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Mobile Game Publishing Through The ZALO Game Center

Mobile Game Asia 2015 Ho Chi Minh City

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Mobile Game Publishing Through The ZALO Game Center

  1. 1. embracing challenges Building a Pipeline for Zalo Game Center CHRIS LIU HEAD OF MOBILE GAME PUBLISHING, VNG mni-re THE Inrenner cHi= inise urernnmese LIUES uJLuuJ. ung. com. un 1
  2. 2. lTlFl'IE{ET. "Tl'. [+fE ilIl'II'ERn"EaIl" CT-Tl‘1ll'l HEIDI E7l'I‘lFllT'l'l'ETS. E IEIIJES
  3. 3. ~ Internal Product V Vietnam's online video Vietnam's largest ' ’ ' i network, provides high electronic newspaper . ,,. « / ClUa“tY TV C0|’lt€nt Of 4 »r % I ‘ popular videos <5’ as , - i / . The largest online music platform in Vietnam Largest | ive-streaming , _ video site (eg. Twitch & W) me , fi/ The largest local social network platform A an: i:i: -: i: Uilmtlflllri si. -.isiu. -i: lllz“-'Iil! li! l3»"t: ma: 7
  4. 4. Zalo — the Line, Wechat, & KaKao of Vietnam Zcitlo _ ‘ E: g + i " 3. i *i. i-i _ L
  5. 5. VIETNAM MOBILE MARKET OVERVIEW fi L lTlFl'IE{ET. "Tl'. [+fE i'. lIl'. l‘Tl'. 'EIl3l[l"E}l"CFTl‘1ll'lEEiI1IEZ? l'I‘lFllY'l'lES. E IEIIJES E
  6. 6. Vietnam Market Potential 93.662.03O 180.000.000 35.000.000+ 33.000.000+ Total Mobile 3G Smartphones Population subscriptions su bscriptions sold in 2014 ITICIHE THE IHTEQFIET CHFITTGE IJIETFVCIFTIESE LIUES
  7. 7. ~ Smartphone Growth in Vietnam Smartphone penetration rate 2014 Smartphone penetration rate mm 37% 87% 30% 75/" 72% 71% 64% n 52/" so"/ .. 49% 30% 23% 13% 15% Hongkong Smgapore Malaysia Austraha UK cmna France Gemanv us Thalland Indonesia India vmhpmes Vietnam We expect penetration rate will reach 70% by 2019 vu Smartphone pent rate 70% 64% 57% 49% 40% 30% 19% 2013 2014 2015 2016 2017 2018 2019 iilflll: l'. ‘l: UVIHZIEIIICTW Miilflllfit lIIl5'Iil! li! |3L1: ill}: 30% of mobile phone user in Vietnam have smartphone, considerably rank behind China (71%), Thailand (49%) We expect penetration rate to reach 70% by 2019, from which sales growth will taper as market gets mature. Fast transition is supported by VN consumers’ high appreciation for lifestyle products like smart phones, which show owners’ social status rather than satisfy materially. 7
  8. 8. ~ Smartphone Growth in Vietnam Vietnam's smartphone user by OS & age group 31% - nos 14% 13% Android M More than 60% 5% 12% 5% 3% . . . . 3% 2% 2 A. 2/. smartphone user <13 13 — 24 25— 3o 31— 35 3540 >41 is aged below 25 Vietnam's smartphone user by gender & age group years old. . { 21% - Male 12"/ " Female 9% 10% 3% 5% 4% 2% 2% 3"/ " 2% <1: 1a— 24 25— 3o 31— 35 3540 >41 / an: I:i: n: : urIn: l!IIl: i sxmsiui. -1: H| |:'Iil! li! |11: ma: ,. _—/ 8
  9. 9. Mobile Game Market Trends in Vietnam We expect mobile game market size will reach over 100 m USD by 2015 500.06 90% 45cm 86% 4oc. oc 7% 35cm 6% 5a% 3mm 5% 25c_m 1 Marketsize 4o% —5mwm rate 2cc. oc 30% 15cm 1c4.99 mom 60.92 2c13 2c14r 2c15r 2c1sr 2c17r 2c1ar 2% 1% c% We expect Vietnam mobile game market size to grow at CARG = 48% from 2014 — 2018 Long —term growth driver comes from: 1) Smartphone explosion : Lower cost devices, -) potential demand from middle and low income consumer; provincial markets have change to enjoy robust growth. (smartphone sale grow 30% in Q3 -2014 continue to be mtalyst for mobile game revenue). 2) 3G penetration rate is very low compared with 80% ratios seen in mature market. 3) Favorable demographics with young population; FTIDKE THE INTERNET CHRHGE LJIETFICIFHESE LIL
  10. 10. Mobile Game Market Trends in Vietnam Number of Mobile gamer will grow rapidly at CARG = 31%, and will reach 13 m user by 2015) 35.00 70% 31.33 30.00 60% 25.00 50% 20.00 40% 1 Mobile Gamer(‘) —1; Mobile gamer 15.00 10.00 5.63 5.00 0.00 1 2013 KE THE INTERNET CHRHE: ETF1FlI'T1EbE
  11. 11. Mobile Game Market Trends in Vietnam China: mobile gaming revenue vs. Growth of Mobile gamers in Vietnam number of mobile gamers 35.00 70% 31.33 I " I 30.00 50% / 1 ‘ 0 25.00 50% . 45% 20.75 20.00 40% 15.00 30% 12.92 10.00 M5 20% 1 . o 0 5.53 / 5.00 10% 1 / I xmumie Garner 1') _, _,. —o O . or: §~__/ we 6% —g M55113 garner _-rf 7 7 _ 2013 2014r 2015r 2015r 2017r 201ar ~ — — Revenue in hundreds of millions RMB. Gamers in millions. FTIFIKE THE INTERNET CHFIHGE UIETHQUTESE LIUES
  12. 12. IJIIE. e. *’1r; "1r7 ”h;11l= r1qe< ITIFIHE THE INTERNET CHRNGE UIETNFIITIESE LIUES 12
  13. 13. ~ 1 The VN Market — Play Style and Popular IP so LU'0‘NG GAME TREN TH! TRU'C'NG vifit NAM so LUUNG GAME TREN THI TRUCING vuét NAM of: TA: - Non DUNG THE LOAI ', “oz 3 KlNC: DOMS 17.0%: FANTASY 30.9%: RPG 10.3%: SLG 34.11711: LIFE S, ~1"u: MANGA 6.3%: ACTlON*RPG 31.4%: CASUAL l7.S"11 I MARTIAL ARTS 8.5%: Xl/ NXlA 2l. l‘1’11: CARD BATTLE "*0: WESTERN JOURNEY “nus IMF lI11§u11r I 1141111111» HIFI1
  14. 14. What About Casual? 2 muui THklNTtQ1E 1 aMvV. 'iIo"<1Tom vmn'Po1 . . 8 wtawvvu Iv-osa . m11a, ,o1uv. ns-xaa HDllhE- uIFtnurns~5F 11116 H 1113 3.5.5 2 Q ctnzoiz-x-/55 1»- . x1.z=5s111x1n1x1 '3 1f1;v: P.e4. IQ Fhxns 11 in -n 2 3 I7fl‘.171'n1i<1v<. 'no B rlxil ‘ 1315714 and aC.1ruyCn. slvS'. IxS3ga 3 WflrIoI6Fr»mrIa some auwras a Nuuuu-im«1-1)-. ;1fi"1. 11.. .» mu. rm '9 Howoldun xx; -1 H1‘; fi‘I5F- 131117.. U d XXKE {2} H/ 'IiAA 6 flfi ‘lfl. I.: ODllIEfiK1
  15. 15. Casual Social F2P With Strong Monetization A J’: ZING SPEED ILOVE come ‘Z015 -Casual 02015 RUNNING MAN mm, -2015 -Casual
  16. 16. ~ 4 Proven Games with Strong IP *‘ . / V» ‘/ _, ’ ‘ 0 DAI MAO HIEM "BB 30 - 2014.12 0 Casual 0 2014.10 0 Card game battle 0 2014.08 0 ARPG
  17. 17. ITTQHE THE INTERNET CHFIDGE UIETFIFHTTESE LIUES 17
  18. 18. THFIFIH YOU! ITIFIHE THE IHTERFIET CHFIFIGE UIETDFHTIESE LIUES l. ULULU. U|"lQ. C0l'T1.Ul"l

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