Social Gaming Market in Japan - Yano Research Home
Social Gaming Market in Japan - Yano Research Home
Social Gaming Market in Japan - Yano Research Home
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<strong>Yano</strong> <strong>Research</strong> Institute<br />
RESEARCH SUMMARY<br />
January 10, 2012<br />
2-46-2 Honcho, Nakano-ku,<br />
Tokyo 164-8620, <strong>Japan</strong><br />
<strong>Social</strong> <strong>Gam<strong>in</strong>g</strong> <strong>Market</strong> <strong>in</strong> <strong>Japan</strong>: Key <strong>Research</strong> F<strong>in</strong>d<strong>in</strong>gs<br />
2012<br />
◆ <strong>Research</strong> Outl<strong>in</strong>e<br />
<strong>Yano</strong> <strong>Research</strong> Institute has conducted a study on the domestic social gam<strong>in</strong>g market with the<br />
follow<strong>in</strong>g conditions:<br />
1. <strong>Research</strong> period: November to December, 2012<br />
2. <strong>Research</strong> target: Domestic SNS companies, social application providers, gam<strong>in</strong>g publishers and<br />
developers, onl<strong>in</strong>e gam<strong>in</strong>g providers and developers.<br />
3. <strong>Research</strong> methodologies: Face-to-face <strong>in</strong>terviews by the specialized researchers, telephone/email<br />
surveys, and literature research<br />
<br />
The social gam<strong>in</strong>g <strong>in</strong> this research is def<strong>in</strong>ed as onl<strong>in</strong>e gam<strong>in</strong>g provided with<strong>in</strong> SNS, which enable SNS<br />
users to communicate with each others through such gam<strong>in</strong>g.<br />
Note that size of the social gam<strong>in</strong>g market is estimated by calculat<strong>in</strong>g the sums paid by domestic <strong>Japan</strong>ese<br />
SNS users for play<strong>in</strong>g the social gam<strong>in</strong>g, which does not <strong>in</strong>clude advertisement revenues.<br />
◆ Key F<strong>in</strong>d<strong>in</strong>gs<br />
• Domestic <strong>Social</strong> <strong>Gam<strong>in</strong>g</strong> <strong>Market</strong> Expected to Cont<strong>in</strong>ue Grow<strong>in</strong>g, 110% of Previous<br />
Year to Atta<strong>in</strong> 425.6 Billion Yen <strong>in</strong> FY2013<br />
The domestic social gam<strong>in</strong>g market <strong>in</strong> FY2012 achieved 387.0 billion yen, 137% of the previous<br />
year. Increas<strong>in</strong>g tendency of the domestic social gam<strong>in</strong>g market is estimated to cont<strong>in</strong>ue <strong>in</strong><br />
FY2013, though the growth rate slows down to 110% of the previous year, at 425.6 billion yen.<br />
The market expansion is secured by the revenues from domestic SNS customers and the user<br />
payments.<br />
• Active Voluntary for Healthy Development of Industry<br />
The social gam<strong>in</strong>g <strong>in</strong>dustry is fac<strong>in</strong>g various issues, such as so-called “complete gacha”,<br />
real-money-trad<strong>in</strong>g of unauthorized copies of items, expensive payment charged to young people,<br />
and etc, which have become social problems. The <strong>in</strong>dustry is now try<strong>in</strong>g to dispel such problems<br />
and has been voluntarily mak<strong>in</strong>g itself healthier; one of such efforts is to create <strong>in</strong>dustrial<br />
organizations.<br />
• Transition of Battlefield to Global Smart Phones <strong>Market</strong><br />
It is likely that smart phones will be the major term<strong>in</strong>als for the users to play social gam<strong>in</strong>g for<br />
the future. The lead<strong>in</strong>g SMS bus<strong>in</strong>esses have already been shifted to support smart phones.<br />
From FY2013 and later, the full entrance to overseas market is expected. Whether gam<strong>in</strong>g
titles for smart phones can be successfully monetized or not is the key for further expansion of<br />
the <strong>in</strong>dustry.<br />
◆ Report format:<br />
Published report: “<strong>Social</strong> <strong>Gam<strong>in</strong>g</strong> <strong>Market</strong> 2012-2013”<br />
Issued on: December 27, 2011<br />
Language: <strong>Japan</strong>ese<br />
Format: 288 pages <strong>in</strong> A4 format<br />
Price: 126,000 yen (6,000 yen of consumption tax shall be charged for the sales <strong>in</strong> <strong>Japan</strong>.)<br />
Contacts: Public Relations<br />
<strong>Yano</strong> <strong>Research</strong> Institute Ltd. (URL: http://www.yanoresearch.com)<br />
Phone: +81-3-5371-6912<br />
E-mail: press@yano.co.jp<br />
• Figure 1: Estimated Size of Domestic <strong>Social</strong> <strong>Gam<strong>in</strong>g</strong> <strong>Market</strong><br />
5,000<br />
4,500<br />
4,000<br />
(Hundred Million Yen)<br />
3,870<br />
4,256<br />
3,500<br />
3,000<br />
2,824<br />
2,500<br />
2,000<br />
1,500<br />
1,380<br />
1,000<br />
500<br />
0<br />
361<br />
FY 2009 FY 2010 FY 2011 FY 2012<br />
(Estimate)<br />
FY 2013<br />
(Estimate)<br />
Estimated by YRI<br />
Notes:<br />
1. Figures are estimated by calculat<strong>in</strong>g sums of users paid to play social gam<strong>in</strong>g, and no advertisement<br />
revenues <strong>in</strong>cluded.<br />
2. <strong>Social</strong> gam<strong>in</strong>g for all term<strong>in</strong>als <strong>in</strong>clud<strong>in</strong>g smart phones, mobile phones, personal computers, etc.