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Forecast	
  of	
  the	
  Future	
  of	
  Games	
  
in	
  China	
  &	
  Southeast	
  Asia	
  
Kevin	
  Hause	
  
Niko	
  Partners	
  
November	
  5,	
  2013	
  

© 2012 Nikopartners
About	
  Niko	
  Partners	
  
•  We	
  are	
  a	
  niche	
  market	
  intelligence	
  firm	
  with	
  a	
  strong	
  
reputaBon	
  for	
  our	
  experBse	
  on	
  the	
  games	
  markets	
  in	
  
mainland	
  China	
  and	
  Southeast	
  Asia.	
  	
  
– 
– 
– 
– 

Syndicated	
  Research	
  
Custom	
  Studies	
  
Consumer	
  surveys	
  of	
  10,000+	
  per	
  year	
  in	
  China,	
  25,000+	
  in	
  Southeast	
  Asia	
  
Tracking	
  data	
  of	
  15,000+	
  iCafe	
  systems	
  

•  Founded	
  in	
  2002,	
  	
  
–  SEA	
  coverage	
  began	
  in	
  2010	
  

•  Offices	
  in	
  Shanghai	
  and	
  Silicon	
  Valley.	
  	
  

© 2012 Nikopartners
Agenda	
  
•  Market	
  overview	
  
•  Key	
  trends	
  in	
  China	
  
–  Mobile	
  
–  Home	
  
–  PlaSorms	
  

•  Southeast	
  Asia	
  

© 2012 Nikopartners
Gaming	
  in	
  China	
  
$25,000	
  

	
  350.0	
  	
  

	
  300.0	
  	
  
$20,000	
  

Online	
  Revenues	
  

	
  250.0	
  	
  

Online	
  Gamers	
  

$15,000	
  

	
  200.0	
  	
  

	
  150.0	
  	
  

$10,000	
  

	
  100.0	
  	
  
$5,000	
  
	
  50.0	
  	
  

$0	
  

	
  -­‐	
  	
  	
  	
  
2001	
   2002	
   2003	
   2004	
   2005	
   2006	
   2007	
   2008	
   2009	
   2010	
   2011	
   2012	
   2013	
   2014	
   2015	
   2016	
   2017	
  

© 2012 Nikopartners
Gaming	
  in	
  China	
  
Top	
  Ranked	
  Leisure	
  Time	
  Ac;vity	
  
Play	
  Games	
  
Online	
  Video	
  
Online	
  shopping	
  
Chat	
  with	
  friend	
  Online	
  
Watch	
  TV	
  	
  	
  
Play	
  with	
  children	
  or	
  parents	
  	
  	
  	
  
Reading	
  	
  	
  

1st	
  

SporBng	
  and	
  Fitness	
  	
  

2nd	
  

Watch	
  Movie	
  in	
  Cenima	
  	
  	
  
Go	
  shopping	
  	
  
Karaoke	
  
0	
  

N=2000,	
  Tiers	
  1-­‐4	
  
© 2012 Nikopartners

200	
  

400	
  

600	
  

800	
  

1000	
  

1200	
  
Chinese	
  Gamers	
  
•  Gaming	
  is	
  Pervasive	
  
–  215	
  m	
  Gamers	
  in	
  2013	
  
–  16%	
  of	
  Total	
  PopulaBon	
  
–  35%	
  of	
  All	
  Internet	
  Users	
  

•  64%	
  of	
  Chinese	
  Gamers	
  
Play	
  at	
  least	
  7	
  Hours	
  per	
  
Week	
  

China	
  Gamers	
  by	
  Type	
  
Super	
  
Hardcore	
  
7%	
  
Hardcore	
  
8%	
  
Occasional	
  
36%	
  

AcBve	
  
22%	
  
Semi-­‐
AcBve	
  
27%	
  

© 2012 Nikopartners
Gaming	
  in	
  China	
  
•  MMORPG	
  Rules	
  
–  Webgames	
  showing	
  
growth	
  
–  Casual	
  games	
  had	
  big	
  
growth	
  

•  Mobile	
  Growing	
  Fast	
  
–  Now	
  up	
  to	
  9%	
  of	
  all	
  game	
  
revenues	
  
–  Not	
  enBrely	
  incremental,	
  
with	
  Casual	
  games	
  impact	
  

2013	
  Gaming	
  Revenues	
  by	
  Category	
  
sns	
  +	
  
casual	
  +	
  
weibo	
  
9%	
  

sns	
  +	
  
Mobile	
  
casual	
  +	
  
9%	
  
weibo	
  
10%	
  

webgames	
  
16%	
  
webgames	
  
15%	
  
MMOGs	
  
MMOGs	
  
67%	
  
74%	
  

Source:	
  Niko	
  Partners,	
  2013	
  

© 2012 Nikopartners
Revenues	
  by	
  Game	
  Type	
  
	
  $16,000	
  	
  

MMOGs	
  

	
  $14,000	
  	
  

webgames	
  
sns	
  +	
  casual	
  +	
  weibo	
  

	
  $12,000	
  	
  
Millions	
  of	
  US$	
  

	
  $15,146	
  
18%	
  	
  

Mobile	
  

	
  $10,000	
  	
  
	
  $8,000	
  	
  
	
  $6,000	
  	
  

	
  $5,417	
  	
  
33%	
  

	
  $4,000	
  	
  

	
  $4,275	
  	
  
42%	
  

	
  $2,000	
  	
  
	
  $-­‐	
  	
  	
  	
  
© 2012 Nikopartners

	
  $1,105	
  	
  
-­‐	
  3%	
  
2011	
  

2012	
  

2013	
  

2014	
  

2015	
  

2016	
  

2017	
  
What	
  Makes	
  China	
  Different?	
  
•  Consoles	
  
–  Banned	
  Since	
  2000	
  
–  Grey	
  Market	
  Exists	
  
•  But,	
  only	
  27%	
  
ownership	
  among	
  
gamers	
  
•  Even	
  more	
  limited	
  
game	
  revenue	
  

–  Recent	
  Changes	
  could	
  
affect	
  market	
  

© 2012 Nikopartners
What	
  Makes	
  China	
  Different?	
  
•  Business	
  Models	
  
–  Time-­‐based	
  Play	
  
–  Free	
  to	
  Play	
  	
  
•  Virtual	
  Items	
  
•  In	
  Game	
  Purchases	
  	
  

–  Not…	
  
•  $60	
  retail	
  
•  Paid	
  Downloads	
  

Spending	
  per	
  Month	
  on	
  Virtual	
  
Items	
  
in	
  Online	
  Games	
  

101-­‐200	
  
RMB	
  
13%	
  

11-­‐100	
  RMB	
  
36%	
  

Source:	
  Niko	
  Partners,	
  2013	
  

© 2012 Nikopartners

201+	
  
RMB	
  
8%	
  

0	
  
25%	
  

1-­‐10	
  RMB	
  
18%	
  
What	
  Makes	
  China	
  Different?	
  
•  Internet	
  Cafés	
  
–  Once	
  “THE”	
  gaming	
  
locaBon	
  
–  Declining	
  in	
  usage,	
  now	
  
17%	
  of	
  total	
  gameplay	
  
–  SBll	
  important:	
  
•  Social	
  aspects	
  (65%)*	
  
•  Tournaments	
  (14%)*	
  
•  Faster	
  Internet	
  (15%)*	
  

*	
  3Q	
  2013	
  Gamer	
  Survey;	
  n=2000	
  
© 2012 Nikopartners
Genres	
  
•  MMO	
  
–  MMORPG	
  sBll	
  the	
  king	
  
–  MMO	
  non-­‐RPG	
  growing	
  fast	
  
–  Key	
  Btles	
  are	
  played	
  for	
  years	
  

Hours	
  per	
  Week	
  Playing	
  Games	
  
By	
  Game	
  Type	
  

5	
  

•  Webgames	
  

Hours	
  per	
  Week	
  

4	
  

–  Browser-­‐based	
  
–  Not	
  necessarily	
  easy	
  
–  Faster	
  development	
  	
  

3	
  
2	
  

•  Casual/SNS/Weibo	
  

1	
  

–  Hot	
  category	
  in	
  recent	
  years	
  
–  But	
  falling	
  off	
  

0	
  
MMO	
  Non-­‐RPG	
   Browser-­‐based	
  
Webgames	
  

© 2012 Nikopartners

6	
  

Casual	
  

MMORPG	
  
Key	
  Games	
  
Top	
  20	
  MMORPG	
  by	
  Total	
  Number	
  of	
  Hours	
  Played	
  
Rank
1
2
3
4
5

Game Name (CN)
梦幻西游2	
  
问道 
魔兽世界	
天龙八部3	
  
御龙在天 

Game Name (English)
Fantasy Westward journey2
Asktao
World of Warcraft (CN)
Dragon Oath III
YuLongZaiTian

Play time (Hours) Game Operator
4,467
Netease
Guangyu youxi
2,550
Netease
2,426
Changyou
2,202
Tencent
1,251
Other
11,746
Total
24,642

Top	
  20	
  MMO-­‐Non	
  RPG	
  by	
  Total	
  Number	
  of	
  Hours	
  Played	
  
Rank
1
2
3
4
5

Game Name (CN)
英雄联盟 
穿越火线
地下城与勇士
梦三国 
QQ飞车 

Game Name (English)
Play time (Hours) Game Operator
League of Legends
Tencent
41,467
Cross Fire
Tencent
29,290
Dungeon-Fighter
Tencent
16,878
Dream of the Three Kingdoms
Electric Soul
9,241
QQ speed
Tencent
6,069
Other
15,599
Total
118,543

© 2012 Nikopartners
Source:	
  Niko	
  Partners	
  iCafe	
  Tracker,	
  Sept	
  2013	
  
Sample:	
  400	
  iCafe	
  locaBons,	
  44,166	
  acBve	
  PCs,	
  305,033	
  Gamers	
  	
  	
  
Trends:	
  	
  Mobile	
  
	
  800	
  	
  

	
  $4,500	
  	
  

Mobile	
  Gamers	
  (m)	
  

	
  $3,500	
  	
  

	
  700	
  	
  
	
  600	
  	
  

Millions	
  of	
  US$	
  

	
  $3,000	
  	
  

	
  500	
  	
  

	
  $2,500	
  	
  

	
  400	
  	
  
	
  $2,000	
  	
  

	
  300	
  	
  

	
  $1,500	
  	
  

	
  200	
  	
  

	
  $1,000	
  	
  

	
  100	
  	
  

	
  $500	
  	
  

	
  -­‐	
  	
  	
  	
  

	
  $-­‐	
  	
  	
  	
  

2011	
  

2012	
  

2013	
  

2014	
  

2015	
  

•  42%	
  CAGR	
  through	
  2017	
  for	
  revenues	
  
•  Significant	
  impact	
  on	
  casual	
  game	
  market	
  
© 2012 Nikopartners

2016	
  

2017	
  

Millions	
  of	
  Mobile	
  Gamers	
  

Mobile	
  Games	
  
Revenues	
  (US$	
  m)	
  

	
  $4,000	
  	
  

$4.3	
  B	
  
	
  
680	
  M	
  
Mobile	
  Gaming	
  in	
  China	
  
•  Fragmented	
  game	
  access	
  
–  73%	
  of	
  games	
  downloaded	
  
from	
  3rd	
  party	
  app	
  store	
  

•  Expensive	
  handsets	
  
–  Not	
  subsidized	
  
–  Creates	
  demand	
  for	
  lower	
  
cost	
  devices,	
  local	
  players	
  

•  Mostly	
  casual	
  gmes	
  
–  42%	
  casual	
  
–  22%	
  acBon/arcade	
  
© 2012 Nikopartners
Trends:	
  Home	
  Play	
  
Primary	
  Reason	
  in	
  Picking	
  New	
  Game	
  to	
  Play	
  

•  Ship	
  from	
  i-­‐Café	
  to	
  Home	
  
–  From	
  ~80%	
  to	
  17%	
  of	
  gaming	
  
hours	
  
–  Due	
  to	
  berer	
  broadband,	
  
greater	
  income/	
  lower	
  PC	
  
costs	
  

•  OpportuniBes:	
  
–  Ship	
  in	
  game	
  choices	
  
–  Hardware	
  growth	
  

© 2012 Nikopartners

It	
  only	
  will	
  take	
  a	
  
few	
  minutes	
  per	
  
day	
  to	
  play	
  
8%	
  

I	
  will	
  be	
  able	
  to	
  
spend	
  lots	
  of	
  
Bme	
  on	
  it	
  
14%	
  

Best	
  game	
  of	
  its	
  
genre	
  
52%	
  

It	
  plays	
  well	
  on	
  
the	
  PC	
  or	
  device	
  
I	
  use	
  
7%	
  
Friends	
  are	
  
playing	
  it	
  
13%	
  

Doesn’t	
  require	
  
high	
  spending	
  
6%	
  
Trends:	
  Wechat	
  
•  Tencent	
  CommunicaBons	
  
PlaSorm	
  
–  Messaging,	
  Plus	
  
–  Username	
  based	
  

•  Games	
  Introduced	
  
–  Controlled	
  by	
  Tencent	
  
–  Example:	
  Rhythm	
  Master	
  
–  4th	
  WeChat	
  game	
  

•  OpportuniBes	
  
–  Seeing	
  separaBon	
  from	
  QQ	
  
Chat	
  
© 2012 Nikopartners
Trends:	
  Consoles	
  and	
  OTT	
  
•  Ban	
  Liped	
  in	
  September	
  2013	
  
–  14	
  year	
  old	
  ban	
  liped	
  
–  Shanghai	
  FTZ	
  

•  Immediate	
  AcBon	
  
–  BesTV	
  and	
  MSFT	
  JV	
  

•  Internet-­‐ready	
  TVs	
  
–  BesTV,	
  LeTV,	
  Xiaomi,	
  iQiyi,	
  Hisense,	
  
Lenovo	
  

•  OpportuniBes	
  
–  Limited	
  for	
  now	
  
–  Business	
  model	
  challenges	
  
© 2012 Nikopartners
Trends:	
  Tablets	
  
1200	
  

–  54%	
  of	
  Gamers	
  own	
  a	
  Tablet	
  
–  33%	
  Own	
  2	
  or	
  More	
  
–  Dominant	
  Brands:	
  	
  

1000	
  

800	
  

•  Apple	
  and	
  Samsung	
  =	
  90%	
  

•  Tablet	
  Usage	
  

600	
  

–  Mostly	
  Not	
  Shared	
  –	
  80%	
  
claim	
  personal	
  use	
  only	
  
–  Same	
  Game	
  Choices	
  as	
  
Mobile,	
  for	
  now	
  

400	
  

200	
  

0	
  

Other	
   Tablet	
   GBA	
  
© 2012 Nikopartners

DS	
  

PSP	
  

None	
  

Number	
  of	
  Respondents	
  

•  Growing	
  PenetraBon	
  

Handheld	
  Gaming	
  Device	
  Ownership	
  
Southeast	
  Asia	
  
•  Niko	
  acBvely	
  
tracks:	
  
–  Thailand	
  
–  Philippines	
  
–  Vietnam	
  
–  Singapore	
  
–  Malaysia	
  
–  Indonesia	
  

© 2012 Nikopartners
SEA	
  compared	
  to	
  China	
  

•  China:	
  

–  Total	
  PopulaBon:	
  	
  1.3	
  billion	
  
–  2001	
  Total	
  Games	
  Market:	
  $10	
  
million	
  
–  2013	
  Total	
  Games	
  Market:	
  $11.9	
  
billion	
  (plus	
  $1.2	
  billion	
  mobile)	
  

© 2012 Nikopartners

•  Southeast	
  Asia:	
  

–  Total	
  PopulaBon	
  (6	
  countries):	
  545	
  
million	
  
–  2013	
  Total	
  Games	
  Market:	
  $662	
  
million	
  
–  Projected	
  5	
  year	
  CAGR:	
  17.4%	
  
SEA	
  Gamers	
  
•  Mobile	
  games	
  are	
  hot	
  
•  PC	
  online	
  games	
  are	
  sBll	
  
important	
  
•  Only	
  Singapore	
  has	
  a	
  true	
  
console	
  market	
  
•  Vietnam,	
  Indonesia	
  and	
  
Thailand	
  have	
  very	
  
intriguing	
  games	
  markets	
  
•  Vietnam	
  games	
  market	
  
most	
  similar	
  	
  
–  Regulatory	
  
–  Game	
  Type	
  
–  Café	
  usage	
  

© 2012 Nikopartners

	
  $1,200.0	
  	
  

	
  $1,000.0	
  	
  

	
  $800.0	
  	
  

	
  $600.0	
  	
  

Vietnam	
  
Thailand	
  
Singapore	
  
Philippines	
  
Malaysia	
  
Indonesia	
  

	
  $400.0	
  	
  

	
  $200.0	
  	
  

	
  $-­‐	
  	
  	
  	
  

2011	
  

2012	
  

2013	
  

2014	
  

2015	
  

2016	
  
PC	
  Online	
  Games	
  Revenue	
  by	
  Country	
  
Country	
  

2012	
  

2013e	
  

2014e	
  

Indonesia	
  

$88.1	
  million	
  

$110.1	
  million	
  

$136.5	
  million	
  

Malaysia	
  

$44.1	
  million	
  

$54.1	
  million	
  	
  

$66.5	
  million	
  

The	
  Philippines	
  

$43.9	
  million	
  

$53.3	
  million	
  

$64.0	
  million	
  

Singapore	
  

$31.0	
  million	
  

$34.0	
  million	
  

$37.0	
  million	
  

Thailand	
  

$133.0	
  million	
  

$158.1	
  million	
  

$183.0	
  million	
  

Vietnam	
  

$219.6	
  million	
  

$253.0	
  million	
  

$291.0	
  million	
  

TOTAL	
  

$559.6	
  million	
  

$662.5	
  million	
  

$778.0	
  million	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
PC	
  online	
  gamers	
  per	
  country	
  	
  
Country	
  

2012	
  

2013e	
  

2014e	
  

Indonesia	
  

19.63	
  million	
  

22.75	
  million	
  

26.00	
  million	
  

Malaysia	
  

7.62	
  million	
  

8.70	
  million	
  

9.90	
  million	
  

The	
  Philippines	
  

21.00	
  million	
  

24.96	
  million	
  

28.72	
  million	
  

Singapore	
  

1.53	
  million	
  

1.66	
  million	
  

1.80	
  million	
  

Thailand	
  	
  

8.12	
  million	
  

9.04	
  million	
  

9.97	
  million	
  

Vietnam	
  

15.65	
  million	
  

17.25	
  million	
  

19.00	
  million	
  

TOTAL	
  

73.7	
  million	
  

84.4	
  million	
  

95.4	
  million	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Country	
  informaBon:	
  special	
  notes	
  
•  Ranking	
  of	
  leading	
  online	
  game	
  operators	
  changes	
  annually	
  because	
  more	
  
and	
  more	
  hit	
  licensed	
  games	
  enter	
  the	
  market,	
  and	
  some	
  mergers	
  have	
  
occurred	
  too.	
  
–  NOTE:	
  Niko’s	
  2012	
  data	
  is	
  disclosed	
  here	
  but	
  the	
  market	
  share	
  and	
  rankings	
  
will	
  likely	
  change	
  in	
  our	
  2013	
  report	
  

•  Niko’s	
  2013	
  report	
  includes	
  more	
  info	
  on	
  mobile	
  games,	
  but	
  our	
  2012	
  
report	
  focused	
  on	
  PC	
  online	
  games	
  so	
  our	
  data	
  in	
  this	
  presentaBon	
  
reflects	
  that.	
  	
  

© 2012 Nikopartners
Indonesia	
  
•  Largest	
  economy	
  in	
  SEA	
  and	
  
largest	
  archipelago	
  with	
  6,000+	
  
islands	
  
•  70%	
  of	
  gamers	
  live	
  on	
  Java	
  
island	
  
•  Mobile	
  very	
  important	
  
•  10,000+	
  I-­‐cafés	
  for	
  gaming	
  
•  6%	
  paying	
  gamers,	
  ARPPU	
  
$6-­‐8/month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
Lyto	
  (Cross	
  Fire)	
  

25-­‐30%	
  

Megaxus	
  (CS	
  Online)	
  

20-­‐25%	
  

Kreon	
  (Point	
  Blank)	
  

20-­‐25%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Indonesia	
  
•  19.6	
  million	
  gamers	
  in	
  2012	
  	
  
•  $88.1	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  25.8%	
  growth	
  over	
  2011	
  

	
  

Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
35%

Survey	
  Sample	
  Size	
  for	
  
Indonesia:	
  	
  
447	
  Gamers	
  

Percent	
  of	
  Gamers

30%
25%
20%
15%
10%
5%
0%
© 2012 Nikopartners

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
Malaysia	
  
•  Strong	
  Chinese	
  populaBon,	
  
especially	
  among	
  gaming	
  
populaBon	
  
•  Malaysia	
  &	
  Singapore	
  open	
  
lumped	
  together,	
  share	
  servers	
  
•  MOL	
  is	
  regional	
  online	
  payments	
  
plaSorm	
  leader	
  and	
  HQ	
  in	
  
Malaysia	
  
•  800	
  I-­‐cafés	
  for	
  gaming	
  
•  10%	
  paying	
  gamers,	
  ARPPU	
  $4-­‐5/
month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
AsiaSop	
  (Sudden	
  
Arack)	
  

30-­‐35%	
  

Garena	
  (LOL,	
  HON)	
  

25-­‐30%	
  

Cubinet	
  (Perf.	
  World)	
   25-­‐30%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Malaysia	
  
•  7.6	
  million	
  gamers	
  in	
  2012	
  
•  $44.1	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  22.5%	
  growth	
  over	
  2011	
  
Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
30%

Survey	
  Sample	
  Size	
  for	
  
Malaysia:	
  	
  
2,708	
  Gamers	
  

Percent	
  of	
  Gamers

25%
20%
15%
10%

5%
0%

© 2012 Nikopartners

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
The	
  Philippines	
  
•  Mostly	
  English	
  speaking	
  
•  Gaming	
  is	
  very	
  popular,	
  but	
  very	
  
low	
  spending	
  
•  20,000+	
  I-­‐cafés	
  for	
  gaming	
  and	
  
home	
  PC	
  and	
  BB	
  penetraBon	
  is	
  
very	
  weak	
  
•  Facebook	
  gaming	
  very	
  popular	
  
•  4%	
  paying	
  gamers	
  (lowest	
  in	
  the	
  
region),	
  ARPPU	
  $4-­‐5/month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
Level	
  Up!	
  (RO,	
  Crazy	
  
Kart	
  

40-­‐50%	
  

Garena	
  (LOL,	
  HON)	
  

20-­‐25%	
  

Cubinet	
  (Special	
  
Force,	
  CF,	
  DOTA)	
  

20-­‐25%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Philippines	
  
•  21.0	
  million	
  gamers	
  in	
  2012	
  
•  $43.9	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  21.8%	
  growth	
  over	
  2011	
  
Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
30%

Survey	
  Sample	
  Size	
  for	
  
Philippines:	
  	
  
878	
  Gamers	
  
© 2012 Nikopartners

Percent	
  of	
  Gamers

25%
20%
15%
10%

5%
0%

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
Singapore	
  
•  CommunicaBons	
  hub	
  of	
  SEA	
  
•  Vibrant	
  and	
  legiBmate	
  market	
  for	
  
consoles	
  and	
  PC	
  offline	
  games,	
  plus	
  
online	
  games	
  and	
  mobile	
  
•  Regional	
  HQ	
  for	
  many	
  game	
  
companies	
  
•  Internet	
  penetraBon	
  high	
  at	
  75%+	
  
•  Smallest	
  market	
  in	
  absolute	
  value	
  and	
  
growth	
  potenBal	
  
•  17%	
  paying	
  gamers	
  (highest	
  in	
  the	
  
region),	
  ARPPU	
  $8-­‐10/month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
AsiaSop	
  (Sudden	
  
Arack,	
  AudiBon,	
  
WoW)	
  

30-­‐35%	
  

Garena	
  (LOL,	
  HON)	
  

20-­‐25%	
  

Cubinet	
  (SUN,	
  
CubiGames)	
  

20-­‐25%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Singapore	
  
•  1.53	
  million	
  gamers	
  in	
  2012	
  
•  $31.0	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  14.0%	
  growth	
  over	
  2011	
  
Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
30%

Survey	
  Sample	
  Size	
  for	
  
Singapore:	
  	
  
1,197	
  Gamers	
  
© 2012 Nikopartners

Percent	
  of	
  Gamers

25%
20%
15%
10%

5%
0%

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
Thailand	
  
•  MMORPGs	
  very	
  popular	
  
•  Infrastructure	
  beyond	
  major	
  
ciBes	
  is	
  weak,	
  so	
  I-­‐cafés	
  are	
  
popular	
  (20,000	
  esBmated).	
  
•  High	
  piracy	
  for	
  packaged	
  games	
  
•  Local	
  companies	
  are	
  strong	
  
•  15%	
  paying	
  gamers,	
  ARPPU	
  
$8-­‐10/month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
AsiaSop	
  (Point	
  Blank,	
   35-­‐40%	
  
Dragon	
  Nest)	
  
TRUE	
  (Special	
  Force,	
  
FIFA	
  Online	
  2)	
  

25-­‐30%	
  

Ini3	
  (FlyFF,	
  BOOMz)	
  

5-­‐10%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Thailand	
  
•  8.1	
  million	
  gamers	
  in	
  2012	
  
•  $133.0	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  15.7%	
  growth	
  over	
  2011	
  
Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
45%
40%

Survey	
  Sample	
  Size	
  for	
  
Thailand:	
  	
  
4,054	
  Gamers	
  
© 2012 Nikopartners

Percent	
  of	
  Gamers

35%
30%
25%
20%
15%
10%
5%

0%

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
Vietnam	
  
•  Vibrant	
  gaming	
  culture	
  
•  3-­‐year	
  ban	
  on	
  new	
  game	
  licenses	
  
was	
  overturned	
  in	
  September	
  
2013	
  
•  Facebook	
  parBally	
  blocked	
  but	
  sBll	
  
popular	
  
•  Web-­‐browser	
  games	
  are	
  popular	
  
•  15%	
  paying	
  gamers,	
  ARPPU	
  $7-­‐9/
month	
  

Key	
  online	
  operators	
   Est.	
  2012	
  
and	
  top	
  game	
  in	
  
market	
  
2012	
  
share	
  
VNG	
  (Swordsman	
  2,	
  
ZT	
  Online,	
  BOOMz)	
  

50-­‐55%	
  

VTC	
  (CF,	
  AudiBon,	
  
FIFA	
  Online	
  2)	
  

20-­‐25%	
  

FPT	
  Online	
  (Special	
  
Force,	
  Dragon	
  Oath,	
  
TLBB)	
  	
  

10-­‐15%	
  

Garena	
  (via	
  partner)	
  
(LOL,	
  HON)	
  

10-­‐15%	
  

Source:	
  Niko	
  Partners,	
  November	
  2012	
  
© 2012 Nikopartners
Vietnam	
  
•  15.7	
  million	
  gamers	
  in	
  2012	
  
•  $219.6	
  million	
  in	
  2012	
  online	
  games	
  revenues	
  
–  15.6%	
  growth	
  over	
  2011	
  
Hours	
  per	
  Week	
  Playing	
  Games,	
  excluding	
  Mobile	
  	
  
30%

Survey	
  Sample	
  Size	
  for	
  
Vietnam:	
  	
  
3,848	
  Gamers	
  
© 2012 Nikopartners

Percent	
  of	
  Gamers

25%
20%
15%
10%
5%

0%

0/mobile	
  only
Source:	
  Niko	
  Partners,	
  2012

1	
  -­‐ 7

8	
  -­‐ 14

15	
  -­‐ 21

Hours	
  per	
  Week

22	
  -­‐ 29

Over	
  30
Key	
  Trends	
  in	
  SEA	
  
•  Most	
  InteresBng	
  Markets:	
  
–  Growth:	
  Indonesia,	
  Thailand,	
  Vietnam	
  
–  Gaming	
  Interest:	
  Philippines	
  
–  Strategic:	
  Malaysia,	
  Singapore	
  

•  Mobile	
  is	
  taking	
  share	
  from	
  PC	
  casual	
  games	
  and	
  will	
  
also	
  command	
  share	
  from	
  hard-­‐core	
  gamers,	
  so	
  we	
  
will	
  watch	
  this	
  and	
  compare	
  to	
  the	
  trends	
  in	
  China.	
  	
  
•  Chinese	
  games	
  are	
  very	
  popular	
  in	
  SEA	
  
–  Niko	
  started	
  coverage	
  of	
  the	
  region	
  specifically	
  because	
  of	
  
the	
  similariBes	
  in	
  trends	
  and	
  growth	
  potenBal	
  –	
  there	
  are	
  
many	
  similariBes	
  to	
  be	
  found.	
  	
  
© 2012 Nikopartners
Final	
  Thoughts	
  
•  China	
  is	
  huge	
  and	
  conBnues	
  to	
  grow	
  
–  $21	
  Billion	
  by	
  2017	
  

•  But	
  shiping	
  market	
  

–  Mobile	
  driving	
  market,	
  with	
  42%	
  growth	
  forward	
  
•  Taking	
  share	
  from	
  Casual,	
  Weibo	
  
•  Tablets	
  will	
  be	
  interesBng	
  watch	
  

–  Ship	
  from	
  iCafe	
  to	
  home	
  
–  But	
  MMO	
  sBll	
  rules	
  

•  Southeast	
  Asia	
  is	
  very	
  interesBng	
  for	
  future	
  
– 
– 
– 
– 

Large,	
  growing	
  market	
  
Similar	
  in	
  key	
  ways	
  to	
  China	
  
But	
  will	
  develop	
  quickly	
  
Must	
  be	
  approached	
  on	
  market-­‐by-­‐market	
  basis	
  

© 2012 Nikopartners
Thank	
  you!	
  
•  Contact:	
  
–  kevin@nikopartners.com	
  

•  Shameless	
  Plug:	
  
–  Updated	
  Southeast	
  Asia	
  Report	
  available	
  Dec	
  1	
  
•  Forecasts,	
  25k	
  user	
  survey,	
  interviews,	
  and	
  more	
  

© 2012 Nikopartners

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Video gaming in China and South East Asia

  • 1. Forecast  of  the  Future  of  Games   in  China  &  Southeast  Asia   Kevin  Hause   Niko  Partners   November  5,  2013   © 2012 Nikopartners
  • 2. About  Niko  Partners   •  We  are  a  niche  market  intelligence  firm  with  a  strong   reputaBon  for  our  experBse  on  the  games  markets  in   mainland  China  and  Southeast  Asia.     –  –  –  –  Syndicated  Research   Custom  Studies   Consumer  surveys  of  10,000+  per  year  in  China,  25,000+  in  Southeast  Asia   Tracking  data  of  15,000+  iCafe  systems   •  Founded  in  2002,     –  SEA  coverage  began  in  2010   •  Offices  in  Shanghai  and  Silicon  Valley.     © 2012 Nikopartners
  • 3. Agenda   •  Market  overview   •  Key  trends  in  China   –  Mobile   –  Home   –  PlaSorms   •  Southeast  Asia   © 2012 Nikopartners
  • 4. Gaming  in  China   $25,000    350.0      300.0     $20,000   Online  Revenues    250.0     Online  Gamers   $15,000    200.0      150.0     $10,000    100.0     $5,000    50.0     $0    -­‐         2001   2002   2003   2004   2005   2006   2007   2008   2009   2010   2011   2012   2013   2014   2015   2016   2017   © 2012 Nikopartners
  • 5. Gaming  in  China   Top  Ranked  Leisure  Time  Ac;vity   Play  Games   Online  Video   Online  shopping   Chat  with  friend  Online   Watch  TV       Play  with  children  or  parents         Reading       1st   SporBng  and  Fitness     2nd   Watch  Movie  in  Cenima       Go  shopping     Karaoke   0   N=2000,  Tiers  1-­‐4   © 2012 Nikopartners 200   400   600   800   1000   1200  
  • 6. Chinese  Gamers   •  Gaming  is  Pervasive   –  215  m  Gamers  in  2013   –  16%  of  Total  PopulaBon   –  35%  of  All  Internet  Users   •  64%  of  Chinese  Gamers   Play  at  least  7  Hours  per   Week   China  Gamers  by  Type   Super   Hardcore   7%   Hardcore   8%   Occasional   36%   AcBve   22%   Semi-­‐ AcBve   27%   © 2012 Nikopartners
  • 7. Gaming  in  China   •  MMORPG  Rules   –  Webgames  showing   growth   –  Casual  games  had  big   growth   •  Mobile  Growing  Fast   –  Now  up  to  9%  of  all  game   revenues   –  Not  enBrely  incremental,   with  Casual  games  impact   2013  Gaming  Revenues  by  Category   sns  +   casual  +   weibo   9%   sns  +   Mobile   casual  +   9%   weibo   10%   webgames   16%   webgames   15%   MMOGs   MMOGs   67%   74%   Source:  Niko  Partners,  2013   © 2012 Nikopartners
  • 8. Revenues  by  Game  Type    $16,000     MMOGs    $14,000     webgames   sns  +  casual  +  weibo    $12,000     Millions  of  US$    $15,146   18%     Mobile    $10,000      $8,000      $6,000      $5,417     33%    $4,000      $4,275     42%    $2,000      $-­‐         © 2012 Nikopartners  $1,105     -­‐  3%   2011   2012   2013   2014   2015   2016   2017  
  • 9. What  Makes  China  Different?   •  Consoles   –  Banned  Since  2000   –  Grey  Market  Exists   •  But,  only  27%   ownership  among   gamers   •  Even  more  limited   game  revenue   –  Recent  Changes  could   affect  market   © 2012 Nikopartners
  • 10. What  Makes  China  Different?   •  Business  Models   –  Time-­‐based  Play   –  Free  to  Play     •  Virtual  Items   •  In  Game  Purchases     –  Not…   •  $60  retail   •  Paid  Downloads   Spending  per  Month  on  Virtual   Items   in  Online  Games   101-­‐200   RMB   13%   11-­‐100  RMB   36%   Source:  Niko  Partners,  2013   © 2012 Nikopartners 201+   RMB   8%   0   25%   1-­‐10  RMB   18%  
  • 11. What  Makes  China  Different?   •  Internet  Cafés   –  Once  “THE”  gaming   locaBon   –  Declining  in  usage,  now   17%  of  total  gameplay   –  SBll  important:   •  Social  aspects  (65%)*   •  Tournaments  (14%)*   •  Faster  Internet  (15%)*   *  3Q  2013  Gamer  Survey;  n=2000   © 2012 Nikopartners
  • 12. Genres   •  MMO   –  MMORPG  sBll  the  king   –  MMO  non-­‐RPG  growing  fast   –  Key  Btles  are  played  for  years   Hours  per  Week  Playing  Games   By  Game  Type   5   •  Webgames   Hours  per  Week   4   –  Browser-­‐based   –  Not  necessarily  easy   –  Faster  development     3   2   •  Casual/SNS/Weibo   1   –  Hot  category  in  recent  years   –  But  falling  off   0   MMO  Non-­‐RPG   Browser-­‐based   Webgames   © 2012 Nikopartners 6   Casual   MMORPG  
  • 13. Key  Games   Top  20  MMORPG  by  Total  Number  of  Hours  Played   Rank 1 2 3 4 5 Game Name (CN) 梦幻西游2   问道 魔兽世界 天龙八部3   御龙在天 Game Name (English) Fantasy Westward journey2 Asktao World of Warcraft (CN) Dragon Oath III YuLongZaiTian Play time (Hours) Game Operator 4,467 Netease Guangyu youxi 2,550 Netease 2,426 Changyou 2,202 Tencent 1,251 Other 11,746 Total 24,642 Top  20  MMO-­‐Non  RPG  by  Total  Number  of  Hours  Played   Rank 1 2 3 4 5 Game Name (CN) 英雄联盟 穿越火线 地下城与勇士 梦三国 QQ飞车 Game Name (English) Play time (Hours) Game Operator League of Legends Tencent 41,467 Cross Fire Tencent 29,290 Dungeon-Fighter Tencent 16,878 Dream of the Three Kingdoms Electric Soul 9,241 QQ speed Tencent 6,069 Other 15,599 Total 118,543 © 2012 Nikopartners Source:  Niko  Partners  iCafe  Tracker,  Sept  2013   Sample:  400  iCafe  locaBons,  44,166  acBve  PCs,  305,033  Gamers      
  • 14. Trends:    Mobile    800      $4,500     Mobile  Gamers  (m)    $3,500      700      600     Millions  of  US$    $3,000      500      $2,500      400      $2,000      300      $1,500      200      $1,000      100      $500      -­‐          $-­‐         2011   2012   2013   2014   2015   •  42%  CAGR  through  2017  for  revenues   •  Significant  impact  on  casual  game  market   © 2012 Nikopartners 2016   2017   Millions  of  Mobile  Gamers   Mobile  Games   Revenues  (US$  m)    $4,000     $4.3  B     680  M  
  • 15. Mobile  Gaming  in  China   •  Fragmented  game  access   –  73%  of  games  downloaded   from  3rd  party  app  store   •  Expensive  handsets   –  Not  subsidized   –  Creates  demand  for  lower   cost  devices,  local  players   •  Mostly  casual  gmes   –  42%  casual   –  22%  acBon/arcade   © 2012 Nikopartners
  • 16. Trends:  Home  Play   Primary  Reason  in  Picking  New  Game  to  Play   •  Ship  from  i-­‐Café  to  Home   –  From  ~80%  to  17%  of  gaming   hours   –  Due  to  berer  broadband,   greater  income/  lower  PC   costs   •  OpportuniBes:   –  Ship  in  game  choices   –  Hardware  growth   © 2012 Nikopartners It  only  will  take  a   few  minutes  per   day  to  play   8%   I  will  be  able  to   spend  lots  of   Bme  on  it   14%   Best  game  of  its   genre   52%   It  plays  well  on   the  PC  or  device   I  use   7%   Friends  are   playing  it   13%   Doesn’t  require   high  spending   6%  
  • 17. Trends:  Wechat   •  Tencent  CommunicaBons   PlaSorm   –  Messaging,  Plus   –  Username  based   •  Games  Introduced   –  Controlled  by  Tencent   –  Example:  Rhythm  Master   –  4th  WeChat  game   •  OpportuniBes   –  Seeing  separaBon  from  QQ   Chat   © 2012 Nikopartners
  • 18. Trends:  Consoles  and  OTT   •  Ban  Liped  in  September  2013   –  14  year  old  ban  liped   –  Shanghai  FTZ   •  Immediate  AcBon   –  BesTV  and  MSFT  JV   •  Internet-­‐ready  TVs   –  BesTV,  LeTV,  Xiaomi,  iQiyi,  Hisense,   Lenovo   •  OpportuniBes   –  Limited  for  now   –  Business  model  challenges   © 2012 Nikopartners
  • 19. Trends:  Tablets   1200   –  54%  of  Gamers  own  a  Tablet   –  33%  Own  2  or  More   –  Dominant  Brands:     1000   800   •  Apple  and  Samsung  =  90%   •  Tablet  Usage   600   –  Mostly  Not  Shared  –  80%   claim  personal  use  only   –  Same  Game  Choices  as   Mobile,  for  now   400   200   0   Other   Tablet   GBA   © 2012 Nikopartners DS   PSP   None   Number  of  Respondents   •  Growing  PenetraBon   Handheld  Gaming  Device  Ownership  
  • 20. Southeast  Asia   •  Niko  acBvely   tracks:   –  Thailand   –  Philippines   –  Vietnam   –  Singapore   –  Malaysia   –  Indonesia   © 2012 Nikopartners
  • 21. SEA  compared  to  China   •  China:   –  Total  PopulaBon:    1.3  billion   –  2001  Total  Games  Market:  $10   million   –  2013  Total  Games  Market:  $11.9   billion  (plus  $1.2  billion  mobile)   © 2012 Nikopartners •  Southeast  Asia:   –  Total  PopulaBon  (6  countries):  545   million   –  2013  Total  Games  Market:  $662   million   –  Projected  5  year  CAGR:  17.4%  
  • 22. SEA  Gamers   •  Mobile  games  are  hot   •  PC  online  games  are  sBll   important   •  Only  Singapore  has  a  true   console  market   •  Vietnam,  Indonesia  and   Thailand  have  very   intriguing  games  markets   •  Vietnam  games  market   most  similar     –  Regulatory   –  Game  Type   –  Café  usage   © 2012 Nikopartners  $1,200.0      $1,000.0      $800.0      $600.0     Vietnam   Thailand   Singapore   Philippines   Malaysia   Indonesia    $400.0      $200.0      $-­‐         2011   2012   2013   2014   2015   2016  
  • 23. PC  Online  Games  Revenue  by  Country   Country   2012   2013e   2014e   Indonesia   $88.1  million   $110.1  million   $136.5  million   Malaysia   $44.1  million   $54.1  million     $66.5  million   The  Philippines   $43.9  million   $53.3  million   $64.0  million   Singapore   $31.0  million   $34.0  million   $37.0  million   Thailand   $133.0  million   $158.1  million   $183.0  million   Vietnam   $219.6  million   $253.0  million   $291.0  million   TOTAL   $559.6  million   $662.5  million   $778.0  million   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 24. PC  online  gamers  per  country     Country   2012   2013e   2014e   Indonesia   19.63  million   22.75  million   26.00  million   Malaysia   7.62  million   8.70  million   9.90  million   The  Philippines   21.00  million   24.96  million   28.72  million   Singapore   1.53  million   1.66  million   1.80  million   Thailand     8.12  million   9.04  million   9.97  million   Vietnam   15.65  million   17.25  million   19.00  million   TOTAL   73.7  million   84.4  million   95.4  million   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 25. Country  informaBon:  special  notes   •  Ranking  of  leading  online  game  operators  changes  annually  because  more   and  more  hit  licensed  games  enter  the  market,  and  some  mergers  have   occurred  too.   –  NOTE:  Niko’s  2012  data  is  disclosed  here  but  the  market  share  and  rankings   will  likely  change  in  our  2013  report   •  Niko’s  2013  report  includes  more  info  on  mobile  games,  but  our  2012   report  focused  on  PC  online  games  so  our  data  in  this  presentaBon   reflects  that.     © 2012 Nikopartners
  • 26. Indonesia   •  Largest  economy  in  SEA  and   largest  archipelago  with  6,000+   islands   •  70%  of  gamers  live  on  Java   island   •  Mobile  very  important   •  10,000+  I-­‐cafés  for  gaming   •  6%  paying  gamers,  ARPPU   $6-­‐8/month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   Lyto  (Cross  Fire)   25-­‐30%   Megaxus  (CS  Online)   20-­‐25%   Kreon  (Point  Blank)   20-­‐25%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 27. Indonesia   •  19.6  million  gamers  in  2012     •  $88.1  million  in  2012  online  games  revenues   –  25.8%  growth  over  2011     Hours  per  Week  Playing  Games,  excluding  Mobile     35% Survey  Sample  Size  for   Indonesia:     447  Gamers   Percent  of  Gamers 30% 25% 20% 15% 10% 5% 0% © 2012 Nikopartners 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 28. Malaysia   •  Strong  Chinese  populaBon,   especially  among  gaming   populaBon   •  Malaysia  &  Singapore  open   lumped  together,  share  servers   •  MOL  is  regional  online  payments   plaSorm  leader  and  HQ  in   Malaysia   •  800  I-­‐cafés  for  gaming   •  10%  paying  gamers,  ARPPU  $4-­‐5/ month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   AsiaSop  (Sudden   Arack)   30-­‐35%   Garena  (LOL,  HON)   25-­‐30%   Cubinet  (Perf.  World)   25-­‐30%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 29. Malaysia   •  7.6  million  gamers  in  2012   •  $44.1  million  in  2012  online  games  revenues   –  22.5%  growth  over  2011   Hours  per  Week  Playing  Games,  excluding  Mobile     30% Survey  Sample  Size  for   Malaysia:     2,708  Gamers   Percent  of  Gamers 25% 20% 15% 10% 5% 0% © 2012 Nikopartners 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 30. The  Philippines   •  Mostly  English  speaking   •  Gaming  is  very  popular,  but  very   low  spending   •  20,000+  I-­‐cafés  for  gaming  and   home  PC  and  BB  penetraBon  is   very  weak   •  Facebook  gaming  very  popular   •  4%  paying  gamers  (lowest  in  the   region),  ARPPU  $4-­‐5/month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   Level  Up!  (RO,  Crazy   Kart   40-­‐50%   Garena  (LOL,  HON)   20-­‐25%   Cubinet  (Special   Force,  CF,  DOTA)   20-­‐25%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 31. Philippines   •  21.0  million  gamers  in  2012   •  $43.9  million  in  2012  online  games  revenues   –  21.8%  growth  over  2011   Hours  per  Week  Playing  Games,  excluding  Mobile     30% Survey  Sample  Size  for   Philippines:     878  Gamers   © 2012 Nikopartners Percent  of  Gamers 25% 20% 15% 10% 5% 0% 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 32. Singapore   •  CommunicaBons  hub  of  SEA   •  Vibrant  and  legiBmate  market  for   consoles  and  PC  offline  games,  plus   online  games  and  mobile   •  Regional  HQ  for  many  game   companies   •  Internet  penetraBon  high  at  75%+   •  Smallest  market  in  absolute  value  and   growth  potenBal   •  17%  paying  gamers  (highest  in  the   region),  ARPPU  $8-­‐10/month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   AsiaSop  (Sudden   Arack,  AudiBon,   WoW)   30-­‐35%   Garena  (LOL,  HON)   20-­‐25%   Cubinet  (SUN,   CubiGames)   20-­‐25%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 33. Singapore   •  1.53  million  gamers  in  2012   •  $31.0  million  in  2012  online  games  revenues   –  14.0%  growth  over  2011   Hours  per  Week  Playing  Games,  excluding  Mobile     30% Survey  Sample  Size  for   Singapore:     1,197  Gamers   © 2012 Nikopartners Percent  of  Gamers 25% 20% 15% 10% 5% 0% 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 34. Thailand   •  MMORPGs  very  popular   •  Infrastructure  beyond  major   ciBes  is  weak,  so  I-­‐cafés  are   popular  (20,000  esBmated).   •  High  piracy  for  packaged  games   •  Local  companies  are  strong   •  15%  paying  gamers,  ARPPU   $8-­‐10/month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   AsiaSop  (Point  Blank,   35-­‐40%   Dragon  Nest)   TRUE  (Special  Force,   FIFA  Online  2)   25-­‐30%   Ini3  (FlyFF,  BOOMz)   5-­‐10%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 35. Thailand   •  8.1  million  gamers  in  2012   •  $133.0  million  in  2012  online  games  revenues   –  15.7%  growth  over  2011   Hours  per  Week  Playing  Games,  excluding  Mobile     45% 40% Survey  Sample  Size  for   Thailand:     4,054  Gamers   © 2012 Nikopartners Percent  of  Gamers 35% 30% 25% 20% 15% 10% 5% 0% 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 36. Vietnam   •  Vibrant  gaming  culture   •  3-­‐year  ban  on  new  game  licenses   was  overturned  in  September   2013   •  Facebook  parBally  blocked  but  sBll   popular   •  Web-­‐browser  games  are  popular   •  15%  paying  gamers,  ARPPU  $7-­‐9/ month   Key  online  operators   Est.  2012   and  top  game  in   market   2012   share   VNG  (Swordsman  2,   ZT  Online,  BOOMz)   50-­‐55%   VTC  (CF,  AudiBon,   FIFA  Online  2)   20-­‐25%   FPT  Online  (Special   Force,  Dragon  Oath,   TLBB)     10-­‐15%   Garena  (via  partner)   (LOL,  HON)   10-­‐15%   Source:  Niko  Partners,  November  2012   © 2012 Nikopartners
  • 37. Vietnam   •  15.7  million  gamers  in  2012   •  $219.6  million  in  2012  online  games  revenues   –  15.6%  growth  over  2011   Hours  per  Week  Playing  Games,  excluding  Mobile     30% Survey  Sample  Size  for   Vietnam:     3,848  Gamers   © 2012 Nikopartners Percent  of  Gamers 25% 20% 15% 10% 5% 0% 0/mobile  only Source:  Niko  Partners,  2012 1  -­‐ 7 8  -­‐ 14 15  -­‐ 21 Hours  per  Week 22  -­‐ 29 Over  30
  • 38. Key  Trends  in  SEA   •  Most  InteresBng  Markets:   –  Growth:  Indonesia,  Thailand,  Vietnam   –  Gaming  Interest:  Philippines   –  Strategic:  Malaysia,  Singapore   •  Mobile  is  taking  share  from  PC  casual  games  and  will   also  command  share  from  hard-­‐core  gamers,  so  we   will  watch  this  and  compare  to  the  trends  in  China.     •  Chinese  games  are  very  popular  in  SEA   –  Niko  started  coverage  of  the  region  specifically  because  of   the  similariBes  in  trends  and  growth  potenBal  –  there  are   many  similariBes  to  be  found.     © 2012 Nikopartners
  • 39. Final  Thoughts   •  China  is  huge  and  conBnues  to  grow   –  $21  Billion  by  2017   •  But  shiping  market   –  Mobile  driving  market,  with  42%  growth  forward   •  Taking  share  from  Casual,  Weibo   •  Tablets  will  be  interesBng  watch   –  Ship  from  iCafe  to  home   –  But  MMO  sBll  rules   •  Southeast  Asia  is  very  interesBng  for  future   –  –  –  –  Large,  growing  market   Similar  in  key  ways  to  China   But  will  develop  quickly   Must  be  approached  on  market-­‐by-­‐market  basis   © 2012 Nikopartners
  • 40. Thank  you!   •  Contact:   –  kevin@nikopartners.com   •  Shameless  Plug:   –  Updated  Southeast  Asia  Report  available  Dec  1   •  Forecasts,  25k  user  survey,  interviews,  and  more   © 2012 Nikopartners