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Demystifying Japan:
What Pitfalls And Chances Does The
World’s Biggest Game Market Offer?
- by Dr. Serkan Toto
(www.serkantoto.com)
About Me
• CEO of Tokyo-based game consultancy “Kantan Games Inc.”
• based in Japan since 2004
• MBA and PhD in economics
• hardcore gamer for 30+ years
• Japan contributor for TechCrunch.com from 2008-2012
• advisor to various game makers in the US, Europe and Asia
My Website On Japan’s
Gaming Industry
- www.serkantoto.com
Quick Status Quo Of Japan’s Mobile
Game Market In 2015
Mobile Gaming In Japan:
Fragmented Landscape
• about 500-700 mobile game providers in Japan
• Japan only: roughly 40 are listed, 6 are large-cap
• 20+ game platform providers (all mobile) operated by a range of
companies covering the entire spectrum (incl. adult content)
• 3 companies as platform and game provider hybrids: GREE, DeNA
and LINE
• iOS is extremely popular, Android fragmentation doesn’t exist
(Google Play is dominant)
Japan’s Mobile Game Ecosystem
Mobile Gaming In Japan:
Top 5 Myths
Myth 1:
“Japan Is Not That Much Different
From Korea Or China”
Reality: Definitely Not True
Reality: Definitely Not True
Reality: Definitely Not True
Myth 2:
“Japan Is The World’s Most
Lucrative Mobile Game Market”
Reality: Generally True
Reality: Generally True
Reality: Generally True
Beware Of The Duopoly
Beware Of The Duopoly
Myth 3:
“Japan’s Mobile Gamers Spend
The Most Money In The World”
Reality: Definitely True
Reality: Definitely True
Reality: Definitely True
Beware: ARPPU Is Not Evenly Distributed
Myth 4:
“Our Games Work Well In The US,
So We’ll Also Win In Japan”
Number Of Foreign-Made Titles In
Japan’s Top 100 Selling Video Games
Between 2001 and 2013
0
Reality: Definitely, Definitely Not True
Reality: Definitely, Definitely Not True
Reality: Definitely, Definitely Not True
Reality: Definitely, Definitely Not True
Foreign Game Makers Active In Japan
With Their Own Offices
• Supercell (Finland)
• King (UK)
• Gameloft (France)
• Gamevil/Com2uS (South
Korea)
• Happy Elements (China)
• Wooga (Germany)
• Goodgame Studios (Germany)
• Tencent (China)
• EA/Playfish (USA)
• Rovio (Finland)
• Rekoo (China)
• 6Waves (Hong Kong)
• Playtika (Israel)
• Wargaming (Belarus)
Myth 5:
“Localization Is Key In Japan”
Reality: True - To Some Extent
• Candy Crush, Clash Of Clans, Game Of War: these top apps are identical
worldwide and in Japan (apart from Japanese text)
• no real localization made: no changes in design/sound/UI, no special
Japan-only live operations or events, no country-specific monetization
techniques, etc. in these specific apps
• “localization” outside the content (customer support, marketing,
community management) should be handled the Japanese way
• warning: adding samurais or characters that “look a bit more Japanese”
to boost sales will most certainly backfire
Mobile Gaming In Japan:
Chances (For Smaller Developers)
Potential For Smaller Makers In Japan
• Japan is one of the hardest mobile game markets to break into worldwide
• even bigger developers (domestic ones included) have a hard time
generating significant sales
• if you don’t have a huge marketing budget (Machine Zone, Supercell,
King), only enter if you have:
• a great game based on an innovative core concept and/or with high
production value and/or targeting a specific niche
• a local partner/publisher
• monetization techniques generating reasonable sales even with low
user numbers
Niches Suitable For Foreign Mobile
Game Makers
• core games (RPGs, strategy)
• games targeted at children
• games targeted at female users
• edutainment
• casino
• etc.
and
Do consider Android in Japan, also for paid content!
Potential Partners For Smaller Makers
(Past And Present)
• certain Japanese game makers are or have been relatively open to partnerships with
foreign game developers, i.e.
• KLab
• Colopl
• gumi
• DeNA, GREE
• other options for marketing and distribution include:
• features by Apple or Google
• “alternative” platforms (see slide above) such as Mobage, GREE, LINE
• the telco app stores (even Rakuten has an Android app store now)
• app subscription plans such as KDDI’s Smart Pass or NTT Docomo’s Sugotoku
Potential Partners For Smaller Makers
(Past And Present) (2)
Thank you for listening!
• Twitter: @serkantoto
• LinkedIn: http://linkedin.com/in/serkantoto
• Email: serkan AT serkantoto.com

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Demystifying Japan: What Pitfalls And Chances Does The World's Biggest Mobile Game Market Market Offer? (Casual Connect Asia 2015)

  • 1. Demystifying Japan: What Pitfalls And Chances Does The World’s Biggest Game Market Offer? - by Dr. Serkan Toto (www.serkantoto.com)
  • 2. About Me • CEO of Tokyo-based game consultancy “Kantan Games Inc.” • based in Japan since 2004 • MBA and PhD in economics • hardcore gamer for 30+ years • Japan contributor for TechCrunch.com from 2008-2012 • advisor to various game makers in the US, Europe and Asia
  • 3. My Website On Japan’s Gaming Industry - www.serkantoto.com
  • 4. Quick Status Quo Of Japan’s Mobile Game Market In 2015
  • 5. Mobile Gaming In Japan: Fragmented Landscape • about 500-700 mobile game providers in Japan • Japan only: roughly 40 are listed, 6 are large-cap • 20+ game platform providers (all mobile) operated by a range of companies covering the entire spectrum (incl. adult content) • 3 companies as platform and game provider hybrids: GREE, DeNA and LINE • iOS is extremely popular, Android fragmentation doesn’t exist (Google Play is dominant)
  • 7. Mobile Gaming In Japan: Top 5 Myths
  • 8. Myth 1: “Japan Is Not That Much Different From Korea Or China”
  • 12. Myth 2: “Japan Is The World’s Most Lucrative Mobile Game Market”
  • 16. Beware Of The Duopoly
  • 17. Beware Of The Duopoly
  • 18. Myth 3: “Japan’s Mobile Gamers Spend The Most Money In The World”
  • 22. Beware: ARPPU Is Not Evenly Distributed
  • 23. Myth 4: “Our Games Work Well In The US, So We’ll Also Win In Japan”
  • 24. Number Of Foreign-Made Titles In Japan’s Top 100 Selling Video Games Between 2001 and 2013 0
  • 29. Foreign Game Makers Active In Japan With Their Own Offices • Supercell (Finland) • King (UK) • Gameloft (France) • Gamevil/Com2uS (South Korea) • Happy Elements (China) • Wooga (Germany) • Goodgame Studios (Germany) • Tencent (China) • EA/Playfish (USA) • Rovio (Finland) • Rekoo (China) • 6Waves (Hong Kong) • Playtika (Israel) • Wargaming (Belarus)
  • 30. Myth 5: “Localization Is Key In Japan”
  • 31. Reality: True - To Some Extent • Candy Crush, Clash Of Clans, Game Of War: these top apps are identical worldwide and in Japan (apart from Japanese text) • no real localization made: no changes in design/sound/UI, no special Japan-only live operations or events, no country-specific monetization techniques, etc. in these specific apps • “localization” outside the content (customer support, marketing, community management) should be handled the Japanese way • warning: adding samurais or characters that “look a bit more Japanese” to boost sales will most certainly backfire
  • 32. Mobile Gaming In Japan: Chances (For Smaller Developers)
  • 33. Potential For Smaller Makers In Japan • Japan is one of the hardest mobile game markets to break into worldwide • even bigger developers (domestic ones included) have a hard time generating significant sales • if you don’t have a huge marketing budget (Machine Zone, Supercell, King), only enter if you have: • a great game based on an innovative core concept and/or with high production value and/or targeting a specific niche • a local partner/publisher • monetization techniques generating reasonable sales even with low user numbers
  • 34. Niches Suitable For Foreign Mobile Game Makers • core games (RPGs, strategy) • games targeted at children • games targeted at female users • edutainment • casino • etc. and Do consider Android in Japan, also for paid content!
  • 35. Potential Partners For Smaller Makers (Past And Present)
  • 36. • certain Japanese game makers are or have been relatively open to partnerships with foreign game developers, i.e. • KLab • Colopl • gumi • DeNA, GREE • other options for marketing and distribution include: • features by Apple or Google • “alternative” platforms (see slide above) such as Mobage, GREE, LINE • the telco app stores (even Rakuten has an Android app store now) • app subscription plans such as KDDI’s Smart Pass or NTT Docomo’s Sugotoku Potential Partners For Smaller Makers (Past And Present) (2)
  • 37. Thank you for listening! • Twitter: @serkantoto • LinkedIn: http://linkedin.com/in/serkantoto • Email: serkan AT serkantoto.com