      7000           8000
                         160           Unique User Accounts                                                           Live Games
                                                                                                        6000
                         140

                                                                                                        5000
                         120


                         100                                                                            4000


                           80
                                                                                                        3000

                           60
                                                                                                        2000
                           40

                                                                                                        1000
                           20


                             0                                                                             0
                                                                                                                Jul

                                                                                                               Sep




                                                                                                                Jul

                                                                                                               Sep
                                                                                                               Jun

                                                                                                               Aug

                                                                                                               Oct




                                                                                                               Feb




                                                                                                               Jun
                                                                                                               Dec




                                                                                                               Apr




                                                                                                               Aug

                                                                                                               Oct




                                                                                                               Feb
                                                                                                               Dec
                                                                                                               Nov

                                                                                                               Jan




                                                                                                               Nov

                                                                                                               Jan
                                                                                                               Mar

                                                                                                               May
                                    Jun
                                     Jul
                                    Aug
                                    Sep
                                    Oct




                                    Feb




                                    Jun
                                     Jul


                                    Oct




                                    Feb
                                    Dec




                                    Aug
                                    Sep
                                    Apr




                                    Dec
                                    Nov




                                    Nov
                                    Jan




                                    Jan
                                    May
                                    Mar




                                    2010            2011                            2012                       2010           2011                                        2012
                           *Above data shows users and games numbers of OpenFeint
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Internet Industry Trends


        Smartphone shipments are estimated to exceed PCs and
        internet access will become more mobile and more social
                       Global PC and Smartphone Shipments                          Trend of Global Time Spent Online
(Millions)                                                                  (%)

        600                                                                 15


        500

        400
                                                                            10
                                                                                                  Social Media
        300

        200
                                                                            5
                                                                                     Portal Media
        100



                2005        2007           2009           2011   2013 (E)   2007          2008                   2009              2010
                          PC                         SP
        Sources: Morgan Stanley「Mobile Internet Trend」


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The Mobile Gaming Market and GREE

         GREE games have gained popularity with the
         continued growth in the mobile games market in Japan
                            Gaming Market Growth                       Top Grossing chart on App Store
                 in Japan, North America, and Western Europe

(Million Euro)

         25000


                              19,800
         20000



         15000                                     14,000
                                                              12,400                               High LTV
                                                                                             Tsuri-Sta Since 2007
         10000



           5000        3,060


                 0
                              2010                        2015

                            Mobile Game       Console Game

         *Sources: Ichiyoshi Research Institute Inc.
                   and Ichiyoshi Securities Co.,Ltd. October, 2011     *Sources: App Store(February 1, 2012)                       8
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GREE Platform Overview
        Platform overview
  ▼①Web Application                                                                                                          Web Appli
                                                                                                                                              iOS
                                                                                                                                              Appli
                                                                                                                                                           Android
                                                                                                                                                            Appli

          ■The same as the current GREE Platform for feature phone



                                     Development
                        GREE
                       Partners
                                                                    GREE                 App release


                                         Provide API
                                         Sandbox
                                         Various support




  ▼② iOS App / ③Android App                                                                                                  Web appli        iOS
                                                                                                                                              Appli
                                                                                                                                                            Android
                                                                                                                                                             Appli



          ■GREE will provide SDK and the games will be distributed on GREE and various App markets.


                                                                Various Market

                                  Integrate SDK                                          App release
                                                                        App


                                                           GREE Users         GREE API
                        GREE
                       Partners




                                  Provide SDK                       GREE                 Release as GREE App
                                  Sandbox
                                  Various support



                                                                                                                                                                      9
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                                                                                                               Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
CREATING THE WORLD’S BEST
                MOBILE SOCIAL GAMES




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What’s a social game?

    A social mobile game is:
          • Casual
                •   So it helps to have simple rules, game design, and interface
                •   It also helps if it’s very rewarding
                •   And it needs to be playable within a short space of time – ideally within 3-5 minutes
          • Free to play
                •   So anyone can try it
                •   But people play it in different ways – hardcore fans play alongside people who are just
                    trying it out
          • With in-app purchases
                •   So people are playing for different reasons than pay-per-download games
                •   And people are paying money for different reasons too – to show off to friends, or to
                    compete with them.




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What’s a social game?

    A social mobile game is:
          • Online
                •   So people can compete or cooperate with friends
                •   And we can provide players with a new experience every day
          • Anywhere, anytime
                •   People carry their phones with them 24/7, 365 days a year.
                •   People play on the train, at lunch, taking a break, waiting for a bus, etc.
                •   So games need to be simple, and quick, and possible to divide across the day
                •   If you’re making mobile games you’re not competing for your players’ money; you’re
                    competing for their time
                •   You need to make users want to come back
          • Global
                •   AppStore and Android Market/Google Play are already global
                •   So you need to cater to local tastes – co-op is popular in Japan; competition in the west
                •   And people pay for different things in different places




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Social Game Planning

 Creating a game system
 which maintains user engagement




                   User
                              Retention                  Monetization
                Acquisition




Mechanism to               Mechanism to             Mechanism to
 continuously attract users  keep users playing        increase revenue
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Social Game Planning

 Good planning requires User Acquisition,
 Retention, and Monetization


                         User
                                          Retention             Monetization
                      Acquisition


                    Ways to attract   Increase retention Increase paid users
          Details




                     new users           and user return rate and ARPU
                    Promotion,        Decrease
                     word-of-mouth,      unsubscription rate
                      etc.             Acquire new users

                    Promotion         Promotion             Game layout
          Example




                    Tie-ups           Return bonuses        Periodical in-game
                    Virtual item      Periodical in-game      events
                     lineup             events
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User Acquisition




                   Game
                Performance   ×         Viral




                 Game             Social Design
                 Design
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User Acquisition × Game Design


        Universally appealing game concepts
         featuring easy-to-understand rules

                     Fishing Star
                     Super satisfying fishing!
                     Game rule:catch fish



                       Clinoppe
                       Raise a mystical pet
                       Game rule:raise a pet



                       Hakoniwa
                       Easy and simple gardening
                       Game rule:Plant and
                        create your own garden
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User Acquisition × Social Design


        Encouraging users to play with friends


                          Play                              Play
                          Game                              Game




                                  Wish for
                 Invite           Virtual                                     Want to
                                              Invite
                Friends          Currency                                    Play with
                                             Friends
                                 and Items                                    friends




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Retention




                                 Communication
                Game Cycle   ×    Among Users




                 Game            Social Design
                 Design
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A simple game design

    The best way to think about the game design
     is as a cycle, rather than as a path.
          • The basic action needs to be simple and quick or the whole game
            cycle becomes boring – about 30 seconds
          • Players need to be able to feel a sense of progress
          • The UI needs to be simple
          • It needs to be rewarding enough to inspire players to come back
            for more
          • It needs to inspire users, not confuse them
          • When creating multiple game cycles it’s important to bear in mind
            the following points:
                •   Make the objective clear:
                     •   Keep it simple
                •   Make the game cycles complimentary:
                     •   So that the sub-cycles have a clear benefit for the main cycle

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Driland Game System
                 ■Gacha Random Prize Machine                   ■Synthesis
                   Free or Paid chance to get random cards
                    These chances are key to transactions        Combine cards to make stronger cards


                                                                                                                         Compete
                                                                                                                           with
                                                                                                                          Friends

■Game Top
                 ■Quests                                       ■Battle
                   Single Play, Quests are used to Level Up     Battles are won based on cards and levels



                                                                                                                         Compete
                                                                                                                           with
                                                                                                                          Friends


                 ■Raid Battles
                   Co-op battles with friends to defeat bosses in given time. Greater Reward incentives


                                                                                                                            Co-op
                                                                                                                             with
                                                                                                                           Friends

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Retention × Game Design

                  Place a sub-goal
        for each short, middle, and long term
        game cycle to maintain high retention
  ✓Game Cycle                                                                                            Aquire Stronger Card!
                Get                     eg) Driland
            stronger        Get Card    ・short term :complete quest / Level Up
                card                    ・mid term:acquire cards
                       battle
                                        ・long term:acquire stronger cards
                       result                                                            Level Up!
  ✓Simple but addictive and repetitive gameplay
   Essential to create a sense of accomplishment for each game cycle

  ✓Set a milestone for each sub-goal to increase user traffic
   and engage users more in-game play.
   eg) in-game event: “Gacha” event where you get random, but strong cards
                                                                Gain momentum!

                                   Win Battle users usually Lose!

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Monetization




                Enforcing Challenges           Sharing
                         and           ×         and
                 Visualizing Success       Connecting Users




                      Game                 Social Design
                      Design
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Monetization× Social Design


Help players to connect with each other!


                               Type of                                                        Level of
                                User                                                         Satisfaction
Connect with Friends           Light                                                       Small sense of
                                                   Invite friends
                              (85%)                                                       accomplishment
                               Middle
                              (10%)
                                                                                            Competitive
                Share                                                                      advantage and
                               Heavy              Buy virtual items
                                                                                               honor
                               (5%)        to gain advantage inside game
                                                                                           (ranking and
                                                                                           achievements)




                    Team up with Friends                       Play Against Friends
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Social Game Planning Summary


  『User Acquisition』『Retention』『Monetization』

                               Game Design                   Social Design


              User
           Acquisition
                                  Game
                               Performance        ×                   Viral




                Retention
                                Various
                              Game models         ×       Interaction
                                                         between users


                                                      Connecting Users
                                 Enforcing
        Monetization          Challenges and
                            Visualizing Success
                                                  ×         and
                                                         Displaying
                                                      Accomplishments
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ABOUT METRICS


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We’re mad about metrics

    It’s important to use the right metrics and to understand where
     they are coming from
          • Different metrics matter at different times in the game cycle
          • There are a lot of general metrics, but it’s also essential to create
            custom metrics for your particular game cycle
          • User acquisition and virality-related metrics:
                • CTR, CPC, CPI, cohort analysis, k-factor, invites sent per DAU, invite
                  acceptance rate, % of virally acquired users
          • Retention-related metrics:
                • 1-7 day retention, drop-off rate, visits per DAU, session times, churn rate
          • Monetization metrics:
                • ARPU, ARPPU, Payment conversion rate, average transaction value, first
                  purchase trigger, paying user cohort, LTV




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ABOUT EVENTS


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Keep people playing!

    Reduce churn rate and raise retention rates:
                •   Limited events within a certain number of days of logging on
                •   Extra experience/gold in the first week
                                                                 Powerful
                •   Reduced cost items                           Yakyuubu
                •   Incentives for completing tutorial etc.        Early morning Gacha




    Dragon Collection                          Pocket Kingdom
        Lunchtime Gacha                         Every day between
                                                10am and 2pm,
                                                experience points are
                                                increased 1.5x

                                                                                                          28


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Keep people playing!

                                                                             Login incentive example
    • Example Login Bonus Campaign
    • Login everyday and collect stamps in return for a reward


                                                                                                                                              DAU




                                                                                                                                                                                                                                                                                DAU


                590000
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WHY PLATFORMS ARE IMPORTANT


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Growth in Free-to-Play Games


        Game Design Has Shifted to Freemium with IAP

        Premium games                                                                    User Revenue
        monetize users once
                                                                                          Free-to-play with IAP
                                                                          $ Paid
                                                                                          Longer play = more $$$$

        F2P games monetize users
        many times                                                                                                                          Premium
                                                                                                                                            Game




        Virtual goods market
        was $7.3B in 2010; will                                                                                   Time game played

        double by 2014                                                             Download App




        Source: Zynga SEC filing, via In-Stat market intelligence firm.


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Why Social Games are Special


        Social is a unique variant of “freemium” that uses social
        network effects to increase LTV and lower CPI/A


                                      SNS or Social Platform




                                                                                    Notifications
                                                                                    from friends
                                         Game Economics
                                                            Player
                           Lifetime
                                                         Engagement
                Network




                                        = Revenue X
                 effects




                            Value
                            (LTV)         Per User




                                                                                    from friends
                                                           Cost Per




                                                                                      Requests
                                                          Acquisition
                                                            (CPA)




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Social Gaming Platforms Win


        Optimize Acquisition, Retention, Monetization


                                  Acquisition    Platform provides optimal distribution
                                                 through cross promotion




                                                 Games and platform
                SNS
                Social Platform                  Social & communication tools
                                   Retention
                                                 Viral effect between games




                                                 Standard virtual currency across all
                                  Monetization
                                                 games on platform increases ARPU




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Without a platform...



                High CPA                  Weak Viral
                                         Engagement

          • App-store trickery          • No clear social graph
          • Limited cross-              • Diffused viral
            promotion                     channels
          • Ad networks                 • App-store hides
            dominate                      conversion
                                           tracking


                … but several platforms are emerging



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Inefficient User Acquisition


        Requires Constant Management and Evaluation




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Lower Retention Rates


        Communication Channels are Fragmented




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Monetizing is Easier on Platforms




        With a Platform…
        • Platform re-engagement channels enable developers to target users

        • Common currency makes transactions more streamlined on Android




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Potential Platform Landscape


                                 SNS Focus




                                                                  Game Focus




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GREE PLATFORM: ADDRESSING A
                GLOBAL MOBILE AUDIENCE



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GREE+ OpenFeint

        A New Global Platform for Developers and Gamers


                              Successful          7,000 over
                             social games           games




                 Games                  234MM users                                 Games

                 Current                                                       Current
                                        New Global
                GREE Japan                                                 OpenFeint
                                      GREE Platform
                 Platform                                                    Platform

         High-ARPU users                                                     Users & Developers
        & Social know-how


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GREE Platform Strategy


        Providing game developers with the most robust toolset to
        best take advantage of the global mobile gaming market


                           Release your games worldwide and gain access to high ARPU
                 Global    markets for increased revenue opportunities




                             Generate viral acquisitions and increased downloads by
                 Social      tapping into the world’s largest mobile social user base




                          Unlock the full potential of your games with a flexible cross-
                Open      platform API suite that puts developers in control



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Platform Comprehensive Offering



                          World’s largest social mobile                          Cross promotions through
                          gaming community                                       developer announcements

                          Unified global platform                                Promotional programs
           Distribution   Localization services           Acquisition


                                                                                 Friend invites
                          Wall posting
                                                                                 Incentivized invites
                          Gifting
                                                                                 Social sharing
                          Social sharing
            Engagement                                      Virality             Gifting
                          Push Notifications




                          International currency                                 Dashboard access to game
                          management                                             analytics

                          Unified virtual currency on                            Game, player, and
           Monetization   Android                         Analytics              monetization data


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  ii                                                                    Copyright © 2004-2012 GREE, Inc. All Rights Reserved.
 Confidential                                                            Reserved.
                                                                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.   42
GREE Platform Partners

                Just some of the major titles that will be available on
                                 the GREE Platform




                                        GREE Platform
                              Aiming for 1 billion users worldwide

                                                    http://developer.gree.net/sp/globalplatform/en/ Reserved.     43
                                                                                                                  43
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 Confidential                                                            Reserved.
                                                                        Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
Japanese GREE Platform Partners


        7 Major Developers and More to Come




                             *Previously released 8,000 titles available
                             *2nd phase/3rd phase release planned



                                                                                                   44
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 Confidential                                        Reserved.
                                                    Copyright © 2004-2012 GREE,Inc. All Rights Reserved.  44
China & Korea GREE Partners


        11 Major Developers and More to Come




                                                                                              45
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 Confidential                                   Reserved.
                                               Copyright © 2004-2012 GREE,Inc. All Rights Reserved.  45
Our Latest Partnership


        Game release scheduled within the year on GREE Platform




                                                                                               46
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  ii                                             Copyright © 2004-2012 GREE, Inc. All Rights Reserved.
 Confidential                                    Reserved.
                                                Copyright © 2004-2012 GREE,Inc. All Rights Reserved.  46
Future Target




                10億人が利用する
                        Creating a
                サービスをつくる
                 1 Billion User Service



Cnetl
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                                                                                   47
                                   Copyright © 2004-2012 GREE, Inc. All Rights Reserved.
 Confidential                      Reserved.
                                  Copyright © 2004-2012 GREE,Inc. All Rights Reserved.

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GREE: Going Global with GREE – best practice and current trends in social mobile free-to-play

  • 1. GREE: WHO WE ARE Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. 1 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 2. CREATING THE WORLD’S LARGEST MOBILE SOCIAL GAMING PLATFORM Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. 2 Confidential Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 3. GREE Overview Creating the World’s Largest Mobile Social Gaming Platform Tokyo Founded December 2004 Founder & CEO Yoshikazu Tanaka International San Francisco Founded February 2011 CEO Naoki Aoyagi Acquired OpenFeint April 2011 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 4. The Leading Platform in Japan Established only Approx. 1,000 employees, 8 years ago 3x from 1 year ago (December, 2011 consolidated base) Japan’s No.1 advertiser 234 mm users for TVCMs (March, 2012) (Number of air-play, November- December, 2011) Targeting 1.6-1.7 billion 8,000 game titles euros in revenue (February, 2012) (Estimated June, 2012) 5.9 billion euro Listed on the market cap TSE 1st Section (February, 2012) (June, 2010) Cnetl of n da ii 4 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 5. GREE Current Global Reach Amsterdam ●● ◎◎ London Beijing Seoul ● ◎ ●● ◎◎ San Francisco ● ◎ Tokyo ●◎ ● ◎ Dubai Osaka ● ◎ Singapore ● ◎ São Paulo Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 6. Growing User and Game Network 200 8000 Live Games Players (Millions) 180 234 MM 7000 8000 160 Unique User Accounts Live Games 6000 140 5000 120 100 4000 80 3000 60 2000 40 1000 20 0 0 Jul Sep Jul Sep Jun Aug Oct Feb Jun Dec Apr Aug Oct Feb Dec Nov Jan Nov Jan Mar May Jun Jul Aug Sep Oct Feb Jun Jul Oct Feb Dec Aug Sep Apr Dec Nov Nov Jan Jan May Mar 2010 2011 2012 2010 2011 2012 *Above data shows users and games numbers of OpenFeint Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 7. Internet Industry Trends Smartphone shipments are estimated to exceed PCs and internet access will become more mobile and more social Global PC and Smartphone Shipments Trend of Global Time Spent Online (Millions) (%) 600 15 500 400 10 Social Media 300 200 5 Portal Media 100 2005 2007 2009 2011 2013 (E) 2007 2008 2009 2010 PC SP Sources: Morgan Stanley「Mobile Internet Trend」 Cnetl of n da ii 7 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 8. The Mobile Gaming Market and GREE GREE games have gained popularity with the continued growth in the mobile games market in Japan Gaming Market Growth Top Grossing chart on App Store in Japan, North America, and Western Europe (Million Euro) 25000 19,800 20000 15000 14,000 12,400 High LTV Tsuri-Sta Since 2007 10000 5000 3,060 0 2010 2015 Mobile Game Console Game *Sources: Ichiyoshi Research Institute Inc. and Ichiyoshi Securities Co.,Ltd. October, 2011 *Sources: App Store(February 1, 2012) 8 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 9. GREE Platform Overview Platform overview ▼①Web Application Web Appli iOS Appli Android Appli ■The same as the current GREE Platform for feature phone Development GREE Partners GREE App release Provide API Sandbox Various support ▼② iOS App / ③Android App Web appli iOS Appli Android Appli ■GREE will provide SDK and the games will be distributed on GREE and various App markets. Various Market Integrate SDK App release App GREE Users GREE API GREE Partners Provide SDK GREE Release as GREE App Sandbox Various support 9 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 10. CREATING THE WORLD’S BEST MOBILE SOCIAL GAMES Cnetl of n da ii 10 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 11. What’s a social game? A social mobile game is: • Casual • So it helps to have simple rules, game design, and interface • It also helps if it’s very rewarding • And it needs to be playable within a short space of time – ideally within 3-5 minutes • Free to play • So anyone can try it • But people play it in different ways – hardcore fans play alongside people who are just trying it out • With in-app purchases • So people are playing for different reasons than pay-per-download games • And people are paying money for different reasons too – to show off to friends, or to compete with them. Cnetl of n da ii 11 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 12. What’s a social game? A social mobile game is: • Online • So people can compete or cooperate with friends • And we can provide players with a new experience every day • Anywhere, anytime • People carry their phones with them 24/7, 365 days a year. • People play on the train, at lunch, taking a break, waiting for a bus, etc. • So games need to be simple, and quick, and possible to divide across the day • If you’re making mobile games you’re not competing for your players’ money; you’re competing for their time • You need to make users want to come back • Global • AppStore and Android Market/Google Play are already global • So you need to cater to local tastes – co-op is popular in Japan; competition in the west • And people pay for different things in different places Cnetl of n da ii 12 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 13. Social Game Planning Creating a game system which maintains user engagement User Retention Monetization Acquisition Mechanism to Mechanism to Mechanism to continuously attract users keep users playing increase revenue Cnetl of n da ii 13 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 14. Social Game Planning Good planning requires User Acquisition, Retention, and Monetization User Retention Monetization Acquisition Ways to attract Increase retention Increase paid users Details new users and user return rate and ARPU Promotion, Decrease word-of-mouth, unsubscription rate etc. Acquire new users Promotion Promotion Game layout Example Tie-ups Return bonuses Periodical in-game Virtual item Periodical in-game events lineup events Cnetl of n da ii 14 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 15. User Acquisition Game Performance × Viral Game Social Design Design Cnetl of n da ii 15 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 16. User Acquisition × Game Design Universally appealing game concepts featuring easy-to-understand rules  Fishing Star  Super satisfying fishing!  Game rule:catch fish  Clinoppe  Raise a mystical pet  Game rule:raise a pet  Hakoniwa  Easy and simple gardening  Game rule:Plant and create your own garden Cnetl of n da ii 16 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 17. User Acquisition × Social Design Encouraging users to play with friends Play Play Game Game Wish for Invite Virtual Want to Invite Friends Currency Play with Friends and Items friends Cnetl of n da ii 17 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 18. Retention Communication Game Cycle × Among Users Game Social Design Design Cnetl of n da ii 18 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 19. A simple game design The best way to think about the game design is as a cycle, rather than as a path. • The basic action needs to be simple and quick or the whole game cycle becomes boring – about 30 seconds • Players need to be able to feel a sense of progress • The UI needs to be simple • It needs to be rewarding enough to inspire players to come back for more • It needs to inspire users, not confuse them • When creating multiple game cycles it’s important to bear in mind the following points: • Make the objective clear: • Keep it simple • Make the game cycles complimentary: • So that the sub-cycles have a clear benefit for the main cycle Cnetl of n da ii 19 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 20. Driland Game System ■Gacha Random Prize Machine ■Synthesis  Free or Paid chance to get random cards These chances are key to transactions  Combine cards to make stronger cards Compete with Friends ■Game Top ■Quests ■Battle  Single Play, Quests are used to Level Up  Battles are won based on cards and levels Compete with Friends ■Raid Battles  Co-op battles with friends to defeat bosses in given time. Greater Reward incentives Co-op with Friends Cnetl of n da ii 20 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 21. Retention × Game Design Place a sub-goal for each short, middle, and long term game cycle to maintain high retention ✓Game Cycle Aquire Stronger Card! Get eg) Driland stronger Get Card ・short term :complete quest / Level Up card ・mid term:acquire cards battle ・long term:acquire stronger cards result Level Up! ✓Simple but addictive and repetitive gameplay Essential to create a sense of accomplishment for each game cycle ✓Set a milestone for each sub-goal to increase user traffic and engage users more in-game play. eg) in-game event: “Gacha” event where you get random, but strong cards Gain momentum! Win Battle users usually Lose! Cnetl of n da ii 21 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Acquire Strong Card! Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 22. Monetization Enforcing Challenges Sharing and × and Visualizing Success Connecting Users Game Social Design Design Cnetl of n da ii 22 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 23. Monetization× Social Design Help players to connect with each other! Type of Level of User Satisfaction Connect with Friends Light Small sense of Invite friends (85%) accomplishment Middle (10%) Competitive Share advantage and Heavy Buy virtual items honor (5%) to gain advantage inside game (ranking and achievements) Team up with Friends Play Against Friends Cnetl of n da ii 23 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 24. Social Game Planning Summary 『User Acquisition』『Retention』『Monetization』 Game Design Social Design User Acquisition Game Performance × Viral Retention Various Game models × Interaction between users Connecting Users Enforcing Monetization Challenges and Visualizing Success × and Displaying Accomplishments Cnetl of n da ii 24 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 25. ABOUT METRICS Cnetl of n da ii 25 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 26. We’re mad about metrics It’s important to use the right metrics and to understand where they are coming from • Different metrics matter at different times in the game cycle • There are a lot of general metrics, but it’s also essential to create custom metrics for your particular game cycle • User acquisition and virality-related metrics: • CTR, CPC, CPI, cohort analysis, k-factor, invites sent per DAU, invite acceptance rate, % of virally acquired users • Retention-related metrics: • 1-7 day retention, drop-off rate, visits per DAU, session times, churn rate • Monetization metrics: • ARPU, ARPPU, Payment conversion rate, average transaction value, first purchase trigger, paying user cohort, LTV Cnetl of n da ii 26 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 27. ABOUT EVENTS Cnetl of n da ii 27 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 28. Keep people playing! Reduce churn rate and raise retention rates: • Limited events within a certain number of days of logging on • Extra experience/gold in the first week Powerful • Reduced cost items Yakyuubu • Incentives for completing tutorial etc. Early morning Gacha Dragon Collection Pocket Kingdom Lunchtime Gacha Every day between 10am and 2pm, experience points are increased 1.5x 28 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 29. Keep people playing! Login incentive example • Example Login Bonus Campaign • Login everyday and collect stamps in return for a reward DAU DAU 590000 2011年9月17日 2011年9月18日 2011年9月19日 2011年9月20日 2011年9月21日 2011年9月22日 2011年9月23日 2011年9月24日 2011年9月25日 2011年9月26日 2011年9月27日 2011年9月28日 2011年9月29日 2011年9月30日 2011年10月1日 2011年10月2日 2011年10月3日 2011年10月4日 2011年10月5日 Cnetl of n da ii 29 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 30. WHY PLATFORMS ARE IMPORTANT Cnetl of n da ii 30 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 31. Growth in Free-to-Play Games Game Design Has Shifted to Freemium with IAP Premium games User Revenue monetize users once Free-to-play with IAP $ Paid Longer play = more $$$$ F2P games monetize users many times Premium Game Virtual goods market was $7.3B in 2010; will Time game played double by 2014 Download App Source: Zynga SEC filing, via In-Stat market intelligence firm. Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 32. Why Social Games are Special Social is a unique variant of “freemium” that uses social network effects to increase LTV and lower CPI/A SNS or Social Platform Notifications from friends Game Economics Player Lifetime Engagement Network = Revenue X effects Value (LTV) Per User from friends Cost Per Requests Acquisition (CPA) Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 33. Social Gaming Platforms Win Optimize Acquisition, Retention, Monetization Acquisition Platform provides optimal distribution through cross promotion Games and platform SNS Social Platform Social & communication tools Retention Viral effect between games Standard virtual currency across all Monetization games on platform increases ARPU Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 33
  • 34. Without a platform... High CPA Weak Viral Engagement • App-store trickery • No clear social graph • Limited cross- • Diffused viral promotion channels • Ad networks • App-store hides dominate conversion tracking … but several platforms are emerging Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 34
  • 35. Inefficient User Acquisition Requires Constant Management and Evaluation Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 35
  • 36. Lower Retention Rates Communication Channels are Fragmented Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 36
  • 37. Monetizing is Easier on Platforms With a Platform… • Platform re-engagement channels enable developers to target users • Common currency makes transactions more streamlined on Android Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 37
  • 38. Potential Platform Landscape SNS Focus Game Focus Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 38
  • 39. GREE PLATFORM: ADDRESSING A GLOBAL MOBILE AUDIENCE Cnetl of n da ii 39 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 40. GREE+ OpenFeint A New Global Platform for Developers and Gamers Successful 7,000 over social games games Games 234MM users Games Current Current New Global GREE Japan OpenFeint GREE Platform Platform Platform High-ARPU users Users & Developers & Social know-how Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 41. GREE Platform Strategy Providing game developers with the most robust toolset to best take advantage of the global mobile gaming market Release your games worldwide and gain access to high ARPU Global markets for increased revenue opportunities Generate viral acquisitions and increased downloads by Social tapping into the world’s largest mobile social user base Unlock the full potential of your games with a flexible cross- Open platform API suite that puts developers in control Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 42. Platform Comprehensive Offering World’s largest social mobile Cross promotions through gaming community developer announcements Unified global platform Promotional programs Distribution Localization services Acquisition Friend invites Wall posting Incentivized invites Gifting Social sharing Social sharing Engagement Virality Gifting Push Notifications International currency Dashboard access to game management analytics Unified virtual currency on Game, player, and Monetization Android Analytics monetization data Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 42
  • 43. GREE Platform Partners Just some of the major titles that will be available on the GREE Platform GREE Platform Aiming for 1 billion users worldwide http://developer.gree.net/sp/globalplatform/en/ Reserved. 43 43 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.
  • 44. Japanese GREE Platform Partners 7 Major Developers and More to Come *Previously released 8,000 titles available *2nd phase/3rd phase release planned 44 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 44
  • 45. China & Korea GREE Partners 11 Major Developers and More to Come 45 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 45
  • 46. Our Latest Partnership Game release scheduled within the year on GREE Platform 46 Cnetl of n da ii Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved. 46
  • 47. Future Target 10億人が利用する Creating a サービスをつくる 1 Billion User Service Cnetl of n da ii 47 Copyright © 2004-2012 GREE, Inc. All Rights Reserved. Confidential Reserved. Copyright © 2004-2012 GREE,Inc. All Rights Reserved.