This is a slide deck that is presented at MGF Event in seoul. it provides an overview of the southeast asia mobile environment, smartphone distribution and the points to take note for publishing in the key countries in South East Asia.
8. 8
155MONE HUNDRED & FIFTY FIVE MILLIONS & MORE!
Sizing the South East Asia Market
9. Number of Smart Phones in SEA
• Smartphone penetration is less than 35% of the population
• Mobile penetration rate is more than 100% for all countries
• People are buying smartphones as their first digital device than a PC
10. Number of Smart Phones in SEA
• Thanks to Google for android open platform
• Thanks to China for the low cost android phones
• Thanks to Social Media & Entertainment Content for fueling the demand
13. Global Games Dominates!
Global games in fact is dominating the app stores in SEA. However,
does not mean that any game will work in SEA and this may
continue in the long run
18. 18
Customer Support – Showing the care
Most of the gamers in
countries with strong native
language use prefer customer
support to be in local language
SEA gamers needs to be spoon
fed, they expect CS to lead
them all the way to resolve the
problem faced
Expectations from gamers are
very high especially those
spending users.
19. 19
Payment – where is the money?
Payment is the biggest concern as ARPU is still very low in SEA. Low credit
penetration and heavy use of Scratch Cards for payment is relatively new to
overseas publishers. This results in low revenue for mobile which discourages
Publishers to focus more efforts & resources in SEA.
Local payment channels are available for publishers to tap onto the market but only
a few has the full access to hook up the whole region
23. 23
Country is wide spread from east to west but focus is only within a few key
cities.
Tremendous growth of Internet subscribers is pushing Indonesia to quickly
upgrade the mobile network from 3G to 4G.
The Indonesian government has signed a regulation requiring that all 4G-
capable smartphones sold in the country as of the start of 2017 must include
30 percent local content.
Indonesia’s Creative Economy Agency, announced plans to boost Indonesia’s game
industry.
Emergence of local game studios
Pricing needs to be skew to local income demands
Indonesia – Most Populous in SEA
25. 25
More than 60% of the spenders for
mobile games are from the chinese
population
3G and 4G fueling growth of internet
usage in sub-urban areas
Playing behavior and preference of
Chinese and Malays are very diverse
Emergence of local studios
Malaysia – Diversity in Gaming