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Mobile Gaming Mobile Gaming - - Challenge and Reward Challenge and Reward in North America and Japan in North America and Japan

Mobile Gaming - Challenge and Reward in North America and Japan

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Page 1: Mobile Gaming - Challenge and Reward in North America and Japan

Mobile Gaming Mobile Gaming -- Challenge and Reward Challenge and Reward

in North America and Japanin North America and Japan

Page 2: Mobile Gaming - Challenge and Reward in North America and Japan

CAPCOM Interactive

o Capcom• Leading video game developer and publisher• Holds more than 40 “million seller” original Intellectual Properties

• Street Fighter • Mega Man• Resident Evil• Lost Planet • Dead Rising

o Capcom Interactive• Developer and publisher for the mobile platform in the Americas• 100% wholly owned subsidiary of Capcom• Established in June 2006

• Headquarters and publishing division in Los Angeles• Development studio in Toronto, Canada

• Fastest growing mobile publisher in North America• Sister companies operate in Japan and EMEA

Page 3: Mobile Gaming - Challenge and Reward in North America and Japan

Publishing

o Distribution• Direct distribution with all 15 carriers

in North America• Operates a Tier 1 carrier’s WAP

business• Conducts more than 500k unit and

subscription downloads per month

o Management• Experienced management from

entertainment, wireless and video game industries and from Fortune 500 companies

Page 4: Mobile Gaming - Challenge and Reward in North America and Japan

Product Portfolio

o Product Portfolio• Balanced product portfolio to address

both “casual” and hardcore game players

• Acquires select high-profile 3rd party licenses

• Award winning games• Best of 2007 • 3GSM Global Awards

o World class in-house studio• Proprietary dynamic coding

techniques and designs• Maximize code compatibility • Faster to market • Cost effective

Page 5: Mobile Gaming - Challenge and Reward in North America and Japan

Capcom Interactive Corporate video

Page 6: Mobile Gaming - Challenge and Reward in North America and Japan

Evolution of Mobile Content

o NTT DoCoMo pioneered digital content distribution on mobileo North America is 2 – 3 years behind, but gaining momentumo Wireless carrier’s role creates a different business model and service

N.A

mer

ica

Japa

n

●iMODE-Browsing-Ringer-Wall paper

● 2DMobile Game(Pac-Man)

● 3DMobile Game

● Digital TV

● Mobilewallet

(Felica)

● Full Music Download

● PS1 classGame

● Motion sensor

● SNS● Ad-supported

● mMODE-Browsing-Ringer-Wallpaper-Game(Java, BREW)

● MovieTV

● 3D Mobile Game

● Music download

● SNS

1999 2000 2001 2002 2003 2004 2005 2006 20092007 2008

Page 7: Mobile Gaming - Challenge and Reward in North America and Japan

Mobile Game Industry - Opportunity

North America

o Approximately $2 billion / 300% growth by 2012

o North America projected to be one of the biggest markets in the next 5 years

o Mobile phone: Potentially the biggest consumer gaming platform

• 250 million units in the marketplace

• Captures both hardcore and casual gamers

Japan

o Approximately $1 billion business

o The most experienced and educated consumers

o Mobile phone: World class consumer gaming platform

• Hardware comparable to PlayStation for gaming

o Fastest network with flat data rate

o Open distribution enables a new business models to develop

Page 8: Mobile Gaming - Challenge and Reward in North America and Japan

Mobile Game Industry - Challenge

North America

o Fragmented market and platform• Approximately 15 carriers • 8 – 10 handset OEMs• Increasing costs in development

(porting, optimization and QA)

o Platform and hardware hinders development

• Limits innovation and game genres

o High barrier to entry

o Limited distribution and marketing

Japan

o Rapidly advancing platform

o Rapid evolution in content• 5 ~ 10 MB (3D) game• Increased costs in principle

development

o Low barrier to entry, anybody can be a publisher

• Highly competitive market

o High customer churn rate• Monthly churn - 50~ 80%

Page 9: Mobile Gaming - Challenge and Reward in North America and Japan

Carrier’s Role and Business Model

North America“Proxy Controlled Distribution”

Carrier’s role:o Platform and Solution Providero Service by a carrier brand

• Host, QA, distribute, and billing and remittance

• More burden and risk on carrier• Select a business partner

o Holds editorial righto Revenue share model

Japan“Open Distribution”

Carrier’s role:o Platform and Solution Providero Billing and Remittance o Service by a publisher brand

• Publisher develop, QA, host, and distribute the content directly to end-user

o No editorial righto Small commission charge model

o Closed and exclusive club “Members Only”

o Maximize opportunities within club

o More opportunities for innovative players

o More opportunities for new services, and innovative business models

Page 10: Mobile Gaming - Challenge and Reward in North America and Japan

Value Chain

North America

Porting houseo Company that ports

games and optimizes for the 300+ handsets

o Unique to North America / Europe

Publishero Company takes the

financial risk to bring the game and application to the market

o Carriers select a handful of publishers to partner

Japan

Technology Providero Middleware for the

applicationo System provider for

the channel and site management

Publisher = Rights holder or

o Broadcasterso Record labelso Game publisher

Publisher =Technology Provider

Rights holder

Developer

Porting House

Carrier

Consumer

Publisher

Rights Holder

TechnologyProvider

Publisher

Consumer

Developer

Carrier

Page 11: Mobile Gaming - Challenge and Reward in North America and Japan

“Mobage-town” (Mobile Gamer Town)Mobile SNS site by DeNA ( 8 million subs)

Real time Online 3D

CASUAL GAME

Celebrities sponsored

SNS PlatformBlog, chat, e-mail, message

Moba Gold

Invite friendsclick banner ads

Avatar

tell your friend

Sponsored site

Community-CenteredSelf-Generating Business Model

Page 12: Mobile Gaming - Challenge and Reward in North America and Japan

Capcom Strategy

o Owns and controls every value chain • Intellectual properties to publishing

o Develops and publishes games which are best suited to the region

• Balanced product portfolio in North America• Most advanced 3D game in Japan

o Creates a strategic marketing plan to meet the local audience needs

• Millionaire TV show promotion

o Hire the industry experts in each local market

o Capcom Interactive became one of the fastest growing publishers in North America in ‘07, and will continue to be a major publisher