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Page 1: 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

Page 2: Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait Usage

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

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My Website For Free Information On Japan’s Mobile Game Industry http://www.serkantoto.com

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Contact Information

Twitter: http://twitter.com/serkantoto LinkedIn: http://linkedin.com/in/serkantotoEmail: serkan AT serkantoto.com

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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

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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

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Mobile Gaming Ecosystem In Japan

Platform layer (over 20 in total)

Listed makers (20-30)

Private makers (over 350)

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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

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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

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II: Japan's Gaming Market: Examples Of Portrait Usage

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Hori Chiemi - Strawberry Puzzle (MSX, 1985)

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Source: Tape Load

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Takeshi No Chōsenjō (NES, 1986)

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Source: Wikipedia/Taito

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Nakayama Miho No Tokimeki High School (NES, 1987)

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Source: Wikipedia/Square/Nintendo

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Jumbo Ozaki - Hole In One Professional Golf (NES, 1988)

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Source: Sara-Net/HAL

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Jackie Chan Action Kung Fu (NEC PC Engine, 1991)

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Source: VGDen/Hudson Soft

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Nai Nai No Meitantei (Sony PS, 1999)

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Source: Bandai

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Onimusha Series (Sony PS 2, 2001-2004)

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Source: Capcom

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Onimusha 4 flopped because it “lacked characters based on real actors“ (Sony PS 2, 2006)

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Source: Capcom

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AKB48 Stage Fighter (iOS/Android, 2011)

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Source: AKS/GREE

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Gossip Girl - Celeb No Kareshi No Yuuwaku (iOS/Android, 2012)

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Source: WBEI/Voltage

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Fantastic Eleven - 3D Soccer (iOS/Android, 2014)

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Source: Klab

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Akko No Uchuu Daisensou (iOS/Android, 2014)

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Source: GNT

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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)

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Thank you for listening!