89
Digital Goods in Asia “Not all Asians are Virtual” @benjaminjoffe | CEO, Plus Eight Star Virtual Goods Summit | Berlin, May 2011

Digital Goods in Asia

Embed Size (px)

DESCRIPTION

The latest on digital goods in Asia presented at the Virtual Goods Summit in Berlin in May 2011.

Citation preview

Page 1: Digital Goods in Asia

Digital  Goods  in  Asia  “Not  all  Asians  are  Virtual”  

@benjaminjoffe  |  CEO,  Plus  Eight  Star  Virtual  Goods  Summit  |  Berlin,  May  2011  

Page 2: Digital Goods in Asia

Hatsune  Miku:  Virtual  Singer  on  Tour  Powered  by  Yamaha’s  Vocaloid  SoPware  

Page 3: Digital Goods in Asia

VIDEO  hRp://www.youtube.com/watch?v=DTXO7KGHtjI    

(Hatsune  Miku  will  have  a  concert  in  California  in  July  2011)  

Page 4: Digital Goods in Asia

Survey  

Have  you  been  to  Asia?  

Page 5: Digital Goods in Asia

HELLO! MY NAME IS

@benjaminjoffe!

Ask me!

Page 6: Digital Goods in Asia

Quiz!  Who  is…  

•  The  #1  social  gaming  company  in  the  world?  

•  The  #1  social  network  in  revenue?  

•  The  most  profitable  virtual  world?  

Page 7: Digital Goods in Asia

“Mister  Asia”  –  Mike  Butcher,  TechCrunch  

Page 8: Digital Goods in Asia

4  years   1  year   6  years  

Page 9: Digital Goods in Asia

#HowAsianAreYou?  

42%  

33%  

8%  

8%  

4%  2%   2%  

Chinese  

Japanese  

Korean  

French  

American  

German  

Singaporean  

Page 10: Digital Goods in Asia

CEO,  Plus  Eight  Star  www.plus8star.com  

Page 11: Digital Goods in Asia

“Innova>on  Arbitrage”  Best  Prac*ces  from  Asia’s  Digital  Space  

Page 12: Digital Goods in Asia

Co-­‐Founder,  Mobile  Monday  Beijing  (41  events,  150  speakers,  4,000  parkcipants)  

Page 13: Digital Goods in Asia

•  Speaker    100+  talks  in  17  countries  

•  Advisor  

•  Investor  in  Asia-­‐based  global  companies  

Angel  Investor,  Advisor,  Keynote  Speaker  

Page 14: Digital Goods in Asia

Content  

1.   What  is  Asia?  

2.   China  3.   Japan  4.   South  Korea  5.   Succeeding  in  Asia  6.   Some  new  Asian  wisdom  

Page 15: Digital Goods in Asia

1.  What  is  Asia?  

Page 16: Digital Goods in Asia

The  Trouble  with  “Asia”  

1.  Different  infrastructures  

2.  Different  GDP  /  capita  

3.  Different  distribu>on  channels  

4.  Different  payment  solu>ons  

5.  And  somekmes  different  regula>ons  

6.  Highly  compe>>ve  

(and  of  course:  language)  

Page 17: Digital Goods in Asia

Users  

0  

500  

1,000  

1,500  

2,000  

Populakon   Internet  Users   Mobile  Users   3G  Users  

USA   Japan   South  Korea   China  

Sources:  CIA  World  Fact  Book,  MIIT,  Japan  TCA,  SKT,  March  2011  

Unit:  million  ©PlusEightStar,  2011  -­‐  www.plus8star.com  

Page 18: Digital Goods in Asia

Users  

Country  USA   China   Japan   South  Korea  

Popula>on   310  mln   1,330  mln   130  mln   50  mln  

Internet  Users   245  mln   460  mln   100  mln   40  mln  

Mobile  Users   295  mln  860  mln  900  mln  

120  mln   50  mln  

3G  Users   120  mln   50  mln   115  mln   30  mln  

Sources:  CIA  World  Fact  Book,  MIIT,  Japan  TCA,  SKT,  March  2011.  Numbers  are  rounded  for  easier  comparisons  

©PlusEightStar,  2011  -­‐  www.plus8star.com

 

Page 19: Digital Goods in Asia

Networks  3G

 Users  (%

)  

China  

0%

20%

40%

60%

80%

100%

0% 20% 40% 60% 80%

3G:  60%  (W-­‐CDMA  only)  Web:  72%  Avg.  14  Mbps  

3G:  98%  Web:  60%  Avg.  8.5  Mbps  

3G:  40%  Web:  34%  Avg.  5.0  Mbps  

3G:  5%  Web:  0.5%  Avg.  1.0  Mbps  

Sources:  Akamai  4Q10,  Japan  TCA,  SKT,  ITU,  IDA,  Internet  World  Stats,  March  2011  

Internet  Connec>ons  Measured  >5  Mbps  (%)  

©PlusEightStar,  2011  -­‐  www.plus8star.com  

Page 20: Digital Goods in Asia

Source:  G

apMinde

r.org  

MONEY  

H  A  R  D  

Page 21: Digital Goods in Asia

What  is  this?  

Page 22: Digital Goods in Asia

What  is  this?  

Answer:  Tencent’s  new  HQ  in  Shenzhen  

Page 23: Digital Goods in Asia

#Gimougous  Companies  

•  China  –  Tencent  made  $1  billion  in  1Q2011  (40%  net  profit)  –  10  others  listed  on  Nasdaq,  NYSE,  HKSE  –  Renren  (SNS)  listed  on  NYSE  for  $5  billion  in  April  2011  

•  Japan  –  DeNA  $1.3  billion  (2010)  –  GREE  $600  million  (2010)  

•  Korea  –  Nexon  $1  billion  (2010,  35%  from  games)  –  NHN  Group  (Naver,  Hangame)    $1.3  billion  (2010)  –  NC  Sob  $525  million  (2010)  

Page 24: Digital Goods in Asia

Social  Networks  

•  China  –  QQ          674M  –  Q  Zone        490M  –  QQ  Microblog    160M  –  Pengyou        101M  –  RenRen        117M  –  Sina  Microblog    100M  –  Kaixin001      178M?  –  51.com        100M?  

•  Japan  –  Mobage  (mobile)    24.5M  –  GREE  (mobile)    23.8M  –  Mixi  (web+mobile)  22.6M  

       

•  Korea  –  Cyworld    25M  –  Me2Day  (Naver  microblog)  5M  –  Daum,  Naver,  Nate  

•  SE  Asia  –  Mig33  (mobile)  40M  

Numbers  are  “registered”  and  “ackve”  accounts  as  of  2011.05,  depending  on  sources  

Page 25: Digital Goods in Asia

Digital  Goods  &  Currencies  in  2010  

Asia:  $18  Billion  USA:  $2  Billion  

Source:  Plus  Eight  Star,  2011  

Page 26: Digital Goods in Asia

$18  billion    Digital  Goods  &  Currencies  in  Asia  

5,000   4,700  

1,500  

200   100  

2,000  

910  

2,000  

1,000  

0  

2,000  

4,000  

6,000  

8,000  

10,000  

China   Korea   Japan  

Online  Games   Social  Plazorms   Social  Games  

Virtual  Worlds   Tencent  IM,  etc.   Secondary  Market  

Unit:  MUSD  

©PlusEightStar,  2011  -­‐  www.plus8star.com  

Page 27: Digital Goods in Asia

Digital  Labor  

Page 28: Digital Goods in Asia

Social  Plazorms  in  Asia  China   Accounts   Korea   Accounts   Japan   Accounts  

Facebook   n.a.   Facebook   4M   Facebook   2.9M  

Qzone  (Tencent)  

505M   Cyworld   25M  Mobage  (DeNA)  

24.5M  

51.com   178M   Naver   n.a.   GREE   23.8M  

Renren   117M   Daum   n.a.   Mixi   22.6M  

Pengyou  (Tencent)  

101M  Yahoo  Mobage  

3M  

Kaixin001   100M  ©PlusEightStar,  2011  -­‐  www.plus8star.com  

Page 29: Digital Goods in Asia

2.  China  

Page 30: Digital Goods in Asia

Users  Demographics  

35.8%  

35.4%  

19.6%  

7.9%  

1.1%   0.2%  

11-­‐19  

20-­‐29  

30-­‐39  

40-­‐49  

50-­‐59  

60  and  above  

Source:  CNNIC,  2010.07  

Page 31: Digital Goods in Asia

Educakon  

9.2%  

27.5%  

40.1%  

12.0%  

11.3%  

Primary  School  

Junior  Middle  School  

Senior  Middle  School  

Professional  Training  College  

Undergraduate  Educa>on  and  The  Above  

Source:  CNNIC,  2010.07  

Page 32: Digital Goods in Asia

Income  

8.1%  

20.5%  

13.5%  

13.9%  

14.4%  

14.4%  

10.1%  

2.8%  2.3%  

without  income  

Below  $76  

$77-­‐153  

$154-­‐229  

$230-­‐306  

$307-­‐458  

$459-­‐764  

$765-­‐1222  

Above  $1222  

Source:  CNNIC,  2010.07  

Page 33: Digital Goods in Asia

Online  Games  

•  120  million  online  game  users  

•  $5  billion  in  2010  

Sources:  2008-­‐2014  China's  Online  Game  Market  Annual  Report  by  Ministry  of  Culture,  iResearch,  2011  

3.2  4.1  

5  5.6  

6.2   6.6   7  

2008   2009   2010   2011   2012   2013   2014  

Unit:  billion  $US  

Page 34: Digital Goods in Asia

Tencent 31%

Netease 16%

Shanda Game 12%

Perfect World 7%

Changyou 7%

Giant 4%

Others 16%

Market  Shares  

Source:  iResearch,  2010  

Page 35: Digital Goods in Asia

Revenue  &  Profit  

2,966  

689  852   866  

365   329   203   148   81   213   111   77  

1,228  

197   180  336  

128   176   123   56   5   22  0  

1,000  

2,000  

3,000  

4,000  

Tencent   Shanda  Game  

Shanda   Netease   Perfect  World  

Changyou   Giant  Interackve  

KingsoP   NetDragon   CDC   The9   Renren  

Revenue   Profit  Unit:  million  US$  

Source:  Companies,  2010  

LOSS  

Page 36: Digital Goods in Asia

Market  Cap  

2.4  

6.2  

4.5  

1.1  1.7   1.7  

0.764  0.29   0.1   0.165  

5  

0  

1  

2  

3  

4  

5  

6  

7  

8  

Tencent   Shanda  Game  

Shanda   Netease   Perfect  World  

Changyou   Giant  Interackve  

KingsoP   NetDragon   CDC   The9   Renren  

$53.5  

Unit:  billion  US$  

Source:  Companies,  2011.04  except  Renren,  2010.05  

Page 37: Digital Goods in Asia

Digital  Goods  Dominate  a  Crowded  Market  

Charged by time Charged by item others

2,000  

1,000  

500  

1,500  

0  

Sources:  Online  game  industry  in  2010  year-­‐end  summary  report,  CNZZ,  2011  

New  Game  Titles  (2010)  

Page 38: Digital Goods in Asia

Tencent  

Online Games

49% Non-gaming digital goods

30%

Other 21%

$3B  in  2010,  $1B  in  1Q2011  

Page 39: Digital Goods in Asia

Renren  SNS  +  Game  Dev.  

42%  

45%  

13%  

Online  Games  Top  MMORPG  =  31%  of  game  rev.  

(14%  of  total)  

Value-­‐Added  Services  Includes  Nuomi  (Groupon  Clone)  

Adver>sing  -­‐  Mostly  ads  sold  “per  day”  -­‐  Limited  targekng  

$76.5m  in  2010  (Loss)  

Page 40: Digital Goods in Asia

Renren  Digital  Currency  

•  “Renren  Beans”  since  2007.10  

•  Sales  channels  

Type   Channel  

Online  

1.  Bank  cards  2.  Mobile  Payment  3.  SMS  4.  Third-­‐party  (Alipay,  Yeepay)  

Offline  1.  News  stands  2.  Convenience  Stores  3.  Internet  cafes  

Page 41: Digital Goods in Asia

Walled  Garden  

Item   Figure  

Third-­‐party  Applica>ons   1,000  

Revenue  from  Plamorm  in  2010  

$3.5  million  (Renren  share)  

Revenue  Share  Renren:  52%  (avg.)  Developer:  48%  

Most  developers  Look  Overseas  or  at  Qzone  

Page 42: Digital Goods in Asia

3.  Japan  

Page 43: Digital Goods in Asia

Online  Games  Market  in  Japan  

Source:  Japan  Internet  White  Paper  2010  –  Japan  Online  Game  Associakon,  2010.07  

Online  game  users  accounts  (unit:  million,  incl.  mulkple  accounts  

by  same  user)  

19  28  

42  

59  

75  

89  

0  

20  

40  

60  

80  

100  

2004   2005   2006   2007   2008   2009  

$1.5B  in  2010  

Page 44: Digital Goods in Asia

MMOs  &  Casual  Games  

Origin  of  PC  MMOs  in  2009   Origin  of  PC  casual  games  in  2009  

Source:  Japanese  Online  Game  Associakon,  2010.07  Korea  &  China  Dominate  MMOs  

Page 45: Digital Goods in Asia

Business  Models  ShiP  

Online  games    and  their  revenue  model,  evolukon  since  2005  

Source:  Japanese  Online  Game  Associakon,  2010.07  

F2P  over  40%  in  2010  

Page 46: Digital Goods in Asia

The  Real  Thing:  Mobile  Social  Gaming  

Self-­‐published  +  Open  plazorms  

           Some  ads  

SNS  +  

Free  games  +  

Virtual  goods  Homepage  

Page 47: Digital Goods in Asia

GREE  Service  

Digital  goods  

80%  

Adver>sing  

20%  

Adver>sing  

Avatars  

Social  Games  

-­‐   Banners  &  >e-­‐ups  

-­‐   Customiza>on  with  various  items  (clothes,  accessories,  etc..)  

-­‐   Integrated  with  SNS  func>ons  

GREE  top  page  

banner  

Page 48: Digital Goods in Asia

GREE  Games  

Page 49: Digital Goods in Asia

Revenue  of  Leading  Plazorms  

Net  sales  and  profitability  (million  USD)   Adverksing  revenue  vs.  digital  currency*  

* Considering  that  there  are  no  other  source  of  revenues  

Page 50: Digital Goods in Asia

Not  Only  Kids  &  Housewives  

Teens   20s   30s  

Male   Female  

Page 51: Digital Goods in Asia

Who  Pays?  Social  apps  users  spending  per  plazorm  according  to  age  

Page 52: Digital Goods in Asia

Social  vs.  Virtual  Graph  

Page 53: Digital Goods in Asia

Benefits  of  Virtual  Graph  

Page 54: Digital Goods in Asia

DENA  &  GREE  

•  Self-­‐Published  Games  +  Walled  Gardens  

•  Proprietary  digital  currencies  

•  70/30  Revenue  share  

•  $500  million  paid  to  third-­‐parkes  (GREE,  2010)  

Mobile  Social  Apps  Make  Money  in  Japan  

Page 55: Digital Goods in Asia

Payment  

Page 56: Digital Goods in Asia

CyberAgent  |  $18M  in  1Q2011  

CyberAgent  Subsidiaries   37  >tles  across  6  plamorms  

Source:  CyberAgent,  2011.03  

Page 57: Digital Goods in Asia

Pigg  

Page 58: Digital Goods in Asia

Pigg  by  CyberAgent  

•  6M  reg.  users  bring  fortunes  •  $20M  in  1Q2011  

•  As  much  as  Angry  Birds!  

•  $100M+  in  2011?  

Page 59: Digital Goods in Asia

Mini-­‐Games  for  $1M  

•  Each  game  generated  $1.2M  in  December  2010  

Page 60: Digital Goods in Asia

On  Android  

Page 61: Digital Goods in Asia

4.  South  Korea  

Page 62: Digital Goods in Asia

Digital  Goods  Market  

$4.7  bln  

$1  bln  

$100  mln   $10  mln   $10  mln  

Online  Games  

Secondary  Market  

Social  Plazorms  

Social  Games  

Virtual  Worlds  

Page 63: Digital Goods in Asia

Online  Games  |  Key  Players  

Page 64: Digital Goods in Asia

Revenue  &  Profits  (2010)  

Unit:  MUSD  

>50%  of  Nexon’s  revenue  is  overseas  

935  

1,310  

525  427  

243  376  

607  

251  111  

47  0  

200  

400  

600  

800  

1,000  

1,200  

1,400  

Nexon   NHN  (Hangame)  

NC  SoP   Neowiz   CJ  Internet  

Revenue   Profit  

Page 65: Digital Goods in Asia

Market  Cap  (2011.04)  

13.0  

9.2  

5.4  

1.1  0.3  

0.0  

2.0  

4.0  

6.0  

8.0  

10.0  

12.0  

14.0  

Nexon   NHN  (Hangame)  

NC  SoP   Neowiz   CJ  Internet  

Unit:  billion  USD  

This  is  s>ll  $300  million!  

Page 66: Digital Goods in Asia

Ranking  in  Internet  Cafes    

Name Category Publisher Market Share

AION MMORPG NCsoft 15.6%

Tera MMORPG NHN (Hangame) 14.2%

Sudden attack FPS CJ Internet 10.6%

WarCraft 3 RTS Blizzard (US) 5.9%

StarCraft RTS Blizzard (US) 5.0%

FIFA Online Sports Neowiz Games + Electronic Arts (US) 4.3%

World of Warcraft MMORPG Blizzard (US) 4.0%

Lineage 2 MMORPG Ncsoft 3.5%

Dungeon & Fighter MMORPG Nexon 3.2%

Lineage 1 MMORPG Ncsoft 2.9%

Source  :  Gametrix,  2011.02  

MMORPG  Massively  Mulkplayer  Online  Role-­‐Playing  Game  RTS    Real-­‐Time  Strategy  FPS    First-­‐Person  Shooter  

Page 67: Digital Goods in Asia

Secondary  Markets  

Growth  of    ItemBay  users  

Unit:  million  

Source  :  ItemBay  

6M  Users     $480M  

Page 68: Digital Goods in Asia

Social  Plazorms  

•  Fragmented  – Naver  Social  Apps  – Nate  /  Cyworld  –  Facebook  Korea  – Daum  Yozm  

•  All  early  stage  –  Limited  revenue  (<$10M  in  2010)  

–  Facebook  growing  fast  but  weak  payment  solukons  

Page 69: Digital Goods in Asia

Type of payment

Credit card Regular credit cards

Mobile billing Reported on the mobile phone bill

1588 ARS Call 1588 and bill on fixed line

Rainbow point SK Telecom’s membership

E-Station pointBox SK’s web-to-phone system point

OK Cashbag SK Group’s loyalty points service

BC Top point BC card’s point service

KB Total point KB bank’s point

Hyundai Card point Hyundai credit card point

PointRO(KT point) KT’s point system

Culture Coupon Coupon from Ministry of Culture

Book & Culture Coupon Coupon from Book Organization

Happy Money Coupon Independent firm’s coupon

Teen Cash Independent firm’s coupon

Cyworld Coupon Cyworld’s coupon

Cyworld  |  Digital  Currency  

Page 70: Digital Goods in Asia

5.  Succeeding  in  Asia  

Page 71: Digital Goods in Asia

Defining  Success  

1.  Revenue  

2.  Profit  

3.  Usage  /  Brand  recognikon  

4.  Development  

5.  Learning  

Page 72: Digital Goods in Asia

Western  Companies  China   Japan   Korea  

Opera>ons   n.a.  Zynga  

RockYou  Blizzard  (WoW)  

Licensing  Zynga  (rumor)  

PopCap  PopCap  

Crowdstar  

EA  (FIFA  Online)  PopCap  Kabam  RockYou  Playfish  Cmune  

Development  

PopCap  Zynga  Playfish  Kabam  Cmune  

Zynga  Playfish  RockYou  

Ideas  too!  The  First  Farm  Game  was  made  in  China  

Page 73: Digital Goods in Asia

Wealth  of  Plamorms:  How  much  for  you?  

•  China  – Qzone    $M  for  happy  few  (~10)  –  Renren    Skll  small  – Others    Unclear  

•  Korea  –  Skll  small:  total  market  was  $10M  in  2010  

•  Japan  – Mobile  mostly,  but  hundreds  of  $mln!  –  Chinese  companies  first  movers  (Rekoo,  Rakoo,  etc.)  

Page 74: Digital Goods in Asia

Case  Studies  

•  Blizzard      Korea’s  religion  

•  EA          FIFA  Online  in  Korea  

•  PopCap      Pragmakc  and  organic  

•  Angry  Birds    Soon  big  in  China?  

•  Cmune      Made  from  China  

Page 75: Digital Goods in Asia

Case  Studies  

•  Blizzard      Korea’s  religion  

•  EA          FIFA  Online  in  Korea  

•  PopCap      Pragmakc  and  organic  

•  Angry  Birds    Soon  big  in  China?  

•  Cmune      Made  from  China  

Page 76: Digital Goods in Asia

PopCap  

•  $100  million  in  revenue  (2010),  famous  games  – Dev.  team  in  Shanghai  for  years  – No  business  in  China  

•  Partnerships  –  Japan:  with  Taito  for  mobile  social  games  –  Korea:  with  NC  SoP  for  web  games  –  China:  PvZ  on  Renren  

•  First  ever  social  adaptakon  •  Exclusive  launch  announced  2  days  ago  

Page 77: Digital Goods in Asia

Rovio  

•  Angry  Birds  |  #1  smartphone  game  in  the  world  –  $20M  (1Q2011),  $100M+  in  2011  –  100M  200M  downloads  globally  

–  Free  DL  +  Fake  birds  on  sale  in  China  

•  Wants  China,  Japan  and  Korea!  –  Partnerships  with  mobile  carriers  –  Partnerships  with  handset  makers  (Nokia,  etc.)  

– Will  release  on  feature  phones  in  China  

Page 78: Digital Goods in Asia

Uberstrike      by  Cmune  #1  First-­‐Person  Shooter  on  Facebook  

•  Made  from  China  +  Global  reach  

•  Combines  East  &  West  experkse  

•  500,000  MAU  =  Top  3D  MMO  on  Facebook  

•  Get  it  on  the  Mac  App  Store  for  Father’s  Day!  

Disclosure:  I  am  an  investor  in  Cmune  |  www.facebook.com/uberstrike  

Page 79: Digital Goods in Asia

6.  New  Asian  Wisdom  

Page 80: Digital Goods in Asia

Intereskng  New  Things  

1.   Nano-­‐transackons  

2.   SNS  as  MMO  funnels  

3.   New  social  plazorms  

4.   Fourth  Genera>on  Digital  Goods  Model  

5.   Smartphone  opportunity  

6.   Various  deals  &  partnerships  

Page 81: Digital Goods in Asia

1.  Nano-­‐Transackons  

•  Tencent  had  – 1  Q  Coin  =  1  RMB  =  0.1  EUR  

•  They  introduced  – 1  Q  Point  =  0.1  RMB  =  0.01  EUR  

•  …To  allow  items  and  kme  “nano-­‐transac>ons”  

Page 82: Digital Goods in Asia

2.  SNS  as  MMO  funnels  

•  Renren  revenue  more  from  games  than  ads  

•  Mone>za>on  much  higher  in  MMOs  

•  Reten>on  is  beRer  too  

•  What’s  your  ROI?  

Page 83: Digital Goods in Asia

3.  New  Social  Plazorms  

•  Naver,  Nate,  Daum      Portals  

•  QQ,  NateOn          IM  

•  Ameba              Blog  plamorm  

•  DeNA,  GREE          Mobiles  +  Smartphones  

Page 84: Digital Goods in Asia

4.  Fourth  Generakon  Model?  

•  1G    Box  game  /  Pay-­‐per-­‐download    (e.g.  COD)  

•  2G    Time-­‐based  (1  hour  to  1  year)  (e.g.  WoW)  

•  3G    Digital  goods:  permanent        (e.g.  IMVU)  

•  3.5G  Digital  goods:  rental          (e.g.  QQ)  

•  4G?  Digital  goods:  trading      (e.g.  ZT  Online  2)  

Page 85: Digital Goods in Asia

e.g.  ZT  Online  2  

•  Giant  Interackve  no  longer  sells  items  in  ZTO2!  –  Trading  is  main  revenue  model  –  Reward  ackve  users  with  items  –  Let  users  decide  on  the  right  price  –  5%  commission  on  transac>ons  

•  Benefits  –  Capture  secondary  market  – Avoid  “one-­‐price  for  all”  for  digital  goods  –  Ensure  fairness  – Mo>vate  users  

Page 86: Digital Goods in Asia

5.  Smartphone  Opportunity  •  Smartphones  booming  in  Japan  &  Korea  

–  Japan:  50%  of  new  phones  in  2011,  already  5M+  iPhones  –  Korea  >  10M  smartphones  

•  China  has  lots  of  smartphones  &  feature  phones  –  Beijing  Apple  store  is  #1  worldwide  (>Times  Square)  –  Making  money  with  apps  in  China  skll  tough  –  Android  spreading  but  app  stores  fragmented  –  Building  apps  from  China  is  totally  fine  

•  Localize  apps!  –  Angry  Birds  #1  iOS  App  in  China  –  Akinator  (France)  is  a  top  paid  app  in  Japan  –  Do  it  quick  with  MyGengo    

Disclosure:  I  am  an  investor  in  MyGengo  

Page 87: Digital Goods in Asia

6.  Deals  &  Partnerships  

•  China  –  Funds  by  Tencent,  Giant,  Shanda  (>$1B)  

•  Japan  –  Funds  by  DeNA,  GREE,  Mixi  (>$1B?)  –  GREE  acquires  OpenFeint  (US)  –  GREE  partners  with  Tencent  (CN)  –  DeNA  acquires  NGMOCO  (US)  –  Sobbank  invests  in  Japan,  China,  Korea  

•  Korea  –  Various  M&As  –  Some  investments  by  Nexon  in  US  

Page 88: Digital Goods in Asia

More  about  us  

•  We  helped  Kabam  with  market  entry  

•  We  helped  IMVU            with  best  prackces  

•  We  helped  Ci>bank  with  digital  currencies  

Page 89: Digital Goods in Asia

More  about  “Innovakon  Arbitrage”  

Danke  Schon!  

www.plus8star.com  

[email protected]    

benjaminjoffe  

@benjaminjoffe  

www.linkedin.com/in/benjaminjoffe    

www.slideshare.net/plus8star    

+81  |  Japan  

+82  |  Korea  

+86  |  China  

Telecom  &  Internet  

+  Added  Value  

*  High  quality