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Big in Japan Projecting the Future of Asia ’ s Social Game Market

Big in Japan Projecting the Future of Asia ’ s Social Game Market. Kiyoshi Shin Journalist (Video Game / IT) IGDA Japan Vice Coordinator. Sponsored by Fukuoka City and JETRO Fukuoka. About me. Journalist (Video game / IT) IGDA Japan, Vice coordinator and founder.

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Big in Japan Projecting the Future of Asia ’ s Social Game Market

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  1. Big in JapanProjecting the Future of Asia’s Social Game Market • Kiyoshi Shin • Journalist (Video Game / IT) • IGDA Japan Vice Coordinator Sponsored by Fukuoka City and JETRO Fukuoka

  2. About me • Journalist (Video game / IT) • IGDAJapan, Vice coordinator and founder I explained aboutComp-Gachaissue at NHK night news May9

  3. This Session • I focus on Southwest Game Developers • Key of Foundamental environment • 1. Human Resources • 2. Knowledge Exchange • 3. Funding • And 4. Creative Culture

  4. QuestionWhat is the next slide?

  5. Comic Market • 800,000 Otaku Gather for 3 days • Each have Small booth • And Many small comic markets every weekend Ruby

  6. te te

  7. Matured Entertainment Otaku Market • 15%, teens and twentiesJapanese women say it’s a hobby to draw illustrations • Why? Likelihood of going pro generally low • Prosumer (Producer and Consumer) • They develop for themselves • Developments themselves is fun! • Innovation usually come from here

  8. This is one reason that Japanese Anime, Manga, and Game content is strong • Some do get to professional level

  9. Otaku make new fashion....?

  10. Otaku are geeks...?

  11. Otakus save the world...? Adventure Game Character Typical Japanese Otaku image Live in Akihabara Delusion of Otaku Fashion Love junk food, Fat Great Hacker

  12. OtakuPyramid CreativeCulture Pro CreativeConsumers Consumers

  13. NicoNicoDoga

  14. HatsuneMiku

  15. NicoNico Live – News about Comp-Gacha issue Special

  16. Pixiv

  17. Touho Indie Shooting Game

  18. Strangely, the Japanese market has bigwithout the help of the Japanese government. • Why?

  19. Matured Entertainment Market Key factor • Population • Disposable income • Moore's Law • Mobile phone with micro payment system • Open platform with unique business model

  20. Japanese Polutation

  21. Disposable Income of Japanese Family

  22. Moore's Law

  23. Ray Kurzwail TED 2009

  24. 2015? Project Glass by Google Rule is easily to change in near future

  25. Mobile phone with Micro payment system I pay money automatically for item payment Hehehe, It is one reason for high Japanese ARPU

  26. Open Platform with Unique Business Model vs What is a fun game? Tech is not Key Doriland , Gree

  27. Dragon Collection, Konami

  28. Idle Master Cinderella Girls, Namco Bandai

  29. Compare with Southwest Indonesia Potential Game User

  30. Same Pattern will happen ! • You need to care about New Culture movement

  31. The family with Middle range income increase テキスト テキスト Indonesia Indonesia Indonesia Philippines Philippines Philippines Vietnam Vietnam Vietnam Thai Thai Thai Malaysia Malaysia Malaysia

  32. New Entertainment Market Key factors are same • Population • Disposable income • Moore's Law • Mobile phone with micro payment system • Open platform with unique business model

  33. We are here • Golden Age for Game users • Golden Age for Game development • And Golden Age forOtaku in Southwest Asia • Great chance to work with us

  34. How develop Indie Game Culture? 48 hours development Over the world 242 place,10,684 attendances Not Strong Southwest Asia

  35. Don’t forgetSub-culture makes new generation Google image “Singapore Otaku”

  36. The choice of cluster city is really important • Fukuoka City

  37. Welcome to Fukuoka • Cost of living is affordable • Ruby Incubation Center • Many talented students • The hub for Asian market to Korea, China • Only 2 hours from Tokyo • You should go to Fukuoka at least one time for investigate Japanese market

  38. We need more OTAKU!!!!

  39. Thanks! • Kiyoshi Shinshin@igda.jpTwitter: Kiyoshi_shin

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