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Pokemon Go – everybody loves Pikachu…

Pokemon Go is great – but will it bring another Nintendo boom as in 2009? or even exceed 2009?

Google spin-out Niantic Labs’ augmented reality smartphone game booms to the top of charts

Niantic Labs is specialized on augmented reality games. In a previous game, Ingress, players selected about 15 million memorable locations globally. Niantic picked about 5 million of these crowd source generated locations, placed characters out of 740 Pokémon characters at such Pokéstops. Using smartphones, GPS, cameras and their avatars, players hunt Pokémon characters placed at Pokéstops, bring them to arenas/gyms and let their Pokémon characters fight for arenas/gyms. Thats just the beginning, and we can imagine many ways to expand this basic game structure, for example Pokéstops and Gyms sponsored by stores or corporations.

Overcoming Galapagos

Pokémon Go’s success is also significant, because the fundamentally Japanese Nintendo and The Pokémon Company are overcoming the Japan-Only Galapagos Syndrome by cooperating with Google and San Francisco based Google spin-out Niantic.

At the same time, Pokémon Go is also an indication of the power Nintendo can achieve in the smart phone sector. Will Nintendo dethrone current smart phone game kings Mixi and Gung-Ho in Japan?

Everybody loves Pikachu… No. 25 of currently 740 Pokémon characters

For the open day at my older son’s high school, kids made posters introducing their country: the highest mountain, the most characteristic flower, and the most famous person.

One Japanese student writes: “The Prime Minister is the most famous person in Japan, because he decides everything”.

Another Japanese student writes: “Pikachu is Japan’s most famous person, because everybody loves Pikachu”. Which of the two Japanese students knows more about his own country?

Pikachu is No. 25 of currently 740 Pokémon characters, and represents electricity with his zig-zag lightening bolt tail, and bright yellow color.

Pokémon character developer The Pokémon Company estimates the global market for Pokémon characters to be US$ 48 billion.

Nintendo market cap increases from US$ 20.3 billion to US$ 31.5 billion from 6 to 13 July, 2016

Nintendo shares rise from ¥14,055 in the morning of July 6, 2016 to ¥21,830 at close on July 13, 2016

Nintendo market cap rises from ¥ 2.56 trillion (US$ 20.3 billion) in the morning of July 6, 2016 to ¥ 3.09 trillion (US$ 31.5 billion) at close on July 13, 2016

Nintendo boomed around 2009 by disrupting the game world with motion sensing Wii and two-screen handheld DS game consoles. Smartphone disruption reduced Nintendo to pre-2006 size in sales, and profits did not yet recover to pre-boom levels.

Nintendo revenues peaked in 2009, and are now back to where they were before 2006
Nintendo revenues peaked in 2009, and are now back to where they were before 2006
Nintendo income peaked in 2009, and just recently recovered from losses - has not yet reached pre-2006 levels
Nintendo income peaked in 2009, and just recently recovered from losses – has not yet reached pre-2006 levels

Unexpected consequences- The Bank of Kyoto booms, and Bank of Kyoto’s 4.5% holding in Nintendo is worth more than 1/2 of Bank of Kyotos market cap

The Bank of Kyoto owns 4.5% of Nintendo, at close on July 13, 2016, this holding is worth YEN 139 billion (US$ 1.4 billion).

The Bank of Kyoto (TSE Code 8369) at the close on July 13, 2016 has a market cap of YEN 274 billion (US$ 2.64 biliion)

Thus Bank of Kyoto’s holding in Nintendo corresponds to more than one half of its value. This also means that Nintendo is worth about 10 times as much as the Bank of Kyoto.

The Pokémon Company – global market size estimate for Pokémon characters estimate: US$ 48 billion

The Pokémon Company manages and develops the currently 740 Pokémon characters.

The Pokémon Company is a private company owned in equal 1/3 parts by Nintendo KK, KK Game Freek and KK Creatures. KK Game Freek and KK Creatures are both privately held game development companies

More details and analysis in our Report on Japan’s game markets and makers.

Niantic Labs

Niantic Labs, focused on augmented reality games, is a Google spin-out founded in 2010, headed by John Hanke, one of the founders of Keyhole, which is at the basis of Google Earth.

Niantic Labs had staged initial funding of US$ 90 million equally from Google (1/3), Nintendo (1/3) and The Pokémon Company (1/3), and since then an additional Series A round in February 2016, plus we assume that Founder John Hanke, maybe Google at spin-out, other founders likely also own equity. So its not clear to us how much exactly Nintendo owns of Niantec, either directly or via its holding in the Pokémon Company.

There was a augmented reality company in Japan, Tonchi-Dot 頓智ドット株式会社(トンチドット) which created a augmented reality app called Sekai-Camera during i-Mode and Galake-Phones, but it ended all services on January 22nd, 2014.

Japan game market disruption market report:

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smart phone games

Japan top grossing smartphone apps

5 top listed smartphone app companies have combined market cap of US$ 14 billion (excluding LINE)

LINE is currently a private company and LINE’s company value is generally estimated in the US$ 10-15 billion range, so if we include LINE, the combined market value of Japan’s top 5 smartphone game companies is on the order of US$ 24 – 29 billion.

Top grossing apps in Japan’s iPhone and Google Play/Android app stores on June 6, 2015

Japan’s smartphone app market is the world’s largest in terms of cash revenues according to AppAnnie. Lets analyze which apps are at the top-grossing in the world’s largest app market.

Japan game market report (398 pages, pdf-file)

iPhone app store top grossing ranking (June 6, 2015)

  1. Monster Strike by MIXI
  2. Puzzle & Dragons by GungHo
  3. Final Fantasy Record Keeper by DeNA
  4. LINE by LINE Corporation
  5. Actual powerful pro baseball by KONAMI
  6. all 25 top-grossing iPhone apps on June 6, 2015

Google Play Android app store top grossing ranking (June 6, 2015)

  1. Monster Strike by Mixi
  2. Puzzle & Dragons by GungHo
  3. LINE Disney tsumu tsumu by LINE Corporation and Walt Disney Corporation
  4. White Cat Project by Colopl Inc.
  5. Sword and sorcery. Logres of Swords and Sorcery – original popular online RPG by Marvelous Inc.
  6. all 25 top-grossing Google-Play store Android apps on June 6, 2015

Market capitalization of the companies involved:

  • Mixi: YEN 443 billion (US$ 3.5 billion)
  • GungHo: YEN 580 billion (US$ 4.6 billion)
  • LINE: unlisted
  • Konami: YEN 324 billion (US$ 2.6 billion)
  • Colopl: YEN 312 billion (US$ 2.5 billion)
  • Marvelous: YEN 86.8 billion (US$ 0.7 billion)

Analyzing the market capitalization of these companies, it is obvious that a large part – or all – of the value is in the smartphone games.

As an example, Mixi’s core business was the mixi Social Network, which lost weight with the success of Facebook in Japan, until the breakthrough success of its Monster Strike game during FY2014.

How are foreign companies doing in Japan’s smartphone app market?

Disney achieved consistently high rankings in cooperation with LINE for the tsumu-tsumu game.

Next highest ranking foreign game is the Finland based, 73.2% SoftBank owned, Clash of Clans by Supercell on rank 12.

Japan game market report (398 pages, pdf-file)

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Categories
native smart phone games smart phone games

Japan Google Play top grossing Android apps

25 Japan Google Play top grossing Android Apps of June 6, 2015 (All Categories)

Japan game market report (398 pages, pdf-file)

  1. No. 1 Monster strike (by Mixi)
  2. No. 2 Puzzle & Dragons by GungHo
  3. No. 3「LINE: ディズニーツムツム」LINE Disney tsumu tsumu (by LINE Corporation & Disney)
  4. No. 4「白猫プロジェクト」”White Cat project” by COLOPL Inc.
  5. No. 5 「剣と魔法のログレスいにしえの女神・人気の本格オンラインRPG」Sword and sorcery. Logres of Swords and Sorcery – original popular online RPG by Marvelous Inc.
  6. No. 6 「クイズRPG 魔法使いと黒猫のウィズ」”Quiz RPG magic using black cat whiz” by COLOPL Inc.
  7. No. 7 「グランブルーファンタジー】」Grandblue Fantasy by Cygames Inc. (Cygames is a joint-venture company between CyberAgent (74.04%) and DeNA (24.03%), originally founded in May 2011 as a subsidiary of CyberAgent Corporation)
  8. No. 8 LINE PokoPoko by LINE Corporation
  9. No. 9 LINE by LINE Corporation
  10. No. 10 FINAL FANTASY Record Keeper by DeNA
  11. No. 11「実況パワフルプロ野球」”Actual powerful pro base ball” by KONAMI
  12. No. 12 Clash of Clans by Supercell. Supercell is now valued at US$ 5.3 billion and 73.2% owned by SoftBank.
  13. No. 13「ファントム オブ キル」”Phantom of the Kill” by gumi Inc.
  14. No. 14 Love life! School Idol Festival by KLab Inc.
  15. No. 15 OnePiece Treasure Cruise (by Bandai Namco Entertainment Inc)
  16. No. 16 LINE POP2 by LINE Corporation
  17. No. 17「スクールガールズストライカーズ」”Schoolgirl strikers” by Square Enix Ltd.
  18. No. 18 Dragon poker by Asobism Co Ltd
  19. No. 19 Dragon Quest Monsters Superlight (by Square Enix)
  20. No. 20 「戦国炎舞 ‐KIZNA‐ 【人気の本格戦国RPG】」Sengoku Enbu – KIZNA – (popular true waring states RPG) by Sumzap Inc (株式会社サムザップ) (Sumzap Inc. is a 100% owned subsidiary of CyberAgent Corporation).
  21. No. 21 LINE Rangers by LINE Corporation
  22. No. 22 Summoners War by Com2uS Corporation (a South Korean game developer company)
  23. No. 23 「ブレイブフロンティア 【無料本格RPG-ブレフロ】」 Brave Frontier by Alim Co Ltd
  24. No. 24 「消滅都市」  Extinction capital – Everything in its right place. By Wright Flyer Studios Inc.
  25. No. 25 「ユニゾンリーグ◆-ユニフレと冒険-人気本格オンラインRPG」Unison League – (popular original RPG) by Ateam Inc.

Japan game market report

(398 pages, pdf-file)

Copyright (c) 2015-2019 Eurotechnology Japan KK All Rights Reserved

Categories
smart phone games

Japan iOS App store 25 top grossing

25 Top Grossing iPhone Apps of June 6, 2015 (All Categories)

Eurotechnology report: JAPAN’S GAME MAKERS AND MARKETS – DISRUPTION BY SMARTPHONE GAMES
Eurotechnology report: JAPAN’S GAME MAKERS AND MARKETS – DISRUPTION BY SMARTPHONE GAMES
  1. No. 1 Monster strike (by Mixi)
  2. No. 2 Puzzle & Dragons by GungHo
  3. No. 3 FINAL FANTASY Record Keeper by DeNA
  4. No. 4 LINE by LINE Corporation
  5. No. 5「実況パワフルプロ野球」”Actual powerful pro base ball” by KONAMI
  6. No. 6「LINE: ディズニーツムツム」LINE Disney tsumu tsumu (by LINE Corporation & Disney)
  7. No. 7「チェインクロニクル・本格シナリオRPG/エヒクロ」”Chain chronicle original scenario RPG / Chaincro” by SEGA Corporation
  8. No. 8「白猫プロジェクト」”White Cat project” by COLOPL Inc.
  9. No. 9 Love life! School Idol Festival by KLab Inc.
  10. No. 10 MOBIUS FINAL FANTASY by Square Enix Inc.
  11. No. 11 「剣と魔法のログレスいにしえの女神・人気の本格オンラインRPG」Sword and sorcery. Logres of Swords and Sorcery – original popular online RPG by Marvelous Inc.
  12. No. 12 Clash of Clans by Supercell. Supercell is now valued at US$ 5.3 billion and 73.2% owned by SoftBank.
  13. No. 13 LINE PokoPoko by LINE Corporation
  14. No. 14 「クイズRPG 魔法使いと黒猫のウィズ」”Quiz RPG magic using black cat whiz” by COLOPL Inc.
  15. No. 15 「戦国炎舞 ‐KIZNA‐ 【人気の本格戦国RPG】」Sengoku Enbu – KIZNA – (popular true waring states RPG) by Sumzap Inc (株式会社サムザップ) (Sumzap Inc. is a 100% owned subsidiary of CyberAgent Corporation).
  16. No. 16 Dragon poker by Asobism Co Ltd
  17. No. 17 「グランブルーファンタジー】」Grandblue Fantasy by Cygames Inc. (Cygames is a joint-venture company between CyberAgent (74.04%) and DeNA (24.03%), originally founded in May 2011 as a subsidiary of CyberAgent Corporation)
  18. No. 18 Dragon Quest Monsters Superlight (by Square Enix)
  19. No. 19 OnePiece Treasure Cruise (by Bandai Namco Entertainment Inc)
  20. No. 20 Game of War – Fire Age by Machine Zone Inc. (a Palo Alto based game venture company)
  21. No. 21 Summoners War by Com2uS Corporation (a South Korean game developer company)
  22. No. 22 Tsuri Suta (Tsuri = Angling) (by GREE)
  23. No. 23 LINE Manga – free popular manga, daily renewed content by LINE Corporation
  24. No. 24 Hunter x Hunter Battle Allstars (by NamcoBandai Games Inc)
  25. No. 25 Puyo puyo!! Quest (by Sega Corporation)

Japan game market report (398 pages, pdf-file)

Japan smartphone game business
Japan smartphone game business

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games smart phone games SNS Software

Smartphone games disrupt Japanese video game industry

24 new listed smartphone game companies achieve net income twice as high as all top 8 traditional video game companies combined

Its not just Nintendo being disrupted, its the whole Japanese video games industry

In the most recent version of our report on Japan’s game industry, we added 24 publicly listed new smartphone game companies (listed on the Mothers market or the second or first sections of the Tokyo Stock Exchange), and we also added not-yet-publicly-traded LINE, and we will add more in future editions.

Japan game market report (398 pages, pdf-file):

There has been much media focus on Nintendo and how it is affected by the rise of smartphone freemium games, and how it will react. But our analysis shows that its not just Nintendo thats affected, but the whole traditional Japanese video game industry.

Smartphone games disrupt:

During financial year just ended, 24 publicly listed Japan’s smartphone game companies earned twice as much income as all top 8 traditional video game companies combined.

Combined net income in FY2014 (which for most companies ended on March 31, 2015) for 24 publicly listed Japanese new smartphone game companies is about YEN 200 billion (about US$ 2 billion), compared to a combined net income of about YEN 100 billion (about US$ 1 billion) for all top 8 traditional Japanese video game companies:

net income of Japan's top 8 traditional video game companies is about US$ 1 billion in FY2014
net income of Japan’s top 8 traditional video game companies is about US$ 1 billion in FY2014 (source: official company financial reports)
net income of 24 listed Japanese new smartphone game companies combined in FY2014 is about US$ 2 billion
net income of 24 listed Japanese new smartphone game companies combined in FY2014 is about US$ 2 billion (source: official company financial reports)

Japanese smartphone games have global impact and capture global value

Japanese smartphone game companies are in leading positions on global scale (Source: AppAnnie):

  • The globally No. 1 ranked top grossing company for iOS and Google-Play app stores combined is a Japanese company: LINE
  • 2 out of the top-10 top-grossing smartphone game companies globally (iOS plus Google-Play app stores combined) are Japanese companies
  • 5 out of the top-10 top-grossing apps globally (iOS plus Google-Play app stores combined) are Japanese apps

Learn more about Japan’s games industries

Japan game market report (398 pages, pdf-file)

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disruption games mobile games smart phone games

Nintendo smartphone pivot?!

Nintendo partners with DeNA

Taking Nintendo intellectual property and characters to smartphones

Nintendo was founded on September 23, 1889 by Fujasiro Yamauchi in Kyoto for the production of handmade “hanafuda” cards. Nintendo Headquarters are still located in Kyoto (you can see the Nintendo headquarters building from the Kyoto railway station).

The Chinese characters used to write Nintendo’s original Japanese company name in Japanese mean something like “leave the responsibility to heaven or to god”.

Nintendo has been through many pivots during its more than 100 years history, and Nintendo can afford to take its time to do things right, and it did when smartphones started disrupting industry sector after industry sector, and did not stop disrupting the games industry.

Nintendo has a home advantage – the epicenter of the global games industry is in Japan, and not surprisingly, Japan is by far the world’s No. 1 biggest smartphone games market by cash income (other markets are bigger in terms of free downloads, but Japan is No. 1 globally in terms of cash revenues). So Japanese game companies have a big home advantage.

The No. 1 company ranked by gross revenues of the combined total iPhone + Android app market is also a Japanese company.

Yesterday, March 18, 2015, Nintendo announced to join forces with DeNA to jointly develop smartphone games including subscription based game services as a platform to leverage Nintendo’s iconic intellectual properties and characters.

Do you understand the big picture of Japan’s games industries, which drive the global game market? Make sure you do – and read our report:

Copyright 2015 Eurotechnology Japan KK All Rights Reserved

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smart phone games

Google Play Japan – top grossing Android Apps ranking

Android smart phone apps ranking in Japan by gross revenues (Feb. 18, 2015)

Japan game market report (398 pages, pdf-file)

AppAnnie showed that in terms of combined iOS AppStore + Google Play revenues, Japan is No. 1 globally, spending more than the USA. Therefore Japan is naturally the No. 1 target globally for many mobile game companies!

Eurotechnology report: JAPAN’S GAME MAKERS AND MARKETS – DISRUPTION BY SMARTPHONE GAMES
Eurotechnology report: JAPAN’S GAME MAKERS AND MARKETS – DISRUPTION BY SMARTPHONE GAMES

Android Google Play – Japan “Top Grossing” apps ranking of February 18, 2015:

Note that the Android/Google Play ranking shown here is very similar to the iOS top grossing ranking.

  • No. 1 Puzzle & Dragons by GungHo
  • No. 2 Monster strike (by Mixi)
  • No. 3 白猫プロジェクト (= white cat project) (by Colopl Inc.)
  • No. 4 クイズRPG 魔法使いと黒猫のウィズ (= Quiz RPG (role playing game) The World of Mystic Wiz, the which and the black cat wiz) (by Colopl Inc.)
  • No. 5 LINE Disney tsumu tsumu (by LINE Corporation) (ツムツム = Tsum Tsum)
  • No. 6 LINE PokoPoko (by LINE Corporation)
  • No. 7 Dragon Quest Monsters Superlight (by Square Enix)
  • No. 8 LINE (by LINE Corporation)
  • No. 9 Final Fantasy Record Keeper (by DeNA Ltd)
  • No. 10 LINE Rangers (by LINE Corporation)
  • No. 11 Love life! School Idol Festival (by KLab Inc.)
  • No. 12 Logres of Swords and Sorcery – popular online RPG (by Marvelous Inc.)
  • No. 13 Runaway lives motorcycle Tiger (by Donuts Co Ltd)
  • No. 14 Clash of Clans (by Supercell)
  • No. 15 Chain chronicle – real scenario RPG (ChainChro = チェンクロ) (by SEGA Corporation)
  • No. 16 Actual powerful pro-baseball (実況パワフルプロ野球) (by KONAMI)
  • No. 17 Schoolgirl strikers (by Square Enix)
  • No. 18 Puyo puyo!! Quest (by Sega Corporation)
  • No. 19 LINE POP2 (by LINE Corporation)
  • No. 20 Granblue Fantasy (by Cygames Inc)
  • No. 21 Drift Spirits (by Bandai Namco Games Inc)
  • No. 22 Pro baseball Pride 2014 (by Colopl Inc.)
  • No. 23 Sengoku Enbu – KIZNA – (by Sumzap Inc)
  • No. 24 Dragon poker (by Asobism Co Ltd)
  • No. 25 Gandam Conquest (by Bandai Namco Games Inc)

Japan’s iconic game companies created many game categories – this tradition carries over to mobile gaming now.

Japan game market report (398 pages, pdf-file)

Copyright 2015 Eurotechnology Japan KK All Rights Reserved

Categories
smart phone games

Japan smartphone app rankings by cash revenue (iOS)

Top grossing app ranking (Feb. 10, 2015)

AppAnnie showed that in terms of combined iOS AppStore + Google Play revenues, Japan is No. 1 globally, spending more than the USA. Therefore Japan is naturally the No. 1 target globally for many mobile game companies, and quite a few of the top grossing apps in Japan are of foreign origin – can you guess which?!

Japan game market report (398 pages, pdf-file)

iOS AppStore-Japan “Top Grossing” ranking of February 10, 2015:

Note that the iOS ranking shown here is very similar to the Android / Google Play top grossing ranking.

  • No. 1 Monster strike (by Mixi) from rank 2 on July 13, 2014
  • No. 2 Puzzle & Dragons by GungHo (from rank 1 on July 13, 2014)
  • No. 3 白猫プロジェクト (= white cat project) (by Colopl Inc.)
  • No. 4 Dragon Quest Monsters Superlight (by Square Enix) (from Rank 12 on July 13, 2014)
  • No. 5 LINE Disney tsumu tsumu (by LINE Corporation) (ツムツム = Tsum Tsum) (from Rank 3 on July 13, 2014)
  • No. 6 Final Fantasy Record Keeper (by DeNA Ltd)
  • No. 7 LINE (by LINE Corporation)
  • No. 8 Love life! School Idol Festival (by KLab Inc.) (was rank 9 on July 13, 2014)
  • No. 9 LINE PokoPoko (by LINE Corporation)
  • No. 10 Logres of Swords and Sorcery – popular online RPG (by Marvelous Inc.) (was rank 14 on July 13, 2014)
  • No. 11 Clash of Clans (by Supercell) (was rank 5 on July 13, 2014)
  • No. 12 Runaway lives motorcycle Tiger (by Donuts Co Ltd)
  • No. 13 Drift Spirits (by Bandai Namco Games Inc)
  • No. 14 Actual powerful pro-baseball (実況パワフルプロ野球) (by KONAMI)
  • No. 15 Sengoku Enbu – KIZNA – (by Sumzap Inc) (was rank 8 on July 13, 2014)
  • No. 16 Sword Art Online Code Resister (by Bandai Namco Games Inc)
  • No. 17 Chain chronicle – real scenario RPG (ChainChro = チェンクロ) (by SEGA Corporation)
  • No. 18 Schoolgirl strikers (by Square Enix)
  • No. 19 Summons Board (by GungHo Online Entertainment)
  • No. 20 Puyo puyo!! Quest (by Sega Corporation) (was rank 11 on July 13, 2014)
  • No. 21 Granblue Fantasy (by Cygames Inc)
  • No. 22 LINE Manga – daily reload of popular manga free of charge (by LINE Corporation)
  • No. 23 Brave frontier (by Alim Co Ltd) (was rank 4 on July 13, 2014)
  • No. 24 Dragon poker (by Asobism Co Ltd) (was rank 6 on July 13, 2014)
  • No. 25 LINE POP2 (by LINE Corporation)

Japan game market report (398 pages, pdf-file)

Copyright 2015-2019 Eurotechnology Japan KK All Rights Reserved

Categories
smart phone games

Japan iPhone AppStore: world’s top grossing!

iPhone AppStore-Japan “Top Grossing” games ranking of July 13, 2014:

Japan game market report (398 pages, pdf-file):

Bold figures show rankings in February 2014

  1. No. 1 Puzzle & Dragons by GungHo
  2. No. 2 Monster strike (by Mixi)
  3. No. 3 LINE Disney tsumu tsumu (by LINE Corporation & Disney) (Tsum Tsum) (was rank 23)
  4. No. 4 Brave frontier (by Alim Co Ltd) (was rank 19)
  5. No. 5 Clash of Clans (by Supercell) (was rank 13)
  6. No. 6 Dragon poker (by Asobism Co Ltd) (was rank 17)
  7. No. 7 Tsuri Suta (by GREE) (same rank 7)
  8. No. 8 Sengoku Enbu – KIZNA – (by Sumzap Inc, subsidiary of CyberAgent) (was rank 8)
  9. No. 9 Love life! School Idol Festival (by KLab Inc) (was rank 14)
  10. No. 10 LINE Rangers (by LINE Corporation)
  11. No. 11 Puyo puyo!! Quest (by Sega Corporation) (was rank 9)
  12. No. 12 Dragon Quest Monsters Superlight (by Square Enix) (was rank 3)
  13. No. 13 Ange Vierge – No. 2 Public Morals Committee Member girls battle (by Sega Corporation)
  14. No. 14 Logres of Swords and Sorcery – popular online RPG (by Marvelous Inc.)
  15. No. 15 Pro yakiyu PRIDE (by Colopl Inc) (was rank 6)
  16. No. 16 Merc Storia (by Happy Elements KK)
  17. No. 17 Candy Crush Saga (by King.com Ltd) (was rank 15)
  18. No. 18 OnePiece Treasure Cruise (by Bandai Namco Games)
  19. No. 19 SG GUNDAM GENERATION FRONTIER (by Bandai Namco Games)
  20. No. 20 Summoners War: Sky Arena (by Com2u2 Corp., a South Korean game company)
  21. No. 21 Quiz RPG Witch and black cat quiz (by Colopl) (was rank 2)
  22. No. 22 LINE Pokopang (by LINE Corporation (was rank 5)
  23. No. 23 World soccer collection S (by KONAMI) (was rank 24)
  24. No. 24 Frozen Free Fall (by Disney)
  25. No. 25 Gundam Area wars (by NamcoBandai Games Inc) (was rank 18)

Dropped out of the top 25 since February 2014:

  • February 2014:No. 10 Gunzei RPG aoi no sangokushi (by Colopl)
  • February 2014: No. 11 Bousou retsuden tansha tora (by Donuts Ltd) (a motobicycle race game)
  • February 2014: No. 12 Dragon league X (by Asobism Co Ltd)
  • February 2014: No. 20 Chain cronicle. Original scenario RPG. Chencro (by SEGA Corporation)
  • February 2014: No. 21 LINE Play (by LINE Corporation)
  • February 2014: No. 22 LINE Bubble! (by LINE Corporation)
  • February 2014: No. 25 Hay Day (by Supercell)

AppAnnie showed that in terms of combined iOS AppStore + Google Play revenues, Japan is No. 1 globally, spending more than the USA. Therefore Japan is naturally the No. 1 target globally for many mobile game companies, and quite a few of the top grossing apps in Japan are of foreign origin – can you guess which?!

Japan’s iconic game companies created many game categories – this tradition carries over to mobile gaming now.

Building a business in Japan is not trivial

Many foreign game companies have failed and given up. Foreign game companies that have recently given up in Japan include Zynga and Habbo Hotel. EA has given up twice, and is now undertaking the third entry to Japan. To understand some of the key mistakes foreign companies make in Japan, read our blog about why Vodafone failed in Japan.

Lets have a look at the list of top grossing games in the Apple iOS AppStore today. Out of the 25 top grossing games in the AppStore, quite a few are by foreign originating companies. Can you guess which these are by reading the list above?

Japan is certainly not a “closed market”. It is obvious that Apple does not discriminate in any way against foreign companies in Japan – and neither do Japanese consumers!

Interestingly, neither Nintendo, nor Rovio’s games, such as Angry Birds appear among the 200 “top grossing games” in Apple’s iOS Japan AppStore.

Japan game market report (398 pages, pdf-file):

Copyright (c) 2014-2019 Eurotechnology Japan KK All Rights Reserved

Categories
mobile games smart phone games

Top Japanese game companies

25 listed top game companies listed on Tokyo Stock Exchange have total market cap of US$ 30 billion

Japan game market report (398 pages, pdf-file):

Japan is the cradle of many global games

Japan created much of today’s global game market with icon’s such as Nintendo. However, today the moment has been taken over by new online game companies. Their combined income now exceeds the traditional icons.

Top Japanese game companies: disruption by newcomers making mobile apps

We wrote in our blog first back in 2009 about the disruption of Nintendo’s blue ocean (Wii and DS) by smartphone app stores.

Top Japanese game companies: top 25 public game companies have added market cap of US$ 30 billion

Today, 25 Japanese online game companies listed on the Tokyo Stock Exchange, have a combined market cap of about YEN 3000 billion (US$ 30 billion).

These are (data of May 9, 2014):

  1. Konami (TSE Code 9766)
  2. DeNA (TSE Code 2432) market cap = YEN 246 billion (US$ 2.5 billion)
  3. Gree (TSE Code 3632) market cap = YEN 216 billion (US$ 2.2 billion)
  4. Square Enix Holdings (TSE Code 9684)
  5. Capcom (TSE Code 9697)
  6. GungHo (TSE 3765), market cap = YEN 612 billion (US$ 6 billion)
  7. Colopl (TSE Code 3668), Market cap = YEN 257 billion (US$ 2.6 billion)
  8. find the full list in our report on Japan’s game sector

Total market cap= YEN 2954.2 billion (=US$ 29 billion)

Top Japanese game companies: list above does not include LINE

This list does not include LINE, which is a private company, and has built a substantial games business.

Japan game market disruption – market report:

Copyright 2014 Eurotechnology Japan KK All Rights Reserved

Categories
smart phone games

Supercell Japan advertises to improve today’s top-ten rank in Japan’s i-Phone/iOS App-Store

Supercell Japan is not satisfied with 10th rank for Clash of Clans in the Japanese iPhone app store…

by Gerhard Fasol

Report on Japan’s game makers and game markets

Japan is the world’s No. 1 top grossing app market both for iOS apps and for Android apps, as we discussed before.

Supercell Japan: investments by SoftBank and GungHo

Supercell recently opened operations in Japan, and attracted major investment by SoftBank and SoftBank affiliate Gung-Ho.

Supercell advertising Clash of Clans in Tokyo Shibuya - one of the world's busiest rail stations
Supercell advertising Clash of Clans in Tokyo Shibuya – one of the world’s busiest rail stations

Supercell currently advertises with large scale posters on the platforms of one of the busiest rail stations globally, Tokyo-Shibuya. Currently Supercell’s “Clash of Clans” is ranked on No. 10 position of top grossing iPhone Apps for all categories combined, while GungHo’s “Puzzle & Dragons” is on No. 1 (Gung-Ho is investor in SuperCell).

Supercell Japan on rank 10 in the top grossing ranking of the iPhone app store:

“Top Grossing” ranking in the iPhone AppStore for all categories combined:

  1. Puzzle & Dragon by GungHo Online Entertainment
  2. Monsterstrike by mixi
  3. LINE Pokopang by Naver Japan
  4. Brave Frontier by Alim
  5. PyuoPuyo!! Quest by Sega
  6. Dragon Poker by Asobism
  7. Disney Tsumu Tsumu by Naver Japan
  8. Pro Yakyu Pride 2014 by Colopl
  9. LINE by Naver Japan
  10. Clash of Clans by Supercell
Clash of Clans advertising on the platform of one of the world's busiest rail stations - Tokyo/Shibuya
Clash of Clans advertising on the platform of one of the world’s busiest rail stations – Tokyo/Shibuya

Copyright(c) 2014 Eurotechnology Japan KK All Rights Reserved

Categories
games Mobile mobile games smart phone games

Japan iPhone AppStore: 10 out of the 25 top grossing apps in Japan are by companies of foreign origin. Can you guess which?

Japan is No. 1 globally in terms of iOS AppStore + Google Play revenues, bigger and faster growing than USA

10 out of 25 top grossing apps in Japan are of foreign origin

Japan game market report (398 pages, pdf-file)

AppAnnie showed that in terms of combined iOS AppStore + Google Play revenues, Japan is No. 1 globally, spending more than the USA. Therefore Japan is naturally the No. 1 target globally for many mobile game companies, and 10 out of 25 top grossing apps in Japan are of foreign origin!

Japan’s iconic game companies created many game categories – this tradition carries over to mobile gaming now.

Building a business in Japan is not trivial

Many foreign game companies have failed and given up. Foreign game companies that have recently given up in Japan include Zynga and Habbo Hotel. EA has given up twice, and is now undertaking the third entry to Japan. To understand some of the key mistakes foreign companies make in Japan, read our blog about why Vodafone failed in Japan.

Lets have a look at the list of top grossing games in the Apple iOS AppStore today. Out of the 25 top grossing games in the AppStore, 10 are by foreign originating companies. Can you guess which these are by reading the list below?

So Japan is certainly not a “closed market”. Actually, it is obvious that Apple does not discriminate in any way against foreign companies in Japan.

Interestingly, neither Nintendo, nor Rovio’s games, such as Angry Birds appear among the 200 “top grossing games” in Apple’s iOS Japan AppStore.

Apple iOS AppStore-Japan “Top Grossing” games ranking – 10 out of the 25 top grossing apps in Japan are by companies of foreign origin

Can you guess which 10 are by companies of foreign origin?

(read the rankings on July 13, 2014 here)

February 4, 2014:

  • No. 1 Puzzle & Dragons by GungHo
  • No. 2 Quiz RPG Witch and black cat quiz (by Colopl)
  • No. 3 Dragon Quest Monsters Superlight (by Square Enix)
  • No. 4 Monster strike (by Mixi)
  • No. 5 LINE Pokopang (by Naver Japan)
  • No. 6 Pro yakiyu PRIDE (by Colopl Inc)
  • No. 7 Tsuri Suta (by GREE)
  • No. 8 Sengoku Enbu (by Sumzap Inc)
  • No. 9 Puyo puyo!! Quest (by Sega Corporation)
  • No. 10 Gunzei RPG aoi no sangokushi (by Colopl)
  • No. 11 Bousou retsuden tansha tora (by Donuts Ltd) (a motobicycle race game)
  • No. 12 Dragon league X (by Asobism Co Ltd)
  • No. 13 Clash of Clans (by Supercell)
  • No. 14 Love life! School Idol Festival (by KLab Inc.)
  • No. 15 Candy Crush Saga (by King.com Ltd)
  • No. 16 LINE (by Naver Japan)
  • No. 17 Dragon poker (by Asobism Co Ltd)
  • No. 18 Gundam Area wars (by NamcoBandai Games Inc)
  • No. 19 Brave frontier (by Alim Co Ltd)
  • No. 20 Chain cronicle. Original scenario RPG. Chencro (by SEGA Corporation)
  • No. 21 LINE Play (by Naver Japan)
  • No. 22 LINE Bubble! (by Naver Japan)
  • No. 23 LINE Disney tsumu tsumu (by Naver Japan)
  • No. 24 World soccer collection S (by KONAMI)
  • No. 25 Hay Day (by Supercell)

Japan game market report

(398 pages, pdf-file)

Copyright (c)2014 Eurotechnology Japan KK All Rights Reserved

Categories
games M&A mobile games smart phone games Software

“Japanese superman Masayoshi Son” invests in Supercell (interview for Talouselämä, Finland’s largest business newspaper)

“Japanese superman Masayoshi Son” invests in SuperCell – interview with Finland’s largest business newspaper Talouselämä

Talouselämä (Finland’s largest business newspaper)’s news editor Mirva Heiskanen interviewed me for their article entitled “Japanese superman Masayoshi Son invests in Supercell” (Supercellin ostaja Masayoshi Son on Japanin supermies).

More interviews by Gerhard Fasol.
To understand SoftBank better, read our report on SoftBank, an analysis of SoftBank, history, current data, and the context.

Here are some of my main points:

Its not well known in Europe and US yet, but SoftBank is a very large company, and aiming to become the world’s largest company

SoftBank is really a very large company, driven by the charismatic founder Masayoshi Son. To get a feeling for the size of SoftBank, while the investment in Supercell is a large amount of money by anybody’s standards, its about 5% of SoftBank’s acquisitions this year alone (in addition to M&A type investments, SoftBank also invests substantial sums in networking equipment and other telecom business infrastructure and data centers).

SoftBank invested in about 1500 companies, the most famous currently being Alibaba

Overall SoftBank invests in about 1500 companies or more: SoftBank takes a venture capital approach to this portfolio. Overall SoftBank investments are incredibly successful. As an example, look at the currently important Alibaba case:
Softbank acquired 36.7% of Alibaba in 2000 for US$ 20 million.
Alibaba’s market cap will be determined after its IPO, but currently figures between US$ 100 billion and even up to US$ 250 billion circulate. This would value SoftBank’s 36.7% stake in Alibaba at somewhere between US$ 36.7 billion and US$ 91 billion, a return on initial investment between 1835 and 4550 times!

While SoftBank’s overall portfolio is outstandingly successful, not every single investment is successful, as is normal for a venture type investment style.

This year alone, SoftBank investments and acquisitions amount to about US$ 30 billion

This year SoftBank’s direct investments and acquisitions alone are on the order of US$ 30 billion and include:

  • Sprint US$ 21.6 billion + infrastructure investments
  • Clearwire (not sure if this is included in the Sprint figures)
  • eMobile/eAccess US$ 5 billion including debt
  • GungHo increase stake US$ 1/4 billion
  • Supercell US$ 1.5 billion
  • mobile phone distributor Brightstar which is another US$ 1.26 billion

Talouselämä questions about SoftBank and its investment in Supercell and my answers:

  • What are SoftBank’s targets? SoftBank wants to become one of the most important companies globally, has a 30 year plan and a 300 your plan
  • How does SoftBank integrate acquisitions? Case-by-case. In some cases, e.g. Vodafone-Japan KK, Softbank totally absorbed the company and its assets became much of the starting point of SoftBank Mobile, however today’s SoftBank Mobile is a dramatically different company compared to Vodafone-Japan KK, which according to Masayoshi Son in recent interviews “was going south”.
  • How important are games for Softbank? SoftBank is major investor in GungHo, which is one of the world’s most successful smartphone game companies.
  • What other businesses does SoftBank concentrate on, and what kind of goals does it have? SoftBank today focusses on mobile communications and internet, however is also active in other areas. For example, SoftBank is aggressively building an energy business, with focus on renewable energy, which includes renewable energy investments in Mongolia for example. SoftBank‘s more than 1500 investments include Alibaba and Yahoo Japan KK.

To understand SoftBank better, read our report on SoftBank, an analysis of SoftBank, history, current data, and the context.

Understand Japan’s games sector and its disruption

Report “Japan game makers and markets” (pdf file, approx 400 pages, 140 figures)

Copyright (c) 2013 Eurotechnology Japan KK All Rights Reserved

Categories
Galapagos effect Mobile native smart phone games smart phone games telecommunications

Why are keitai so hot in Japan?

Innovations in Japan’s mobile phone sector

Why is Japan’s telecommunications sector leading?

Seminar announcement

The European Institute of Japanese Studies (EIJS Academy in Tokyo) of the Stockholm School of Economics will hold a seminar in Tokyo-Marunochi on Thursday, February 16, 2006:

Topic: “Why are Mobile Phones (Keitai) so hot in Japan? – and How European companies in all sectors can profit from Keitai”

Speaker: Gerhard Fasol

Gerhard Fasol "Why are keitai so hot in Japan?" Embassy of Sweden
Gerhard Fasol “Why are keitai so hot in Japan?” Embassy of Sweden

Agenda:

Japan created the most passionate and most advanced mobile communications (keitai) market in the world. Recently, almost all innovations in mobile communications have been developed or brought to market first in Japan. Fasol’s talk will explain why this is, and how European companies in all fields, from retail to publishing can profit by building keitais into their business models.

Date: Thursday, February 16, 2006
Time:

6.15 – 7.00 p.m. Drink and Snack (served before the lecture)

7.00 – 9.00 p.m. Lecture and Discussion

Place:
Marubiru Conference Square, Room 2 (Tel: 03-3217-7111)
8th floor of Marubiru, 2-4-1 Marunouchi, Chiyoda-ku, Tokyo
One-minute walk from JR Tokyo Station, Marunouchi South Exit

Fee: JPY2,000 per person, payable at the door
Free for students, please bring your student ID
Free for those who are from sponsoring companies

Advance registration required: Please sign up (via email) or fax to (FAX 03-3212-1530) for the attention of Ms. Futagawa (EIJS Tokyo Office.)

Japan telecommunications industry report

Copyright 2013 Eurotechnology Japan KK All Rights Reserved