Tag: GREE

  • Top Japanese game companies

    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

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

    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

  • Japan game market disruption: GungHo + DeNA + GREE overtake Japan’s game icons

    Japan game market disruption: GungHo + DeNA + GREE overtake Japan’s game icons

    Japan game market disruption: new smartphone game companies overtake Japan’s game icons like Nintendo in income

    [日本語版はこちらへ]

    Since last financial year (ended March 31, 2013), three newcomers (GungHo, DeNA, and GREE) combined achieved higher operating income and higher net income than all 9 iconic Japanese game companies (Nintendo + SONY-Games + SegaSammy + BandaiNamco + Konami + TakaraTomy + SquareEnix + Capcom + TecmoKoei) combined.

    While the newcomer’s revenues are increasing (except for GREE), the traditional 9 game companies’ revenues peaked in 2008, and have been falling rapidly ever since.

    Clearly Japan’s the 2003-2005 mergers in Japan’s game sector did not make the sector “future proof” – more dramatic changes will be either initiated by the iconic incumbents, or imposed on them from newcomers such as GungHo.

    Note that the position of foreign entrants remain weak in Japan’s game market overall.

    Read more in the article below or in our report on “Japan’s game makers and markets”, and in the following post “Brutal disruption of Japan’s Game Markets”.

    Three new game companies (GungHo, DeNA, GREE) overtake Japan's 9 iconic game companies in operating profits (note that the last data point for 2013 for GungHo is only for the first 6 months, i.e. full year results will show that the "new" game companies are doing even better compared to the "old" game companies than visible in this figure) Source: https://www.eurotechnology.com/store/jgames/
    Three new game companies (GungHo, DeNA, GREE) overtake Japan’s 9 iconic game companies in operating profits (note that the last data point for 2013 for GungHo is only for the first 6 months, i.e. full year results will show that the “new” game companies are doing even better compared to the “old” game companies than visible in this figure) Source: https://www.eurotechnology.com/store/jgames/
    Three newcomers (GungHo, DeNA, GREE) achieve higher net profits than all 9 Japanese game icons combined (note that the last data point for 2013 for GungHo is only for the first 6 months, i.e. full year results will show that the "new" game companies are doing even better compared to the "old" game companies than visible in this figure) source: https://www.eurotechnology.com/store/jgames/
    Three newcomers (GungHo, DeNA, GREE) achieve higher net profits than all 9 Japanese game icons combined (note that the last data point for 2013 for GungHo is only for the first 6 months, i.e. full year results will show that the “new” game companies are doing even better compared to the “old” game companies than visible in this figure) source: https://www.eurotechnology.com/store/jgames/

    Japan game market disruption: online and smartphone came company GungHo with Puzzle and Dragons

    GungHo started as OnSale KK, a joint-venture between SoftBank and the US company OnSale Inc., the purpose of this JV was Japan market entry for this US company, an ecommerce company.
    OnSale KK pivoted from ecommerce to games and started to distribute the Korean game Ragnarok and others, and changed its name to GungHo.
    GungHo’s breakthrough came with “Puzzle and Dragons” – Jan-June 2013 operating profits increased 4050.1% (four thousand fifty percent) compared to the same period one year ago. GungHo is part of the SoftBank group.
    More in our report on “Japan’s game makers and markets”

    Japan game market disruption: GREE

    GREE on the other hand – although a successful new venture in Japan’s game sector – is not doing so well currently: reported revenues and income have both been falling. Essentially, GREE has difficulties to implement the plan to build a global business based on their Japanese methods and business models. The factors are both “hard” and “soft”, i.e. business models, and human factors.
    Details on GREE’s performance, and reasons for GREE’s current issues in our report:

    Copyright 2013 Eurotechnology Japan KK All Rights Reserved

  • Japan game sector disruption

    Japan game sector disruption

    Japan’s iconic game companies (Nintendo, Sony, Sega-Sammy, Bandai-Namco, Konami, Takara-Tomy, Square-Enix, Capcom, Tecmo-Koei) see brutal disruption by smart phone games

    Japan game sector disruption: Three newcomers (GREE, DeNA and GungHo) achieve higher operating income than all top 9 incumbent game companies combined

    Japan’s top 9 iconic game companies, Nintendo, Sony, Sega-Sammy, Bandai-Namco, Konami, Takara-Tomy, Square-Enix, Capcom, Tecmo-Koei created much of the world’s games markets, and many of the world’s most loved game characters.

    They are now seeing brutal disruption.

    Japan game sector disruption

    With the Financial Year ending March 31, 2013, for the first time, just three Japanese newcomers (GREE, DeNA and GungHo) achieved higher operating income than all top 9 Japanese iconic incumbent game makers:

    In FY2012 combined operating income of all 9 incumbent game companies was YEN 67.6 billion (US$ 700 million), combined operating income of the 3 newcomers was YEN 174 billion (US$ 1.8 billion) – even though for GungHo only the first 6 months of 2013 are included in the calculation.

    Operating income of Japan's top 9 games companies declined steadily since 2009 - combined operating income for FY2012 was YEN 67.6 billion (US$ 700 million)
    Operating income of Japan’s top 9 games companies declined steadily since 2009 – combined operating income for FY2012 was YEN 67.6 billion (US$ 700 million)
    In 2013, three newcomers (GREE, DeNA, GungHo) achieved higher operating income than all nine established Japanese game makers. Combined operating income for FY2012 was YEN 174 billion (US$ 1.8 billion) 
    In 2013, three newcomers (GREE, DeNA, GungHo) achieved higher operating income than all nine established Japanese game makers. Combined operating income for FY2012 was YEN 174 billion (US$ 1.8 billion) 

    The incumbents: Nintendo, Sony, Sega-Sammy, Bandai-Namco, Konami, Takara-Tomy, Square-Enix, Capcom, Tecmo-Koei

    Because of its size, Nintendo has the greatest weight in the overall performance of Japan’s traditional game sector. Nintendo has been dramatically affected by the shift from traditional game consoles to smartphones. Still, Nintendo (as all other Japanese iconic game companies) has tremendous resources, tremendous creativity, globally loved characters and brands, and huge cash reserves. I don’t think that Nintendo (and other Japanese game companies) risk as much to follow Nokia and RIM/BlackBerry’s fate, but may be more resilient. However, there has been substantial consolidation in Japan’s games sector of recent years, and the current challenges could lead to more M&A in Japan’s games sector.

    The disruptors

    We have only picked three important new market entrants – there are many more in Japan’s vibrant mobile game venture scene.

    DeNA

    DeNA initially started as a mobile auction group, and sees continuous strong growth and high margins.

    GREE

    Of these three, GREE is currently suffering some set-backs originating from GREE’s business model. GREE started as a SNS and social game platform on Japan’s “galake” (Galapagos Keitai) relying on Japan’s mobile internet services i-Mode, EZweb and Yahoo-Mobile, where operators traditionally take 9% commissions. Initially GREE tried to transfer this “platform on platform” business model to other countries, but this does not seem to work out. So GREE is now pivoting to original games, and has seen setbacks.

    GungHo

    GungHo started as a joint-venture with a US company, the purpose of this JV was Japan market entry for this US company. GungHo then pivoted away from this joint-venture to become a games company, and produced a series of games, which all did well, but not extraordinarily well. That is, until GungHo created “Puzzle and Dragons”, which is growing spectacularly well: Jan-June 2013 operating profits increased 4050.1% (four thousand fifty percent) compared to the same period one year ago, and net profits increased 2507.8% (two thousand seven percent) compared to Jan-June one year ago.

    The disruption

    The shift to smartphones is hitting Japanese traditional iconic game makers from all sides:

    • the shift from TV to tablets and mobile phones
    • the shift from dedicated game consoles to smart phones and tablets
    • the shift from Japan’s “galake” feature phones to smart phones
    • the shift in business model from traditional US$ 40-60 game cassettes-type to free game downloads with in-game purchases and advertising
    • …and more

    Japan’s game sector report

    Learn more: read our report on Japan’s game makers and markets
    (approx. 400 pages, pdf file)

    Copyright (c) 2013 Eurotechnology Japan KK All Rights Reserved