Game Issue Report 53_eng.hwp
Transcription
Game Issue Report 53_eng.hwp
Date July 27, 2006 Publisher Vol. No. 53 Content Marketing Dept KIPA www.software.or.kr 02)2141-5434 CONTENTS Ⅰ. Game Issue ......................................................................... 3 1. Analysis for Main Game Enterprise ◦ NHN Corporation · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·3 Opportunity and Problem of Mobile Phone Market in China <James Chen, iPark Shanghai DCC> · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 15 Ⅱ. Game Statistics ................................................................ 20 1. Ranking A. Online Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 20 B. Mobile Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 22 C. PC/Console Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 23 2. Statistical Data ◦ Market Size and Outlook of Global Online Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 24 Game Issue Analysis of Major Game Company Ⅰ. Game Issue 1. Analysis for Main Game Enterprise - NHN(Next Human Network) Corporation The NHN Corporation, having been established by integrating the search business Naver and the game business Hangame in July 2000, registered on KOSDAQ, and grew into the top company based on total market value among the listed companies on KOSDAQ in March 2004 and keep the position to this day, and also it is expected that they will show good performances during the second half of this year as a result of its aggressive activities both in domestic and abroad markets. Latest Trends ○ Market Share No. 1 in the Search Service Market • With the starting of 'Jisik In' service (knowledge providing service) in 2004, NHN reached 70% market share and established its dominant position in the market, which enabled NHN to maintain its high profitability in online advertisement markets. - According to the Herald Biz, it is expected that the search & advertisement market will reach 490billions, growing by 53% compared to the previous year , and will reach around 700billions by 2007. - It added that the favorable tendency of NHN performance will continue since it occupies half of the search & advertisement market which is enormously growing every year. ○ Took over the search portal‘1noon (www.1noon.com)’(2006. 6. 30) • The 1noon, having been established separately from Neowiz in June 2005, is a search site in which unique ranking algorithm is applied. The algorithm enables the site to collect information based on repetitiveness of web documents by keywords. • With the undertaking of 1noon, NHN gained a foothold for advance into foreign search market by strengthening its search engine platform and enhancing highly qualified technology manpower. - They're targeting on Japan market and planning to provide a beta service in Japan around the beginning of next year. ○ Good Performance in KOSDAQ • NHN passed one trillion won in its total market value for the first time in May 3 Game Issue Analysis of Major Game Company 2003 and surpassed 5 trillions won in April 2006, just four months since the reaching of four trillions won in December 2005. - Stock experts forecast it will continue to grow steadily due to its leading position in the search markets and potential performance in the Japanese and Chinese markets. • It was awarded a grand prize for its excellent performance in all standards including transparency in management, technology capability, export contribution, etc. in the second Korea KOSDAQ Award on June 29, 2006. ○ Opened the Community Service ‘Hangame Story’(2006. 5. 30) • The 'Hangame Story' is a community service which adds enjoyment elements besides the game through sharing interesting stories related to the game, romances, and daily lives of gamers. • NHN said the service improves a sense of belonging among gamers and gives joy of interaction through community activities, and they will strengthen its position for entertainment services which can provide rest and pleasure in a daily life. ○ Acquired 60% Share of the Game Developer Neople (2006. 4. 27) • To strengthen the casual game area, NHN established a foothold for reinforcement of global game portal by acquiring Neople, the company which developed <Dungeon & Fighter>, <New Baseball>, etc. ○ NHN Japan Disclosed Personal Information of 300,000 Users by Accident(2006. 6. 26) • Personal information of 297,805 users such as ID, e-mail address and server logging files, etc. leaked out from the server being managed and maintained by Game Garden, the co-operating company of <Xenepic Online> which Han Game is supplying. - The data including members' information was saved in some parts of the downloading server which is managed by Game Garden, so that the information had been exposed just by connecting to the server using a specific method. • NHN reported that the exposed information did not include payment information such as user password and credit card number, etc. and it is highly possible the information was not handed over any third party. 4 Game Issue Analysis of Major Game Company Search Portal Market Share (Recent 1 year) (source : Ranky.com) Classification Market Share 2006.01 66.04% 2006.02 66.82% 2006.03 66.45% 2006.04 68.83% 2006.05 69.17% 2006.06 68.94% Naver Visitors per day 8,602,273 Market Share 13.51% 9,048,697 8,818,228 8,759,194 8,665,412 8,749,212 13.92% 13.83% 14.19% 14.05% 14.51% Daum Visitors per day 2,947,682 3,194,079 3,043,796 2,696,813 2,876,456 2,993,480 7.84% 7.43% 7.84% 7.26% 6.70% 6.27% Yahoo Market Share Korea Visitors per day 1,672,557 1,680,601 1,666,203 1,517,279 1,410,301 1,338,131 Market Share 4.86% 4.60% 4.37% 4.28% 4.39% 4.48% Visitors per day 954,283 941,720 864,163 826,118 846,202 875,733 Market Share 5.37% 5.01% 5.30% 3.41% 3.68% 3.65% 1,383,432 1,321,260 858,080 919,043 901,737 Empas Nate Visitors per day 1,377,607 5 Game Issue Analysis of Major Game Company NHN Sales of Recent 5 years(source : NHN) (Unit : one million won) Classification 2002 Subtotal 24,260 Search 2006 2003 2004 2005 74,614 166,625 229,383 357,494 2,300 16,353 41,775 85,555 173,240 Game 13,000 33,771 77,090 87,025 92,065 Ad 7,000 18,026 33,012 34,018 58,590 E-Commerce 1,000 4,507 6,169 10,894 23,341 960 1,957 8,579 11,891 10,258 Operating Profit 5,333 30,229 65,723 75,458 131,491 207,400 Ordinary Profit 2,559 26,233 66,254 62,869 51,717 - Net Profit 2,860 22,954 55,524 49,829 10,157 163,100 Sales 2001 The Others (SK Estimates) 530,500 6 Game Issue Analysis of Major Game Company NHN Behind the Story □ NAVER + HANGAME = NHN • Naver was independently established as Naver.com Co., Ltd. in June 1999 from Web Glider Team, the first venture team that present CSO of Naver, Lee Hae-Jin had formed in 1997 while in office at Samsung SDS. - The word Naver is a combination of [Navigate] and [-er], the suffix meaning a person, and means an internet guide and a navigator in information flooding. • Hangame was established by the present CEO, Kim B대m-Soo, who had been developing a solution for PC communication Unitel in Samsung SDS, and he planed to combine internet and game businesses. - Hangame was named by using the character 'Han' representing Korea, hoping that Korea would lead the online entertainment industry, and the meaning was expanded as 'one play of game' and 'good at games'. • The two businesses were integrated as Naver.com with search and game contents in July 2000, and renamed as NHN in September 2001. □ Relationship between Nexon & NHN • It is known that CEO of Nexon, Kim Jeong-ju and CSO of Naver, Lee Hae-Jin were alumni in the Dept. of Computer Science and Engineering, Seoul National University and attended the KAIST Graduate School (Computer Science) together, and they have very close relationships. • M Play, the second-largest shareholder of NHN (5.3% share holding) is a subsidiary of Nexon (100% share holding) - NHN also held some shares of M Play, but Nexon acquired all the shares in August, 2005. • Nexon aims to invest only and doesn't want to get involved in management of NHN, although it has a voting right of NHN. □ NHN's Diving Force 'Jisik In' • Knowledge search is a search system in which search and Q&A services are combined so that contents created by online users are used as database for other users. • The total number of DB is 46,310,224 and the number of open dictionaries has reached 230,268 as of July 11, 2006. • The average number of questions is about 1.2 million cases and the number of cases replied reaches almost 2 millions on a monthly basis. Monthly Data Questions Answers 2006.01 1,217,680 2,228,280 2006.02 1,214,920 1,942,920 2006.03 1,135,220 1,804,510 2006.04 996,000 1,416,300 2006.05 1,004,400 1,502,880 <Source : inews24> 7 Game Issue Analysis of Major Game Company Main Game Service ○ Hangame, the game portal of NHN, gained its ground through casual and web board games that anyone can enjoy easily and simply, and continued to support the popularity with additional services such as community, avatars, etc., and expanded its service areas into action & RPG games, sports games, etc. • Hangame provides 146 kinds of game services in total: 22 kinds of web games like GoStop, Card, Board Game, etc., 10 kinds of casual games, 10 kinds of action & RPG games, 4 kinds of sports games, 91 kinds of flash games, 7 kinds of old games, and so on. • They made themselves the GoStop/Card/Board Game and casual games, but started the action/RPG game services in the form of publishing in the initial stage and gradually provided a great number of self-developed games. - With the establishment of NHN Games exclusively in charge of developing games in October, 2004, NHN got to have self development capacity and made <Arc Lord>, <Gunster>, <Skid Rush>, <R2>, etc. • Regarding their main online games, <Kwonho> and <Golf King> which opened their formal services in July 4, are becoming commercialized, and <R2>, the good bet of this year is under Beta testing. - <Arc Lord>, the first MMORPG game developed by NHN itself was not very satisfactory, but the second MMORPG <R2> is coming into the spotlight. ○ It is hard to say its game business is No. 1 in domestic markets, compared to the search business, due to domination of Netmarble and Pmang, but most profits of overseas markets are coming from the game business. • In Japan, their search service failed to attract people’s attention due to name recognition of services like Yahoo Japan which preoccupied the markets, so they executed a new strategy focusing on a game service as their main business. • NHN once chose the respective representation system in which Kim Beom-Soo CEO, the founder of Han Game took charge of the overseas business while Choi Hui-Young CEO managed the domestic business. This was because the advancing strategy into overseas markets grounded on the game business and was supported by other services such as community, search and so on. - They changed the co-representative system with two CEOs, Lee Hae-Jin and Kim Bum-Soo of the initial stage, to the single representative system of Kim Beom-Soo CEO in order to enhance its decision-making power due to the leap into a global company in 2004. 8 Game Issue Analysis of Major Game Company - After that, as its overseas business continued to grow with performance of Japanese corporation, they changed to the respective representation system having each CEO in domestic and overseas businesses separately. ○ Hangame in Japan had been chosen as the Best Site of the Year in 2004 and 2005 consecutively and established its position as Japanese largest game portal. And Ourgame (www.ourgame.com), the company jointly established with SeaRainbow Holding Corp. in 2004, became a leading company in Chinese game portals. • They started with Pachinko game and strengthened its community character in Japan while providing services suitable for domestic markets, such as Mah Jong or Chinese Janggi, etc. in China. - It is reported that the number of users simultaneously connected to the site from Korea, China and Japan reached 1.1 million as of June, 2006. • They are planning to keep the top position of NHN Japan firmly in Japanese market and make the joint-venture company Ourgame in China grow to a global game portal beyond Asian markets. Once the inroads into American market succeed, they will expand their services into Europe, South America, etc and establish a global game platform on the basis of American corporation. NHN Global Game Market Status Classification Korea China Japan Members 24,000,000 170,000,000 16,000,000 Simultaneous Connection 230,000 120,000 700,000 U.S.A July 7, 2006 Service Open 9 Game Issue Analysis of Major Game Company HANGAME Game Portfolio □ Web Game : GoStop/Card/Board/Casual Game, Flash Game, Classic Hangame □ Online Game • Kwonho<Radiogames, Partially Charged> - Online battle fighting game in 3D action • BOUT <N-LOG Soft, Partially Charged> - Battle action game for children • R2(Reign of Revolution)<NHN Games, Beta Test> - Game with a background of the Middle Ages and castle siege is its main system • Skid Rush<NHN Games, Beta Test> - Featuring RPG elements such as car reinforcement, quest performance, etc. combined with the existing racing game • Gunster<NHN Games, Open Beta Test> - Gun shooting game utilizing FPS game system and featuring easiness and simplicity of casual games • Gold Wing<NHN Games, Partially Charged> - Real-time online flight and shooting game where SD (Super Deformation) type of characters appear • Age of Voyage<KOEI, Flat Fee System> - Simulation RPG game with a background of the sea, providing a channeling service through Netmarble • Blitz1941<Mowel Soft, Partially Charged> - Online streetcar game with a background of the Second World War • Pristontale<Priston, Partially Charged> - Real-time fighting online game in full 3D with a main story of warriors’ adventures in the Priston Continent • Golf King<NHN Games, Partially Charged> - Online casual golf game developed by NHN over 2 years 10 Game Issue Analysis of Major Game Company Stock Price Change ○ Since the introduction of knowledge search service in 2002, NHN has gained an absolute influence on the search markets. It is estimated that its boom will continue because the recent internet market has been expanding, driven by search advertisements. In addition, it is expected its aggressive activities in the overseas markets including not only positive performance both in the Japanese and Chinese markets but also the opening of services in America, will lead to increase in sales. • Despite some weak points such as fiercely increasing competition in the domestic game portal areas and limitation on growth caused by absence of a hit game, experts estimate NHN will hold its high market shares thanks to expansion of the accumulated knowledge DB, brand recognition, and preoccupation effect, etc. • MERITZ Securities: It is expected although the growth of NHN Japan will have been slowing down during the first and second quarters due to influences of the seasonal slack and World Cup, the sales of NHN will increase because lots of new games including various casual games developed by Neople are planning to be launched from the second half of this year • Samsung Securities: It is expected NHN has been keeping its leading position at the banner advertisement and e-commerce markets based on its high market shares in the search advertisement markets and its publishing business has been enhanced, and therefore, the sales will continue to increase and NHN will show good performances in the future as well. NHN Stock Price Change (Source : Yahoo Korea) 345,000 320,400 300,000 250,000 200,000 150,000 10,000 50,000 36,600 10 2002 1 2003 6 12 6 2004 12 6 2005 12 6 2006 11 Game Issue Analysis of Major Game Company General Status ○ Company Outline • Company Name : NHN Co., Ltd.(www.nhncorp.com) • Foundation Date : June 29, 1999 • Representative Director : Kim Beom-Soo, Choi Hui-Young • Capital Stock : 7,750,398,000 won • Total Market Value : 5,113,712,600,400 won(as of July 4, 2006) • No. of Employees : 1,088 • Address : 25-1 Bundang Venture Bld. Jungjadong Bundanggu Sungnam ○ History 1999.06 1999.12 2000.01 2000.02 2000.04 2000.05 2000.06 2000.07 2000.08 2000.09 2000.10 2000.11 2001.04 2001.09 2002.10 2003.01 2003.03 2003.05 2003.10 2003.12 2004.01 2004.06 2004.10 2005.04 2005.07 2005.08 2006.01 2006.04 2006.06 Founded 'Naver.com' Opened the game portal service, Hangame Opened Naver free mail service Opened the Naver game and card services Opened the new electronic commerce service, Zero Market Opened the extra-large game zone, 'Naver Plaza' Opened the special search service for individual homepage Combined Hangame, OneQ, Search Solution Opened the high standard search service, 'Nexearch' Founded Hangame Japan Corporation Opened electronic album and photo album services Founded Naver Japan Corporation Opened the encyclopedia service Formed co-representative directors(Lee Haejin, Kim Bumsu) Changed the company name of NHN Listed on KOADAQ Opened Naver multilingual translation search service Took over 'Solution Holdings', the software development company Took over 'Kuku Communication', the operating company for automated web-based address list management Integrated Japanese corporation into NHN Japan Took over 'IV Technology', the company developing mobile multimedia technology Took over 'Future Valley', the company developing digital contents delivery technology Started the single representative system of Kim Beom-Soo Entered into the co-management of SeaRainbow Holding Corp. and Ourgame Founded 'NHN Games', the studio for game production Changed the representative director(respective representative: Kim Beom-Soo, Choi Hui-Young) Started 'Happybeen(happybeen.naver.com)', the online donation portal Founded U.S.A Corporation(NHN USA) Founded R&D Center in China Opened formal services of the internet phone 'Naver Phone' Acquired shares of Neople, the game developer Took over '1noom(www.1noon.com)', the search portal 12 Game Issue Analysis of Major Game Company ○ History of Representative Director Kim Beom-Soo(1966.3.27) 1986 1992 1998 2000 2004 Now Choi Hui-Young(1964.4.29) Graduated Department of Industrial Engineering, Seoul Univ. Graduated Graduate School of Industrial Engineering, Seoul Univ. Samsung SDS(Unitel Planning and Development) Founded Hangame Communication Co., Ltd. NHN Joint CEO NHN Single CEO President of Korea Game Industry Institute NHN, Overseas Part CEO 1990 Graduated Department of English Literature, Sogang Univ. YonhapNews, Reporter YTN, Reporter YahooKorea, News Head NHN, Naver Headquarter Planning Manager NHN, Naver Department Manager NHN, Domestic Part CEO 1991 1995 2000 2002 2004 Now ○ Stock Distribution(as of March 31, 2006) • Stock Holding Status of Stockholders over 5% Common Stocks Rank Name 1 CRMC 949,553 2 Lee Haejin 3 M play Total Stocks Quota(%) Preferred Stocks Subtotal Stocks Quota(%) Stocks Quota(%) 6.1 - - 949,553 6.1 854,918 5.5 - - 854,918 5.5 818,160 5.3 - - 818,160 5.3 2,622,631 16.9 2,622,631 16.9 • Stockholder Distribution Classification Minority Stockholders Minority Stockholders (Corporation) Minority Stockholders (Individual) Majority Stockholders Main Stockholders Other Stockholders Total Other Stockholders (Corporation) Other Stockholders (Individual) Total Stockholders Rate(%) Stocks Rate(%) Remark 11,610 99.79 9,183,437 59.24 - 914 7.86 7,755,945 50.04 - 10,696 91.93 1,427,492 9.21 - 9 0.08 1,654,669 10.67 - - - - - - 15 0.13 4,662,690 30.08 - 14 0.12 3,942,688 25.44 - 2 0.02 720,002 4.64 - 11,635 100.00 15,500,796 100.00 - 13 Game Issue Analysis of Major Game Company ○ Finance Information (Unit : one million won) Classification 2001 2002 2003 2004 2005 Sales 24,260 74,614 166,625 229,383 357,494 Operating Profit 5,333 30,229 65,723 75,458 131,491 Ordinary Profit 2,559 26,233 66,254 62,869 51,717 Current Term Net Profit 2,860 22,954 55,524 49,829 10,157 ○ Related Company Status Related Company Shares NHN Holds Classification Media Web 1,000,000,000 Holding Stocks 92,853 Search Solution 1,700,000,000 All At Capital Stock Quota NHN Shares Related Company Holds Holding Quota Stocks 46.43% - 0.00% 340,000 100.00% - 0.00% 5,000,000,000 200,000 20.00% - 0.00% Net Mania 515,750,000 28,030 27.17% - 0.00% Zero Market 300,000,000 18,000 30.00% - 0.00% Future Velly 131,640,000 263,280 100.00% - 0.00% Digital YTN 2,000,000,000 200,000 50.00% - 0.00% Taekuk I&E U-City Contents Consortium NHN Global 4,357,200,000 610,008 70.00% - 0.00% 450,000,000 300,000 33.33% - 0.00% (USD)8,001 800,101 100.00% - 0.00% NHN China Technologies (USD)150,000 - 100.00% - 0.00% NHN USA, Inc. (USD)12,000,000 120,000 100.00% - 0.00% NHN Japan (JPY)865,100,000 182,760 100.00% - 0.00% NHN Games 4,384,615,000 600,000 68.42% - 0.00% NHN Service 100,000,000 20,000 100.00% - 0.00% N3C 114,290,000 6,858 30.00% - 0.00% 14 Game Issue Analysis of Major Game Company Opportunity & Problem of Mobile Phone Game in China iPark Shanghai DCC James Chen ([email protected]) 1. Opportunity Since Yang Lei(杨镭), the leader of LinkTone(掌上灵通) and the pioneer of market development changed his job, the heated discussion on the survival of SP service providers has been progressing in domestic markets. In March 2006, the competition for survival in wireless service business started to become more fiercely. In addition, the news on merger and acquisition between CP and SP in the industry is being heard more often, which proves this year will be a major turning point in the wireless service industry. “Large companies are focusing on the development of mobile games.” Beijing Hurray(华友世纪), the content provider of information and communication services, announced that they would buy entire stocks of Shanghai Magma Digital, the mobile phone game company. This is the third stock purchase by Hurray since the second half of 2005. It shows that Hurray is focusing on the music and game business for their entertainment services among additional wireless services. Shanda(盛大) Network has already established the mobile phone game portal Game-V. At the same time, Shanda has cooperated with development companies worldwide in order to supply games to EAMINI, the mobile device of their own. January 19 of this year, the wireless service provider LinkTone, which is the first company listed on the NASDAQ in China, announced that they will invest 1.8 million dollars and buy 51% share of a mobile phone game developer, Beijing Ojava(奥嘉). Ojava is a leading developer and seller of mobile games in China. Buying Ojava shares at this point will enable LinkTone to go into the rapid growing market and have a favorable influence on creating a new source of profits other than the text messaging service. Monstermob, UK's development company of ring tones and games for mobile phones announced that they will invest about 30~35 million dollars and take over M Dream China, the developer and seller of mobile games headquartered in Hangzhou. The recent trend of merger and acquisition in the wireless service industry shows that the wireless services including mobile games, etc. would be a major target for competition in the coming 3G age. Over recent years, the profits of service providers from text messaging business have been steadily dropping. Even though they continue to release various services such as MMS (Multimedia Messaging Service), Ring-back Tone Service and so on, the SP businesses in the market which is already flooded with lots of services are losing attraction. After several cases of market adjustment, many SP companies lost willingness to change. 15 Game Issue Analysis of Major Game Company Under these tough circumstances, as 3G age is coming, the mobile games are coming into the spotlight more strongly. Large SP companies are focusing more on Kjava applications. “The mobile games will be the target for 3G business competition.” As the 3G internet was used and new technology operation and data service level was improved, the changes attracted a lot more gamers, and accordingly, demands for mobile games have increased. Suzushin(世资询) estimated that demands for mobile games in the market of this year will increase by 54.9%, compared to 2005. In addition, according to the recently released report of Analysys International(易观国 际), the consulting provider of information and communication industry, online mobile games have been gradually developing, and it is expected that the total market size of this year will reach 1.4 billion and 41 million won, increased by 8% compared with the previous year. This report explains mobile games make a feature of interacting at real time by connecting to the server through the internet. The games became a potential digital service due to the use of high quality internet, the improvement of level in digital service experiences, the reduction of mobile expenses and the supply of intelligent mobile phone, etc. By the way, Is there any possibility that the promising mobile game business stops its growth? A related expert mentioned the development of the domestic mobile phone game industry is facing a big challenge. The similarity and low quality in mobile games, excessively strong control of the entire industry chain by the mobile communication carriers and existing unfair competition both in the 2.5G communication networks and the SP businesses themselves, etc. are the reasons that the majority of SP, especially the small and medium-sized SP fall in financial difficulties. However, despite above-mentioned restrictions, it is impossible to stop those who have a favorable expectation from progressing. Compared with the text messaging service, it is expected that operating the mobile games will significantly increase capacity of the mobile communication carriers. At present, with the help of multimedia, the industry is interacting more closely, and mobile games of high quality in screen and sound are appearing largely in GPRS1). This shows that the competition of SP will be severe as mobile games are released and improved. This is not only an opportunity, but also a challenge. It is worth while expecting which one dominate in this business. 1) General Packet Radio Service: 2.5 age mobile phone available for superspeed internet and visual communication, contrary to the mobile phone available for voice call only. 16 Game Issue Analysis of Major Game Company 2. The improvised management system(粗放式) is a potential danger of the rapidly growing mobile games As people become more interested in the mobile network games and more people use mobile games, and user demands for service quality of mobile games increase accordingly, the problem of 'improvised management system' is gradually appearing at the back of prosperous mobile games. From the spring of this year, a lot of news on various mobile network games has been heard continuously. As a great many of new games are steadily released and the existing games are upgraded, people tend to enjoy mobile games rather than simple entertainment gears. The network game using mobile phones has become a new charming source in the current mobile game industry, and so, many manufacturers are getting into it. The mobile network games have solved the issue on using an illegally copied version of games. The mobile phones have more merits than PC does like the so-called 'anytime, anywhere' feature. With the help of multimedia and enormous investments from each manufacturer, the network games using mobile phones have been ever rapidly developing. However, as people become more interested in the mobile network games and the number of mobile game users increase, and users’ demand for service and quality of mobile games increase accordingly, the problem of 'improvised management system' is gradually appearing at the back of prosperous mobile games. Regarding the current management system of most mobile network games, an executive in development and management company of mobile network games explained as follows: Most developers don't prepare a complete plan at the developing stage of network games. Generally, they just copy general ideas from other sources, make their plan roughly, start quickly to implement a program, and then release their incomplete products into the market which haven't went through any strict security test, without proper measures for security issues. They charge user fees just after some events with unplanned advertisements. In most cases, the number of game users significantly decreases and positive responses sharply decline after user fees are charged. A lot more of games are just thrown away by gamers even before the user fees are charged. Furthermore, as the problems at the developing stage become gradually revealed, gamers decrease accordingly. And the poor customer services make the manufacturers fail to operate or finally recall their product and have to revise them until people totally forget the game by a new game. When analyzing the above-mentioned problems, we can see the problems are already known ones. The incompletely planned and made products are recalled immediately after releasing, and that is the biggest problem at the developing stage. They make a game in haste and release it online quickly, and use the internal and external tests for product marketing only, not for quality improvement of products. Even more, in case of charging user fees without any external test, they become locked in a vicious circle of continuously making up for the weak points of the game. 17 Game Issue Analysis of Major Game Company It is often the case that most mobile game providers don't have many previous experiences in operating network games and are lack of understanding in operation. The 'Standards for Online Release' of network games specify that the providers need to have not only qualified customer service and GM, but also procedures and measures for solving problems raised by gamers, and they should make sure stability in connection and the entire operation cycle of games, and have emergency procedures and measures. When looking through one by one, currently, it is general that most game GMs carry out two kinds of works or are in both positions. Some GMs don't have any previous experience in the field and are not professionally trained. As for the customer service, operating only a superficial customer board or a call center cannot be considered as a proper service for listening to users' complaints. In case that stable and enough measures are not prepared before releasing online, and if the server shut down with heavy load of users, it could have a bad influence on advertising in the future. Besides the lack of experience in operating, a fundamental cause of the improvised management system in the current mobile game industry lies in establishing a short-term goal. The short-term goal means operation and development of games aiming to get benefits in a short-term period on speculation The mobile network game is a new business area which enormous supports are pouring into, referring as a so-called rising 'new gold mine' or 'high-speed growth point'. A good few people are just following the new trend blindly on speculation. Is it possible to become a leader and obtain the gold in the mobile network game market at this developing stage simply by copying or taking the existing games? How would be the size of markets? How much do you think you can take from it? Network game industry is not a manufacturing business, but a service one. More than 90% of its business begins after developing games. What kind of corporation do you want to organize, and what type of competitive power does your team have? What is the competitive power of the game you developed? There is a point that many manufacturers are failing to notice when they release the unready poor products and charge user fees for games which just start being advertised. That is what makes the users buy your product. In fact, many manufacturers are earnestly concentrating their efforts on studying and developing products. They develop a high quality game by fully studying and researching users' demands and industrial characteristics. They just fail to consider the operation issue in many aspects so that they face several problems after releasing games. For an ideal operation plan, the followings must be carried out. 18 Game Issue Analysis of Major Game Company “Enough preparation for online release” The test should not be carried out in a hurry to meet the schedule. There has been no case of success in such a way. The internal test should not be neglected. It is difficult to proceed with additional revising works of a game once gamers meet the game. There in no change to make up any weak point any more. Make a customer service process in the system. If the issues raised by users are not solved and accumulated, enormous side effects could happen. Especially, in case the problems on a board are not dealt with immediately, many visitors who see the poor service will turn away from it. Make a customer service team. 90% of the network games are a service work. The level of customer service will have a direct influence on your service quality. Scheduled update : Your game is continuously being improved and changed. You should keep customers interested with various new items and let them know you always strive for studying and developing, and make them have expectation of upcoming results. Maintain the server all the time. If you would upgrade the version of your game irregularly, by upgrading on a regular basis from now on, you could make users familiar to changes, and so they don't feel difficulties in connecting the server any more. Make a presentation material explaining the upgrade. Gamers would want to know the reasons and contents of the upgrade. Release a perfect information process : With the help of your marketing partner, deliver information to many users as fast as you can. If you're not able to upgrade your homepage, you'd better not use it. Users may think the contents didn't exist from the beginning. Inform any notice in advance. Gamers wouldn't like to visit again and find solutions after any problem happens. Conclusion: Since the entire mobile network game market is in the initial stage of development, it will take time to grow the industry. If the development and operation company of games pursue short-term visible profits, it will ruin trust of users in mobile network games, and make users uninterested in the mobile network games. For a successful network game, you should not only spend time and efforts in developing games, but also fully recognize the importance of operation in the game business. Operation is not marketing. The network game has more to do with services as well as developing games. James Chen is working as DCC(Digital Content Consultant) at Korea IT Industry Promotion Agency's Shanghai office, iPark Shanghai, and is making his effort to export Korean contents abroad. 19 Game Statistics Ranking Statistical Data Ⅱ. Game Statistics 1. Ranking A. Online Games 1) Survey Results from [Rankey.com] ○ Survey Period: June 25 - July 1 ○ Survey Method: The number of visitors to the webpage per hour was collected with the use of Navvy, a ranking program software ○ Sample Size: 60,000 panels among Navvy users, selected in accordance with the population component ratio (collection date : July 7, 2006) Rank Game Title Market Share Average Number of Visitors per day 1 Freestyle 19.72% 233,267 2 Dungeon & Fighter 12.67% 159,197 3 Mabinogi 9.35% 134,849 4 ▲1 Yul-Hyul-Kang-Ho Online 5.99% 108,910 5 ▲1 Rohan 5.62% 77,348 6 ▲1 Ghost 5.53% 113,201 7 ▼3 Sun Online 5.22% 83,062 8 Lineage 2 /NC Soft 3.77% 57,891 9 World of War Craft 3.35% 58,651 10 Lineage /NC Soft 3.31% 60,869 Source: Ranke (www.rankey.com) 20 Game Statistics Ranking Statistical Data 2) Survey Results from Gametrics ᄋ Survey Period: June 30 ~ June 6 ᄋ Survey Method: The actual hours for which users play games in Internet cafes were measured. ᄋ Sample Size: Selecting 1,300 out of 20,000 Internet cafes in Korea, in accordance with the ratio of each region (Confidence Level : 95%, Sampling Error : ±4.71%) Rank (Collection Date : July 7, 2006) Game Title Share (%) Total time used (Hour) Time used per Commercial PC cafe(Min.) 1 [ - ] Special Force 11.91% 606,686 1,994 Commercial 2 [ - ] Starcraft 8.72% 444,257 1,295 Commercial 3 [▲2] FIFA Online 8.63% 439,758 1,418 Beta 4 [▼1] Lineage 2 6.69% 340,807 1,203 Commercial 5 [▼1] Lineage 6.21% 316,492 1,083 Commercial 6 [ - ] World of Warcraft 6.08% 309,918 1,165 Commercial 7 [ - ] Sudden Attack 5.89% 299,929 967 Beta 8 [ - ] War Craft 3 4.38% 223,272 927 Commercial 9 [ - ] Kartrider 3.69% 187,822 575 Commercial 10 [ - ] Sun Online 3.51% 178,886 740 Beta Source : www.gametrics.com 3) Survey Results from Metrix Corp. ᄋ Survey Period: June 26 ~ July 2 ᄋ Survey Method: The number of visitors were collected by installing PcMeter™, Metrix's log tracking software, in the panelists' PCs and trace the path on the Internet. ᄋ Sample Size: 12,500 panelists were selected among those who meet sample requirements by using the Random Digit Dial(RDD) method to place random calls in order to request participation in the survey. (Collection Date : July 7, 2006) Rank Web site No.of Reach No. of Visitors (%) Visited (1000) Days Visits (1000) No. of Page Views (1000) Per Person Per Visit No. of No. of No. of Page Stay Time Page Stay Time Visits Views Views 1 netmarble.net 3,476 12.9 3.1 23,249 146,659 6 42 32:20:00 6.3 4:50 2 nexon.com 4,126 15.3 2.5 18,984 121,455 4 29 22:32 6.4 4:53 3 hangame.com 2,959 11 3 16,061 304,903 5 103 2:05:42 19 23:09 4 mgame.com 825 3.1 2.8 4,441 35,963 5 43 28:55:00 8.1 5:22 5 playforum.net 786 2.9 2.8 4,450 72,551 5 92 50:16:00 16.3 8:52 6 d-fighter.com 593 2.2 2.9 3,888 38,079 6 64 40:20:00 9.8 6:09 7 mabinogi.com 407 1.5 2.4 1,538 15,280 3 37 25:50:00 9.9 6:50 8 gamemeca.com 419 1.6 1.8 1,619 17,539 3 41 24:04:00 10.8 6:13 9 inven.co.kr 310 1.2 2.3 1,095 32,168 3 1:00:28 29.4 17:07 169 0.6 3.9 1,284 10,196 7 60 29:17:00 7.9 3:51 10 fighterforum.com 103 Source: www.metrixcorp.com 21 Game Statistics Ranking Statistical Data B. Mobile Game 1) By Telco (Collection Date :July 7, 2006) Rank KTF LGT 1 2 3 4 5 6 7 8 9 10 Super Action Hero(W) Super Action Hero Imo Come2Us Soccer 2006(W) Epic Chronicle2(W) Come2Us Soccer 2006 Superman Returns(W) Mini Game Paradise(W) Nom2(W) Epic Chronicle2 Com2Us Soccer 2006 Dragon Heart Superman Returns New Matgo 2006 SamgukJangpae Cross Destiny Hero Lore-Ian Master of Mini Games Pirate King 2006 Kartrider Puki A) KTF (Collection Date :July 7, 2006) Rank Game Title Developer Genre Release Date 1 Come2Us Come2Us Come2Us Come2Us 7 Super Action Hero(W) Super Action Hero Imo(W) Com2us Soccer 2006(W) Epic Chronicle2(W) Com2us Soccer 2006 Superman Returns(W) 8 Master of Mini Games(W) Come2Us GNC Come2Us 9 Nom2(W) Epic Chronicle2 Nexonmobile Adventure/RPG Adventure/RPG Adventure/RPG Sports Action/Arcade Sports Action/Arcade Action/Arcade Action/Arcade Adventure/RPG 2006.06 2006.06 2006.05 2006.03 2006.06 2006.03 2006.06 2005.08 2005.07 2006.06 2 3 4 5 6 10 Nexonmobile Gamevil *(W): WIPI Cost Phone Fee Program (Download) Total 2,500 2,500 0 2,500 3,000 2,500 2,500 2,500 2,500 3,000 1,260 1,550 1,105 1,865 3,110 2,120 3,380 1,850 1,410 2,020 3,760 4,050 1,105 4,365 6,110 4,620 5,880 4,350 3,910 5,020 No. of Downlo ads 21,787 13,272 11,231 8,302 5,590 5,438 5,414 4,540 3,723 3,394 Source: http://www.magicn.com/ Weekly Game Ranking B) LGT (Collection Date :July 7, 2006) Cost (Unit: won) Rank Game Title Developer Genre Release Date Program 1 Come2Us Soccer 2006 2 Dragon Heart 3 Superman Returns 4 New Matgo 2006 Samgukjangpae Cross Destiny Hero Lore-Ian 5 6 7 8 9 10 Come2Us Fundory GNC Joy Mobile Gamevil Ensony Enfoma Korea Sports Adventure/RPG Action/Arcade Board Adventure/RPG Adventure/RPG Adventure/RPG Master of Mini Games Wiz Communication Quiz/Puzzle/Board Adventure/RPG Pirate King 2006 Entaz Cheezecake Production Quiz/Puzzle/Board Kartrider Puki 2006.03 2006.06 2006.06 2005.09 2006.06 2006.05 2006.05 2006.05 2006.06 2006.05 2,500 2,500 2,500 2,000 2,000 2,500 2,000 2,500 2,500 2,000 Phone Fee (Download) 1,630 4,500 3,340 1,000 2,405 1,330 2,565 870 3,655 655 Total 4,130 7,000 5,840 3,000 4,405 3,830 4,565 3,370 6,155 2,655 Source: LG Telecom e-zi Weekly Game Ranking 22 Game Statistics Ranking Statistical Data C. PC/Console Games 1st week of July(collection date: July 7, 2006 ) Rank Game Title Game Title Prince of Persia 3: The Two Thrones Distributor Intralinks 1 new PC 2 ▼1 PS2 Winning Eleven 10 Uniana 3 - PSP Gitaroo Man Lives EA Korea 4 ▲2 PC 2006 Fifa Worldcup EA Korea 5 ▼1 PSP Winning Eleven 9 Ubiquitous Evolution Uniana 6 ▼4 PS2 7 ▲1 PSP 8 ▲2 PSP 9 new PC 10 ▲3 PS2 Prince of Persia 3: The Two Thrones 11 new PS2 Ghost Rekon: Advanced Warfighter 12 ▼1 PS2 13 ▼1 XBox360 14 new 15 Valkyrie Profile 2 -Silmeria2006 Fifa Worldcup Narutimate Portable Heroes of Might and Magic 5 Samurai Warriors 2 SCEK EA Korea Bandai Korea Intralinks Intralinks Blue Interactive KOEI Korea N3 (Ninety Nine Nights) Microsoft PSP MLB06 the show SCEK - PSP DJ Max Portable Pentavision 16 new PSP Dragonball Z Sparking! Bandai Korea 17 ▼10 XBox360 TOP SPIN 2 CJ Joycube 18 new PC 19 - PSP 20 ▼4 XBox360 Sims 2 Expansion: Open for Business Fight Night Round 3 Call of Duty 2 (Korean Version) EA Korea EA Korea CSR Entertainment Source : B&T Entertainment (http://www.game21.co.kr) 23 Game Statistics Ranking Statistical Data 2. Statistical Data Market Size and Outlook of Global Online Game(2001~2011) * Source : DFC Intelligence(2006.06) The size of global online game markets will grow by 287%, from 3.4 billion dollars in 2006 to 13.1 billion dollars in 2011, and in the market share of online games by the PC and console platforms, even though the PC platform took up about 95%, it is estimated the ratio between the PC and console platforms will be 75:25 by 2011. Market Size and Outlook of Global Online Game 14,000 PC Console 12,000 3,272 2,861 10,000 2,321 8,000 1,528 6,000 809 482 4,000 5 587 18 810 64 1,388 133 2,069 3,185 4,050 2001 2002 2003 2004 2005 2006 2,000 0 (mil) 6,812 211 7,871 8,934 9,874 5,098 2007 2008 2009 2010 2011 (in millions) year PC Console Total PC:Console 2001 587 5 592 99:1 2002 810 18 828 98:2 2003 1,388 64 1,452 96:4 2004 2,069 133 2,202 94:6 2005 3,185 211 3,396 94:6 2006 4,050 482 4,532 89:11 2007 5,098 809 5,907 86:14 2008 6,812 1,528 8,340 82:18 2009 7,871 2,321 10,192 77:23 2010 8,934 2,861 11,795 76:24 2011 9,874 3,272 13,146 75:25 24 Game Statistics Ranking Statistical Data Market Size and Outlook of Online Game in North America 5,000 4,500 PC Console 4,000 3,500 3,000 2,500 2,000 1,500 1,000 1,811 1,558 1,303 824 447 500 0 3 154 10 217 37 403 79 605 (mil) 2001 2002 2003 2004 143 278 892 1,161 1,453 2005 2006 2007 2,360 2,684 2,902 2,053 2008 2009 2010 2011 (in millions) year 2001 2002 2003 2004 2005 2006 PC 154 217 403 605 892 1,161 Console 3 10 37 79 143 278 Total 156 227 440 684 1,035 1,439 year 2007 2008 2009 2010 2011 PC 1,453 2,053 2,360 2,684 2,902 Console 447 824 1,303 1,558 1,811 Total 1,900 2,877 3,663 4,242 4,714 Market Size and Outlook of Online Game in Europe 3,500 PC Console 3,000 2,500 829 721 2,000 510 1,500 356 1,000 500 0 (mil) 0 36 2001 0 60 5 105 2002 2003 142 14 183 28 337 78 572 741 2004 2005 2006 2007 1,290 1,511 2008 2009 1,798 2010 2,058 2011 (in millions) year 2001 2002 2003 2004 2005 2006 PC 36 60 105 183 337 572 Console 0 0 5 14 28 78 Total 36 60 110 197 365 651 year 2007 2008 2009 2010 2011 PC 741 1,290 1,511 1,798 2,058 Console 142 356 510 721 829 Total 883 1,646 2,021 2,519 2,888 25 Game Statistics Ranking Statistical Data Market Size and Outlook of Online Game in Japan 1600 PC 1400 Console 1200 552 511 1000 456 800 314 600 198 400 200 0 (mil) 2 4 2001 8 20 17 52 2002 2003 32 114 151 251 340 92 2004 2005 2006 2007 34 564 2008 676 2009 808 902 2010 2011 (in millions) year 2001 2002 2003 2004 2005 2006 PC Console 2 8 17 34 32 114 4 20 52 92 151 251 Total 6 28 69 126 183 365 year 2007 2008 2009 2010 2011 PC 340 564 676 808 902 Console 198 314 456 511 552 Total 538 878 1,133 1,319 1,454 Market Size and Outlook of Online Game in Asia 4500 PC 4000 Console 79 70 3500 52 3000 34 21 2500 2000 8 12 1500 5 1000 0 500 0 (mil) 0 393 513 2001 2002 829 2003 7 1,805 2,066 2005 2006 2,565 2,906 3,323 3,644 4,012 1,189 2004 2007 2008 2009 2010 2011 (in millions) year 2001 2002 2003 2004 2005 2006 PC 393 513 829 1,189 1,805 2,066 Console 0 0 5 7 8 12 Total 393 513 834 1,195 1,813 2,079 year 2007 2008 2009 2010 2011 PC 2,565 2,906 3,323 3,644 4,012 Console 21 34 52 70 79 Total 2,586 2,940 3,375 3,714 4,090 26 Game Statistics Ranking Statistical Data Global PC-Based Market Size and Outlook of Online Game (in millions) year North America Europe Japan Asia Total 2001 154 36 4 393 587 2002 217 60 20 513 810 2003 403 105 52 829 1,388 2004 605 183 92 1,189 2,069 2005 892 337 151 1,805 3,185 2006 1,161 572 251 2,066 4,050 2007 1,453 741 340 2,565 5,098 2008 2,053 1,290 564 2,906 6,812 2009 2,360 1,511 676 3,323 7,871 2010 2,684 1,798 808 3,644 8,934 2011 2,902 2,058 902 4,012 9,874 <2005 Percentage per Area> <2011 Percentage per Area> 27 Ranking Statistical Data Game Statistics Global Console-Based Market Size and Outlook of Online Game (in millions) year North America Europe Japan Asia Total 2001 3 0 2 0 5 2002 10 0 8 0 18 2003 37 5 17 5 64 2004 79 14 34 7 133 2005 143 28 32 8 211 2006 278 78 114 12 482 2007 447 142 198 21 809 2008 824 356 314 34 1,528 2009 1,303 510 456 52 2,321 2010 1,558 721 511 70 2,861 2011 1,811 829 552 79 3,272 <2005 Percentage per Area> <2011 Percentage per Area> 28