Global Consulting Challenge 2011 - Berkeley Submission
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Transcript of Global Consulting Challenge 2011 - Berkeley Submission
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Looking East
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EA Play in China - Roadmap
Chinese Market -
Opportunity Size
Business Strategy
Tactical Considerations
Implementation Plan
Tracking Success
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Online gaming in China is $6B large, growing
at 18% y-o-y
Source: IDC, 2009, “China gaming market 2009-2013 Forecast and Analysis
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in game MTX
social network payment gateway
portal MTX
internet
mobile
operators
game
portals/cloud
personal
computer
smart
phone
The Online Gaming Ecosystem
source: Venice Blvd Analysis
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So Lo Mo Social Local Mobile
source: © KPCB, Murphy, Meeker, 2011 top 10 mobile trends
So-Lo-Mo: The Road Ahead
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cost of
implementation
fin
an
cia
l re
turn
Enter via shell
company
Revenue share with
local company; Launch
on multiple social
networks/online
gaming websites
Exclusive partnership
with social network
source: Venice Blvd Analysis
Three Options For Entry In China
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Shanda .. The perfect partner?
source: IDC, “Asia/Pacific Online Gaming Market 2009 - 2013 Forecast and Analysis”
Gaming Publishers in China
• Strong Brand (#1 online gaming operator)
• Excellent R&D capabilities
• Diverse game groups & huge user clusters
• Solid Financials
• Good working relationship w/
Government
• Partnerships w/ other online gaming
companies
source: Venice Blvd Analysis
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Source: Team Venice Blvd. Analysis
Business Model:
Free to play, MTX, Ad-Supported
Game Operator/Platform Provider
End User
free to
play
micro
transactions
product
placements
Free ad-
supported
Sponsors
source: Venice Blvd Analysis
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source: BloggerInsight, China’s top 10 Social Games
“So”-cial Networks:
PengYou (Qzone) and RenRen
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Source: EA Presentation on SIMS
Q. Why PengYou and RenRen?
A. Demographics Match!
Over 50% gamers between 16 to 35 Over-representation of 18-
34 in and RenRen
PengYou and RenRen
demographic Sims Demographic
55-64
45-54
35-44
25-34
18-24
Peng you Representation Ren Ren Representation
source: BloggerInsight, China’s top 10 Social Games
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The “Lo” element – Go Local
eastern
styles for
characters
eastern
lifestyle in
games
local
language,
jargon,
architecture
localize
virtual goods
source: Venice Blvd Analysis
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Gamify Localized Sims and SimCity
Localized Gamification: Endless Opportunities
1. Gamer wants a Coach
bag for her Sims
Character
2. Gets a “clue” to
visit local Coach
store
3. Finds the bag
4. Scans barcode with
phone & “wins” virtual bag
in SIMS
source: Venice Blvd Analysis
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The “Mo”-bile Treasure Cove
source: iResearch Inc., 2010
Active Mobile Game Players and Market Scale of China’s Mobile Phone Game
Over 30M active users by 2012 and 6B RMB
0
5
10
15
20
25
30
35
2007 2008 2009 2010 e 2011 e 2012 e
¥0
¥10
¥20
¥30
¥40
¥50
¥60
¥70
Mobile Gamer Active Accounts (m) Market Size (100m)
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MobiMinTransactions (MMTX)
Mobile Gamer buys
prepaid card from
China Mobile
Wants a new villa in
SimCity
Pays for the Villa
with his minutes
More money for China
Mobile and EA
source: Venice Blvd Analysis
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Massive popularity of telecom providers’ App
Stores
Direct contribution of mobile gaming to
telecom’s top line
source: iResearch Inc., 2010, http://www.iresearch.com.cn/View/131930.html
Partnering with Telecom Providers
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source: Venice Blvd Analysis
Implementation Plan: Project Timeline
Strategic Partnership with Shanda
Partnership with Telco
Targeted Marketing & Community Development
Customize SIMs & SimCity for So-Mo Platforms
Launch on Social Network, Shanda Online & Mobile App
Store Analytics
New Virtual Goods, Adventures, Worlds
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Payback
Financial Projections: First year discounted
revenues would payback costs
source: Venice Blvd Analysis
$18M Projected NPV and 89% IRR
Refer to: Financial
Analysis
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Appendix
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How does this strategy address the
inherent risks in China? Intellectual Property
Risks
• Free-to-play through
online game providers
and Social Networks
ensures centralized
distribution
• Prevents parallel
ecosystem of virtual
goods from developing
Policy Risks
• Shanda’s strong relationships with the government
• Local partnership means superior understanding of navigating through policy and legal hurdles
Industry Risks
• SIMS and SimCity’s intellectual property and engaging game-play prevent them from being subjected to short life cycles
• Intense competition, but the strength of brands’ and loyalty can ensure ‘stickiness’ of the gamer
source: Venice Blvd Analysis
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Financial Analysis Assumptions
Cost to expand in China 10.32 m
Projected Revenue in China per year 171 m
Projected Net Income
% of Revenue Amount
Projected Revenue 171
Partnerships 30% 51.31
COGS 20% 34.20
Marketing and sales 20% 34.20
G&A 9% 15.39
R&D 11% 19.38
Profits 16.53
Revenues and Costs over 3 years
Year 0 Year 1 Year 2 Year 3
Revenues 0 85.51 128 171
Costs 10.32 76.96 115 154
Discounted Revenues and Costs
Discount factor 1.00 1.00 0.83 0.75
Year 0 Year 1 Year 2 Year 3
Discounted revenues 0 85.51 106 128
Discounted Costs 10.32 76.96 95 116
Capital Budgeting
Year 0 Year 1 Year 2 Year 3 NPV IRR
Cash flows -10.32 8.27 12.40 16.53 $18.06 89%
Source: Team Venice Blvd. Analysis
Refer to: Financial
Analysis
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Revenue Projection
“ The China online gaming
industry's concentration is
increasing every day. In 2008,
there were over 140 operators
with 365 games in the market
but the revenue of the 10
leading operators accounted
for 90.2%. “- EA Answers