Land of the Rising Revenue
- How Mobage-town Became a $1B Business in Japan and
Lessons Learned for US Developers-
Land of the Rising Revenue -How Mobage-town Became a $1B Business in - - PowerPoint PPT Presentation
Land of the Rising Revenue -How Mobage-town Became a $1B Business in Japan and Lessons Learned for US Developers- DeNA Co., Ltd. Tomoko Namba 0 DeNA Financial Performance GDC Online October 5, 2010 Net Revenues Ordinary Income(Profit before
Lessons Learned for US Developers-
1 GDC Online October 5, 2010
DeNA Financial Performance Net Revenues Ordinary Income(Profit before tax)
*Revenue and ordinary income for FY2004 are on a non-consolidated basis. Currency converted with the exchange rate 1USD = 85JPY. Figures in FY2010 is run rate basis. (Million USD) (Million USD) 200 400 600 800 1000 1200
FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010
100 200 300 400 500 600
FY2004 FY2005 FY2006 FY2007 FY2008 FY2009 FY2010
33 75 166 349 442 565 284 3 months x4 5 22 54 150 189 253 140 3months x4 1136 560
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World biggest Virtual Identity SNS
Games, News, UGC, etc.
21M registered users Virtual Identity SNS
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Community × Games Community & SNS Games
In-house Third Party
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Stats/Consultation for Monetization
Launched the Mobage Open Platform on January 27, 2010 Partner companies: 222 Game titles :527 (as of Sep 29) The value of Mobage-town Open Platform Daily Use of Moba-Coins (Index; Jan 2010=100)
*100
Key tools for developers
Ads/Promotion Function API
(invites/avatars/ranking etc)
Community/User Base
200 400 600 800 1000 1200 1400 1600 1800 2000 Jan Feb Mar Apr May Jun Jul Aug Sep
Billing system/ Common Virtual Currency
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Mobage-town Revenues
Game etc 77% Avatar- related 13% Others 1% Advertising 9%
Mobage-town Revenue Breakdown (Apr-Jun, 2010)
$245M 3 months
* Run rate, 2010
−In-house Games −Third party games (30% DeNA, 70% Third Party)
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ARPU Comparison Yearly Revenue Registered Users
÷ ÷
1 2 3 4
ARPU
* Run rate, 2010 *2. Run rate, 2010, Business Insider *3. only for Farmville *4. eMarketer, July 2010
Even higher ARPU recorded by Active User basis
= = x18
(USD/month)
÷ = x6
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User Engagement Comparison
Low dependency on Ads/Promotion due to “stickiness”
Typical good games Mobage-town games DAU/MAU (averaged figure for all games)
−“Kaito Royale” sustains 50% for one year 0% 10% 20% 30% 40% 50%
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52M MAU
(as of Mar 2010)
PC-based Social Games SNS launched on Oct 2010, with 100 games from 70 developers
The launch of Yahoo! Mobage
Seamless usage Send traffic
21M Reg Users
(as of Aug 2010)
First “social games focus” PC platform in Japan
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Mobage-town Revenues
Game etc 77% Avatar- related 13% Others 1% Advertising 9%
Mobage-town Revenue Breakdown (Apr-Jun, 2010)
$245M 3 months
* Run rate, 2010
−In-house Games −Third party games (30% DeNA, 70% Third Party)
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How Were We Able to do This?
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Power of Virtual & Game-centric Community 1 MMO Mobage-town Strong Virtual Community Game A Guild A Party A Game A Game B Game C
Diary Friends Request Official Circle
No transition across games Many transitions across all games
7.5mil* updates/day from 21 mil Users
Game B
No shift No shift Shift Shift Shift Shift
Guild B Party B
*Averaged figure in Aug, 2010
12 GDC Online October 5, 2010 Connect friends Active Inactive Make friends in community invite invites
Real Social Graph Dynamics Virtual Social Graph Dynamics 1st game 2nd game 3rd game
Make new friends
1st game 2nd game 3rd game
Make new friends
invite
Make new friends
invite
Power of Virtual & Game-centric Community 2
13 GDC Online October 5, 2010 4 5 42 118 187 1 1 2 25 30 29 31 33 25 23 23 21 22 3
1Q 2Q 3Q 4Q 1Q (Apr-Jun)
Mobage-town Revenue Trend
(Million $)
FY2010 FY2009
Mobage-town Net Revenues
176 245 92
Game-related Avatar-related Ads-related Others
Launched open
platform (Jan, 2010)
Launched 1st social
game (Oct, 2009)
*1USD = 85JPY
62 59
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How Were We Able to do This?
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Wk1 Wk6 Wk11 Wk16 Wk21 Wk26 Wk31 Wk36 Wk41 Wk46 Weekly Revenue of Title A
(USD)
Radical revision of game design
Lost gaming balance between high and low level users
Effect of Post Launch Operations
Radical revision
balance
whole parameters
scalability
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Revenue Trend Image Typical Good Games on App Store Mobage-town games
Communication Buzz enhances effects of Post Launch Operations
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How Were We Able to do This?
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Rapidly Expanding Developer Line Up 200 more and counting Game Developer for Mobage Open Platform
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DeNA Global Strategy
Operational Support for Strong Monetization Social Games Centric × Virtual Community Multi-Platform (iPhone, Android) × Multi-National (US, Japan, Asia, Others)
Strategy
We welcome THIRD PARTY social games!
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Multi-National Beyond US
Multi-Platform DeNA Global Road Map Third party games
Social Games
In-house games
Top3* Top3*
*Ranking of “Top Free Apps” at iPhone App Store as of Sep 7th, 2010
+Developer C +Developer B +Developer A
Diary Friends My Groups
Virtual Identity SNS
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Thank you!