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The Mobile Internet Report Key Themes*

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Monetization Mix of Japan’s #1 <strong>Mobile</strong> Social Network –<br />

~50% Advertising / ~50% Virtual + Digital Goods<br />

100%<br />

80%<br />

DeNA Moba-ge-town (14MM <strong>Mobile</strong> Users / $294MM C2008 <strong>Mobile</strong> Revenue)<br />

Revenue Share Breakdown, CQ2:07 – CQ2:09<br />

25%<br />

2% 4% 4%<br />

35% 42% 47% 48% 45% 46%<br />

39%<br />

9%<br />

Games & Others<br />

Sales of in-game virtual items<br />

(weapons, fishing gear, etc)<br />

60%<br />

40%<br />

20%<br />

0%<br />

Subscribers<br />

(MM)<br />

Y/Y Growth<br />

43%<br />

54%<br />

21%<br />

44% 36% 32% 27% 26% 26% 22%<br />

36%<br />

21% 21% 22% 21% 25% 27% 24% 26%<br />

2Q07 3Q07 4Q07 1Q08 2Q08 3Q08 4Q08 1Q09 2Q09<br />

6 7 9 10 11 12 12 13 14<br />

570% 345% 234% 124% 79% 57% 43% 36% 34%<br />

Avatar Sales<br />

Direct sales of avatars<br />

Affiliate Advertising<br />

By becoming registered members<br />

of sponsor sites, users earn Mobagold<br />

to purchase avatars<br />

Advertising<br />

Banners, contextual text / search<br />

ads<br />

Note: DeNA’s Moba-ge-town is Japan’s largest mobile social networks with 12MM mobile users and $294MM mobile revenue in<br />

C2008. Source: DeNA, Morgan Stanley Research.<br />

348

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