Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait Usage
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Transcript of Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait Usage
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait Usage
1Source: Wikipedia/Taito
About Me
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• CEO & founder of Kantan Games Inc. • Advisor for various gaming startups in the US
and Asia • Japan contributor for TechCrunch.com from
2008-2012 • Based in Japan since 2004 • MBA and PhD in economics • Hardcore gamer since 1983
My Website For Free Information On Japan’s Mobile Game Industry http://www.serkantoto.com
Contact Information
Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com
I: Japan's Gaming Market: Status Quo
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Worldwide Market For Games Is Growing
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Worldwide Market For Games Is Growing
Size Of Japan‘s Gaming Market
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Size Of Japan‘s Smartphone Gaming Market
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Social (Mobile) Is Bigger Than Video Gaming
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Source: The Nikkei
Mobile Gaming Ecosystem In Japan
Platform layer (over 20 in total)
Listed makers (20-30)
Private makers (over 350)
Market Leaders In Mobile Games In Japan(as of October 06, 2014)
1. GungHo Online (US$5.4 billion market cap) 2. Colopl (US$4.1 billion) 3. Mixi (US$4.1 billion*) 4. CyberAgent (US$2.2 billion**) 5. DeNA (US$1.9 billion) 6. GREE (US$1.7 billion)
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* Mixi reaches this market cap only because of their smash hit game Monster Strike, their social networking service is on the verge of “death” ** CyberAgent is a prominent game maker but also an online ad powerhouse
Market Leaders In Console Gaming (2012)
1. Nintendo (21.3% of sales in Japan) 2. Namco Bandai (19.3%) 3. Capcom (8.8%) 4. Square Enix (8.2%) 5. Pokemon Company (6.4%)
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Source: Enterbrain
II: Japan's Gaming Market: Examples Of Portrait Usage
Hori Chiemi - Strawberry Puzzle (MSX, 1985)
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Source: Tape Load
Takeshi No Chōsenjō (NES, 1986)
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Source: Wikipedia/Taito
Nakayama Miho No Tokimeki High School (NES, 1987)
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Source: Wikipedia/Square/Nintendo
Jumbo Ozaki - Hole In One Professional Golf (NES, 1988)
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Source: Sara-Net/HAL
Jackie Chan Action Kung Fu (NEC PC Engine, 1991)
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Source: VGDen/Hudson Soft
Nai Nai No Meitantei (Sony PS, 1999)
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Source: Bandai
Onimusha Series (Sony PS 2, 2001-2004)
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Source: Capcom
Onimusha 4 flopped because it “lacked characters based on real actors“ (Sony PS 2, 2006)
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Source: Capcom
AKB48 Stage Fighter (iOS/Android, 2011)
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Source: AKS/GREE
Gossip Girl - Celeb No Kareshi No Yuuwaku (iOS/Android, 2012)
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Source: WBEI/Voltage
Fantastic Eleven - 3D Soccer (iOS/Android, 2014)
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Source: Klab
Akko No Uchuu Daisensou (iOS/Android, 2014)
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Source: GNT
Portrait Rights Usage In Japanese Games
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• Celebrities have been used for “electronic games” in Japan since the mid-1980s
• Celebrities have various backgrounds (sport stars, singers, actors, “idols”, etc.) and can be from Japan or abroad
• Genres covered include sports games, music, action, adventures, and others
• Nowadays, usage of portraits in Japanese games is shifting from console to mobile (along with the industry as a whole)
Thank you for listening!