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South East Asia and Other Emerging Markets

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Singaporeans play the full range of online games from Japan, Korea and the west. ... In terms of game play, 'free to play' and item payment models are the clear ... – PowerPoint PPT presentation

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Title: South East Asia and Other Emerging Markets


1
South East Asia and Other Emerging Markets
  • John De Margheriti, CEO
  • Phil Adam, President
  • padam_at_bigworldtech.com

2
(No Transcript)
3
South East Asia China
South East Asia gamer market represents 38 of
Chinas
Source IDC ASEAN Online Gaming 2007-2011
Forecast and Analysis, iResearch China Online
Game Research Report 2006
4
Malaysia
  • Malaysian Chinese in major cities such as Kuala
    Lumpur, Penang and Johore Bahru favor Chinese
    games.

5
Singapore
  • Singaporeans play the full range of online games
    from Japan, Korea and the west.
  • High numbers of PCs in the home, credit cards,
    English language, good bandwidth and a western
    outlook mean that Singaporeans are able to play
    major western MMOs such as World of Warcraft.

6
Thailand
  • English language presents something of a barrier
    to playing western games.
  • There is a strong preference for Korean and some
    Chinese games.
  • Thais, because of the influence of Japanese
    cartoons and TV programs, tend to favor
    anime/manga themes. They like cutesy.

7
Vietnam
  • Overall, China is favored as a source for online
    games. Korean games are also present.
  • As in Thailand, localization and
    culturalization of games is mandatory.

8
The Philippines
  • The elite and middle classes are fluent in
    English and thus playing tastes go across the
    board with games sourced from Asia and the US.

9
Major Insights
  • In countries where credit cards make sense,
    budget 5-10 for credit card fraud.
  • Western games in English can do well in Singapore
    as well as Malaysia and the Philippines
  • The key to the region is localizing and
    culturalizing content, especially for Thailand
    and Vietnam which promise to be perhaps the
    largest markets in the region.

10
Major Insights
  • Indonesia, is a potentially huge games market
    currently frustrated by economic and
    infrastructure problems. With Indonesias
    population of 210 millions localizing in Bahasa
    Indonesia rather than Bahasa Melayu would be the
    choice for the Malay language market represented
    by Malaysia, Indonesia and Brunei

11
  • With the exception of Singapore, credit card
    penetration is not extensive.
  • The trend across the region is to use prepaid
    cards or similar cash/non-credit models for game
    play.
  • In terms of game play, free to play and item
    payment models are the clear trend and preference

12
Regulation and Attitudes
  • All of the subject countries are concerned, on
    both social and government levels, at the
    possible harmful effects of internet content,
    including online games, upon youth.
  • All of the subject countries employ internet
    filtering, to one extent or another, to prevent
    access to pornography and subjects believed to be
    violent or subversive.

13
  • In terms of game content violence is a
    significant issue. Official responses to content
    control range from Singapore that encourages
    self-censorship in the industry and prefers to be
    reactive responding only when community
    complaints make content an issue.
  • Vietnam, on the other hand has a vigilant
    licensing process that can result in a game being
    refused a licence

14
  • An indication of concern for violence, in
    Thailand, the FPS Special Force casual game was
    required to omit blood visuals.
  • Thailand shares Singapore's approach but the
    issue of game content is quite active in Thai
    society with the Police Drug Enforcement Agency
    recently arguing that since online games by their
    nature were addictive some form of stronger
    enforcement regime was called for.

15
Singapore
  • Population of 4.59 M (mid 2007).Approx 25 of
    whom are foreign workers with permits to work.
  • Internet penetration is 79 (3.5 mil),
  • 78 of households in Singapore had at least one
    computer (i.e. desktop/laptop) at home.

16
Singapore
  • The number of households with 2 or more computers
    increased by 10 percentage points from 28 in
    2005 to 38 in 2006.
  • Computer usage is more common among the young.
  • 85 of the resident population aged 10 to 14
    years are computer users, compared to 68 for the
    15 to 59 years age group, and 28 for the above
    60 years age group.

17
Singapore
  • Overall, the proportion of computer users aged 15
    years and above remained at 65 in 2006
  • Who plays online games?
  • 58 10-14 yrs
  • 31 15-59 yrs
  • 0 65 yrs.
  • LAN cafes 69 (many of which are tourist oriented
    operations with minimal game playing).

18
Singapore
  • Western style product in English is preferred in
    Singapore
  • Warcraft DoTA for LAN cafes and Maple Story for
    the home are the most popular games played. DoTA
    has a CCU of 70-80k
  • Most MMOs have very low CCU ie 2000

19
Malaysia
  • Population
  • 24.8 million
  • Significant Cities
  • Kuala Lumpur (3.7 mil)
  • Kelang (.68 mil)
  • Johore Bahru (.68 mil)
  • Internet penetration
  • 60 (15 mil internet users)
  • past growth to 2007 302.8.

20
Malaysia
  • 15-24 year olds account for 35 of users. (2006)
  • Internet cafes 3,000 (est)
  • Broadband users 1.1 mil

21
Thailand
  • Population
  • 65 million
  • Significant cities
  • Bangkok (6.3 mil),
  • Nonthaburi (.3 mil),
  • Chiang Mai (.17 mil)
  • Internet penetration
  • 18 (12 mil internet users)
  • past growth to 2007 268

22
Thailand
  • Internet cafes
  • 12,000
  • About 50 of the games market is in Bangkok
    (4,000 plus of the nations estimated 12,000
    internet cafes are in Bangkok.)
  • Broadband users
  • 1 million
  • 12-13 more games will be added in the next
    quarter.

23
  • 15 million of the total population of 65 million
    play online games. This might be a bit of a
    stretch as the best estimates for internet
    connections in 2007/8 are around 12-15 million.
  • Currently there are 65 games in the Thai market
    of which 51 are online.

24
  • The maximum CCU for Thailand would be about
    300,000.
  • High CCU for games is usually in the 50,000 range
    with popular games like Special Force and
    25,000 for Audition

25
Vietnam
  • Population
  • 85.3 million
  • Significant cities
  • Ho Chi Minh City (HCMC) (5.8 mil)
  • Hanoi (3.5 mil)
  • Haiphong (.58 mil)
  • Da Nang (.45 mil)
  • Internet penetration
  • 21.4 (18.2 mil internet users)
  • past growth to 2007 9,013

26
  • 72 of 18-30 year olds are internet users (2007)
  • Internet cafes
  • 20,000
  • Broadband users
  • 1.2 mil
  • The government has limited games licenses to 9 at
    present.

27
Estimates
  • These are our estimates from talking to the
    industry
  • 50 Million in revenues (2007)
  • estimated to grow to 83 Million by 2010
  • Average revenue per player - 50 per year
  • 2 million regular players

28
The Philippines
  • Population
  • 91 million 
  • Significant cities
  • Manila (11.5 mil)
  • Cebu (.76 mil)  
  • Internet penetration
  • 15.4 (14 mil internet users), growth to 2007
    600
  • Internet cafes 14,300
  • Broadband users 329,000

29
  • Ovum, made the following observations about the
    Philippines in 2007 (data to 2006)
  • The Philippines was the second fastest-growing
    market for broadband worldwide in 2006 (after
    Greece).
  • This was primarily due, however, to the fact that
    broadband is just taking off in the country, and
    Ovum said growth could be significantly higher if
    regulators allow more competition that would lead
    to cheaper services.

30
  • Total broadband growth in the Philippines from
    2005 to 2006 was at 157.
  • The Philippines had 127,942 subscribers in 2005
    and this number grew to 329,216 as of end-2006.
  • This was despite the fact that broadband uptake
    has been slow in the Philippines,

31
  • There is no cable infrastructure in the country
    and the national regulator is limiting foreign
    investment in the network infrastructure and
    mass-media services,
  • Digital subscriber line (DSL) is still the
    dominant broadband technology used in the
    Philippines. Cable made up only a small portion,
    roughly 13, of the market.

32
  • The cost of broadband services in the Philippines
    is also expensive relative to average monthly
    disposable incomes of subscribers.
  • The highest monthly fee in the Philippine market
    in 2006 was 96.08, with the lowest at 17.28.

33
  • The number of subscribers is expected to increase
    to 1.89 million by 2011 from around 127,000 in
    2005 for a compounded average growth rate of 63.
    Competition it was would bring down the cost of
    broadband, making it available to the mass market

34
Brazil
  • SE Asia and Other Emerging Markets

35
The Market Size
  • 190 Million people (2007)
  • 5th Largest Country
  • 6th in terms of Population
  • Internet penetration
  • 42.6ml
  • 8.1ml Broadband (less than 4)
  • Projected to exceed 10ml by 2010
  • 52ml US (all game revenue 2008)

36
The Issues
  • Piracy
  • 61 of all software is pirated
  • 335 raids (2500 computers confiscated) in Jan
    2008 in Internet Cafes (LAN Houses)
  • Taxes are 30 on retail software purchases
  • Government (Jan 2008)
  • Ban on Counterstrike and EverQuest
  • - considered Harmful to Consumers Health

37
Street vendor selling illegal software right in
front of police

Piracy is at least 90 for game CDs that come on
the retail market.
38
Other Hurdles
  • Payment
  • Cash Cards or Downloadable form with bank draft
    which detracts from Western style subscription
    models
  • An online banking system is in place that allows
    the user to choose their preferred bank and use a
    digital pin code to confirm their purchase
  • An easy, secure and ubiquitous games payment
    solution for Brazil would be a breakthrough.
  • Erik Goossens, Real Games VP Studio Operations

39
The Products
  • Brazilian Portuguese is the national language
  • English is spoken by many in the elite/educated
    classes.
  • Most MMOGs are localized for the Brazilian
    market.
  • Nevertheless, there is a strong affinity for
    North American culture and products (and a
    continuing connection with large Brazilian
    communities in Canada and the US).
  • Although most MMOGs on offer appear to be South
    Korean in origin, several are US titles.
  • The games market is also oriented to providing
    services and products to western countries.
  • Vivendi, EA and other western games publishers
    all have Brazilian offices.

40
The Opportunity
  • Brazil appears to be on the same evolutionary
    path, games-wise, that occurred in western
    countries.
  • The demand is there but is constrained somewhat
    by the consumer's buying power, taxes, legal
    issues (especially between telecoms and ISPs) and
    the infant state of the developer community.
  • Things are changing fast and opportunities have
    been noticed by some of the main players in the
    northern hemisphere.

41
  • India
  • SE Asia and Other Emerging
  • Markets

42
The Market Size
  • 1.3 Billion Population
  • 45 under the age of 20, 70 under 35
  • Internet penetration
  • 60m
  • 2.52m Broadband users (less than 2)

43
The Issues
  • Some Issues Of Doing Business In India
  • Bureaucracy.
  • Political uncertainty.
  • Infrastructure.
  • Law Order.
  • Corruption and the Justice System.

44
The Games Market
  • Mobile. As of December 2006 there were 150
    million mobile subscribers in India
  • (nearly double from the same time the year
    before) with a subscriber growth rate of 6
    million per month.
  • Growth may slow eventually due to affordability
    reasons.
  • Games-wise, mobile games represent the great
    majority of titles and commercial returns.
  • The mobile game scene is active, innovative and
    maturing. Mobile games developers think globally
    and think export.

45
Consoles
  • The console scene has some developers/importers
    but, essentially, Sony, Nintendo and Microsoft
    have ignored India.
  • There is an active grey market but the legal
    market is constrained by relatively high prices
    and consumer price sensitivity.
  • Legal sales of consoles are a dribble.

46
PCs
  • The PC market is growing but still does not quite
    have enough critical mass to provide the range of
    games and related services to satisfy the
    consumer.
  • In terms of hardware, high figures for PC (and
    laptop) take up are hyped in the press but the
    reality just does not match.
  • Demand is certainly there. Industry observers
    estimate that the games market is growing at
    60-80 a year.
  • Most titles are in the puzzle, arcade and first
    person shooter sector. Strategy games such as
    Civilization is a relatively big sector.
  • For example in 2005, many gamers were saving up
    to buy Age of Empires III when it came out.

47
Online Access Issues
  • 50-60 of online users are concentrated in six
    major metro areas in the west and south which
    have the best connectivity in India (which may
    not be saying much).
  • Dial-up is favored and broadband penetration
    remains in a somewhat disappointing state far
    below industry and government targets.
  • All platforms, especially PCs, are hobbled to
    some extent by limitations of the telecoms
    infrastructure, e.g.
  • Regional telecoms disparities poor hardware
    penetration in the home and slow speeds
  • Lower than expected penetration of broadband in
    particular and to some extent the conservatism
    of the consumer (or at least that of the
    generation that controls the subscription and the
    pocket money).

48
Internet cafes
  • Internet cafes represent a significant dynamic
    that has to be addressed by any games
    developer/publisher.
  • Internet cafes offer affordable access even in
    the lesser cities.
  • Internet cafes also are a major provider of
    broadband access to the masses.
  • Culturally, Indians are affiliation-oriented and
    internet cafes provide an important social
    framework for social interaction through
  • tournaments, player leagues, clubs and other
    forms of games related social involvement.

49
Payment
  • Piracy is at least 90 for game CDs that come on
    the market.
  • Debit card payment, cash or use of prepaid cards
    look like the most viable means at present
  • Some in the games industry still appear
    interested in subscription models observed in
    overseas markets.
  • Internet cafes represent a most convenient shop
    front.

50
Opportunity
  • While this is a large consumer base, the
    opportunity appears to be farther down the road
    outside of the mobile gaming market.
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