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Japanese gaming market differs from Europe/US, Social Casino intelligence

Japanese gaming market differs from Europe/US, Social Casino intelligence | Poker & eGaming News | Scoop.it

Dr Toto adds: “I think that the Japanese social gaming market is very different from that of the US or Europe. In Europe and America, casino games are moneymaking machines, but in Japan the market is dominated by the ‘traditional’ social genres, such as farming and puzzle titles."

 

“The biggest moneymakers in the casino genre are pachinko games, which have a slot mechanic within them, but these are very simple games and more approximations of real pachinko games. Poker and slots are present in the market but virtually unknown,” he concludes.

 

Many may have been deterred by a ban on a prize mechanic in May this year, which prompted fears of a crackdown on gambling-style games. While social casino operators resolutely deny that they offer gambling in any shape or form, it seems the Japanese Consumer Affairs Agency begs to differ. The agency initiated a crackdown on kompu gacha, a game mechanic wherein payers could win a virtual prize and progress in a game after wagering a stake of ¥300 ($3.74), decreeing that it was too similar to gambling and ordering all operators to comply.

 

The effect was immediate, with GREE’s share price dropping 23%, though the head of its corporate division, Ryutaro Shima, claimed that “even if kompu gacha is abandoned, it won’t rock the foundation of GREE”. Despite Shima’s confidence that the ban would not affect the company, Macquarie Securities analyst David Gibson suggested that net income could drop 18% as a result.

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Social gaming might need regulation, David Altaner GamblingCompliance

Social games that mimic traditional casino pastimes like poker or slot machines have so far followed one broad guideline to avoid drifting into trouble with gambling regulators: let players put money in, but never get it out. Vulnerable people can be enticed to spend beyond their means in ways that for-cash online gambling companies either would not be allowed to, or could not afford to.

 

Most social games operate on a “freemium” model, meaning initial play is free, but players can choose to purchase extra weapons or game premiums and chips to advance faster or beat opponents. The gaming companies make most of their profit from the paying players rather than through advertising.

 

In April and May, Japanese social gaming companies came under fire over so-called complete gacha games, which offer players the chance to buy randomly generated tokens which can be swapped for game prizes. Gree has agreed to limit players aged 16 to 19 to 10,000 yen (£80) in spending per month, and under 16s to 5,000 yen.

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Japanese mobile social gaming giant GREE aims to target West, TheNextWeb

Japanese mobile social gaming giant GREE aims to target West, TheNextWeb | Poker & eGaming News | Scoop.it

The world's largest mobile social gaming company GREE with 965 MUSD in sales last year aims to go big in the west. GREE develops own gaems and is the world's largets publishers of mobile games.

 

 

Korean Studio Paprika Lab was recently aquired with its famous facebook game HeroCity with 150 monthly users. The firm also aquired social studio Funzio for $210 million back in May, and has launched its first development house in San Francisco specially designed to deliver titles to appeal to western audiences.

 

http://venturebeat.com/2012/06/10/gree-e3-naoki-aoyagi-interview/

http://www.gree.co.jp/en/corporate/globalnetwork/

http://comeplay.gree.net/

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Japan threatens social gambling clampdown, EGR Magazine

Japan threatens social gambling clampdown, EGR Magazine | Poker & eGaming News | Scoop.it

Japan’s Consumer Affairs Agency has threatened to heighten its scrutiny of social gambling games over concerns they violate the country’s laws.

 

According to Bloomberg the games in question, known as ‘complete gacha’, allow players to win virtual items for an outlay of around 300 Yen (£2.33) at a time, with prizes on offer for those who obtain a certain combination of items.

 

Following the news, Japanese social gaming company Gree saw its shares fall by a record 23% yesterday. Gree’s net income would drop by as much as 18% if such a ban came into force.

 

Other companies to see share prices drop include video games developers Konami and Capcom, which also have social arms. Konami and Capcom would drop 10% in revenues if ‘complete gacha’ is banned.

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Gree grows North American mobile game revenue by 38% in Q2, Venture Beat

Gree grows North American mobile game revenue by 38% in Q2, Venture Beat | Poker & eGaming News | Scoop.it

Japanese social gaming giant GREE's decision to make a major move on the North American market appears to be gaining pace, with the company reporting a quarterly rise in revenues in the region.

 

For the first time since GREE (TYO:3632) set up a development studio in the US – based in San Francisco – the company has pegged gross revenue of just over $29 million.

 

More interesting, however, is the revelation that more than half of that was made in the company's most recent quarter.

 

Other sources:

http://www.pocketgamer.biz/r/PG.Biz/GREE+financial+news/news.asp?c=44178

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The global mobile gaming war is heating up, Daisuke Wakabayashi & Spencer E Ante at WallStreetJournal

The global mobile gaming war is heating up, Daisuke Wakabayashi & Spencer E Ante at WallStreetJournal | Poker & eGaming News | Scoop.it

The global mobile-game market is expected to increase nearly fivefold from $3.77 billion in 2010 to $17.6 billion in 2015, according to the research arm of Tokyo-based Ichiyoshi Securities.   The war is taking place on smartphones with names like Gree, DeNA, Zynga, Apple and Google.

Zynga has a massive base of people familiar with its games, like "Farmville" and "Words with Friends," on Facebook. But it is still relatively new to mobile games.

The rivalry is heating up at a time when the fragmented mobile-game world is starting to consolidate. Gree bought game maker Funzio for $210 million last month, giving it popular titles such as "Modern War" and "Crime City." Zynga purchased OMGPOP, the maker of hit game "Draw Something," for $183 million in March.

Zynga lags the Japanese companies in converting game players into paying customers.

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Nexon acquires 14.7 percent of NCsoft for $688M, VentureBeat

Nexon acquires 14.7 percent of NCsoft for $688M, VentureBeat | Poker & eGaming News | Scoop.it

Japanese Nexon acquired a 14.7 percent minority stake in Korean online game publisher NCsoft for $688 million. Nexon is now the largest shareholder in NCsoft, which publishes massively multiplayer online games such as Guild Wars 2, Aion, Lineage II, and Wildstar.

 

NCsoft was founded in 1997 and is based in Seoul, Korea. NCsoft generated 608.8 billion KRW in revenue in the fiscal year 2011.

 

Nexon, which pioneered the free-to-play online game business, went public in an initial public offering on the Tokyo Stock Exchange in December, raising $1 billion. Nexon was founded in 1994 and has had more than 1.3 billion players register to play its games. Nexon has published more than 50 online games in 100 countries.

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