Tag: Puzzle and Dragons

  • Japan iOS App store 25 top grossing

    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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  • 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:

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