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Japan’s Fuji TV, Gree join forces to boost virtual reality businesses

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This is a guest post authored by “Tex” Pomeroy. He is a Tokyo-based writer specializing in ICT and high technology. Tokyo-based private broadcaster Fuji TV and online gaming giant Gree recently established “F x G VR Works (tentative name)” based on an agreement to collaborate in developing business and services including content production / distribution as well as platform construction related to Virtual Reality (VR). This project seeks to combine the strengths of the nationally-networked television broadcaster and Gree, which has game and Web development prowess in addition to having announced its first VR title at the Tokyo Game Show in September of 2015. In connection with such moves the Tokyo-based tech company established its GREE VR Studio last November. Moreover, it has also been a linchpin figure at the Japan VR Summit which was held on May 10th and gathered many of the leading-edge players in this industry. Furthermore it has just this April established an investment fund focused on VR start-ups in the Americas. It is said that VR technology can be applied not only to entertainment such as visual programmings and games not to mention theme parks but also may be applied widely to use in the…

This is a guest post authored by “Tex” Pomeroy. He is a Tokyo-based writer specializing in ICT and high technology.


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L to R: Naoki Aoyagi (SVP of Business Division, Gree), Makoto Yamaguchi (Senior Executive Director of Content Creation, Fuji Television Network)

Tokyo-based private broadcaster Fuji TV and online gaming giant Gree recently established “F x G VR Works (tentative name)” based on an agreement to collaborate in developing business and services including content production / distribution as well as platform construction related to Virtual Reality (VR). This project seeks to combine the strengths of the nationally-networked television broadcaster and Gree, which has game and Web development prowess in addition to having announced its first VR title at the Tokyo Game Show in September of 2015.

In connection with such moves the Tokyo-based tech company established its GREE VR Studio last November. Moreover, it has also been a linchpin figure at the Japan VR Summit which was held on May 10th and gathered many of the leading-edge players in this industry. Furthermore it has just this April established an investment fund focused on VR start-ups in the Americas.

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Japan VR Summit, Tokyo (May 10th, 2016)

It is said that VR technology can be applied not only to entertainment such as visual programmings and games not to mention theme parks but also may be applied widely to use in the medical and scientific research arenas. 2016 is said to be the break-out year for VR, with Oculus VR having started shipping in March of the Oculus Rift head-mounted display (HMD) and HTC commencing its HTC Vive product from April. The Sony entertainment unit is also planning to begin sales of its PlayStation VR in October to further expand VR use.

Fuji TV is running from last year within the Fuji TV On Demand (FOD) integrated entertainment service its next-gen image distribution tech-based R&D endeavor “FOD Labo” which offers 360° panoramic VR content along with a 360° VR live performance coverage for the “Love music” TV program. With the collaboration, Fuji TV and Gree will henceforth create more opportunities to experience VR and help this market to develop further in this promising new field that could grow rapidly. For further info, access http://www.fgworks.jp (Japanese).

Fuji TV's FOD Labo
Fuji TV’s FOD Labo

Disclosure: Fuji TV is an investor in The Bridge.

Indonesia’s Touchten Games secures series C round funding from Gree and 500 Startups

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See the original story in Japanese. Touchten Games is a Jakarta-based game studio which has developed mobile games like Ramen Chain and Sushi Chain, a gamified O2O (offline-to-online) platform called Touchten Platform, and it also conducted a successful Kickstarter campaign for Target Acquired, a side-scrolling run and gun mobile game. The company announced today that it has fundraised from Japanese mobile game giant Gree and Silicon Valley-based startup investment fund 500 Startups in a series C round. Details of the investment have not been disclosed but we were told that it is worth around 7-figures in US dollars according to unnamed sources. This is followed by their series B round back from November of 2013 to March of 2014, funding from Japan’s CyberAgent Ventures, Japanese anime studio TMS Entertainment, Singapore’s UOB Venture Management, and Indonesia’s Ideosource. The Bridge spoke with Touchten Games Co-founder and CEO Anton Soeharyo: We’ve been developing game titles to date, but we want to be a game publisher with a platform as well as keeping developing gaming titles. With the platform, we can invite many game developers in Indonesia and create business opportunities for them. To make this possible, we are adding several social features to…

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CEO Anton Soeharyo (third from left), COO Rokimas Soeharyo (third from right), and CTO Dede Indrapurna (second from left)

See the original story in Japanese.

Touchten Games is a Jakarta-based game studio which has developed mobile games like Ramen Chain and Sushi Chain, a gamified O2O (offline-to-online) platform called Touchten Platform, and it also conducted a successful Kickstarter campaign for Target Acquired, a side-scrolling run and gun mobile game.

The company announced today that it has fundraised from Japanese mobile game giant Gree and Silicon Valley-based startup investment fund 500 Startups in a series C round. Details of the investment have not been disclosed but we were told that it is worth around 7-figures in US dollars according to unnamed sources. This is followed by their series B round back from November of 2013 to March of 2014, funding from Japan’s CyberAgent Ventures, Japanese anime studio TMS Entertainment, Singapore’s UOB Venture Management, and Indonesia’s Ideosource.

The Bridge spoke with Touchten Games Co-founder and CEO Anton Soeharyo:

We’ve been developing game titles to date, but we want to be a game publisher with a platform as well as keeping developing gaming titles. With the platform, we can invite many game developers in Indonesia and create business opportunities for them.

To make this possible, we are adding several social features to the Touchten Platform, such as a gifting feature, a battling feature (gamification), and an analytics system which typically depends on third-party platforms.

But developing this analytics system costs so much. Unlike analytics for websites, measurements using sessions or links which typical third-party analytics platforms are offering will make no sense for mobile game apps. We need to add an analytic system to our gaming publishing platform.

When we can create the one useful for gaming developers, we would like them not only in Indonesia and other Southeast Asian countries but also in the rest of the world to use it for distributing their titles.

In Southeast Asia, there are many game developers but few publishers distributing the former’s titles, which is a recurring problem. So Touchten Games found a business potential here in the gap. With the partnership with Gree, Touchten will be able to leverage experiences for game publishing that Gree has acquired for many years in Japan. This will also give the Indonesian startup conveniences to develop and market localized versions of game titles from Gree. Furthermore, we were told that a reason behind the investment at this time includes Gree’s intention that they want to launch O2O businesses in the Southeast Asian region.

Touchten Games was founded in 2009. We are not yet familiar with their exit plan. However, seeing how Soeharyo have been recently speaking or behaving, I think he is getting more interest in nourishing a startup ecosystem in Indonesia and the one connecting Indonesia and Japan, rather than running a startup. It will be interesting to see how the success of Touchten Platform will help many game developers in the region better reach the global market.

Edited by “Tex” Pumeroy
Proofread by Kurt Hanson

Japan’s Gree teams up with house builders, starts providing flat-rate renovation packages

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Japanese internet company Gree launched today a house renovation service called Ieplus. We understand that this is part of their efforts to launch new non-game businesses that Gree executive Naoki Aoyagi unveiled last week at B Dash Camp Fukuoka 2014. As part of this effort, Gree also launched online luxury pawnshop luxury goods consignment service Uttoku in May [1] and last-minute hotel discount booking app Tonight in June. Gree has partnered with house builders around Japan to provide flat-rate renovation packages to consumers. They provide a wide range of services including wallpaper and flooring replacements, kitchen unit replacements, and termite control. In addition, the company provides a flat-rate subscription package for renovation in partnership with Crasco Design Studio, where property owners can more easily manage their apartments and keep tenants happy and less likely to move out. In this space, we’ve seen more than a few startups like Shelfy, Suvaco, and Iemo. Osaka-based startup Sekaie fundraised 260 million yen ($2.6 million) from three Japanese VC firms in May to expand their low-price, flat-rate house renovation service Renoco. via CNET Japan Revised based on the information from Gree’s public relations. ↩

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Japanese internet company Gree launched today a house renovation service called Ieplus. We understand that this is part of their efforts to launch new non-game businesses that Gree executive Naoki Aoyagi unveiled last week at B Dash Camp Fukuoka 2014.

As part of this effort, Gree also launched online luxury pawnshop luxury goods consignment service Uttoku in May [1] and last-minute hotel discount booking app Tonight in June.

Gree has partnered with house builders around Japan to provide flat-rate renovation packages to consumers. They provide a wide range of services including wallpaper and flooring replacements, kitchen unit replacements, and termite control.

In addition, the company provides a flat-rate subscription package for renovation in partnership with Crasco Design Studio, where property owners can more easily manage their apartments and keep tenants happy and less likely to move out.

In this space, we’ve seen more than a few startups like Shelfy, Suvaco, and Iemo. Osaka-based startup Sekaie fundraised 260 million yen ($2.6 million) from three Japanese VC firms in May to expand their low-price, flat-rate house renovation service Renoco.

via CNET Japan


  1. Revised based on the information from Gree’s public relations. 

Japan’s Gree unveils $100M investment plan for non-game businesses

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See the original story in Japanese. This is a part of our coverage of B Dash Camp Fukuoka 2014. Japanese internet company Gree unveiled that it will invest about 10 billion yen ($98.7 million) in non-game businesses in the coming 12 months. This was disclosed by the company’s managing director Naoki Aoyagi at his speech at B Dash Camp Fukuoka today. In his presentation about Gree’s recent efforts in new businesses, he pointed out that they need to assess the feasibility of each business as frequently as every three months, similar to what US-based incubator Y Combinator does in terms of frequency of feasibility assessment. In view of the mature state of the Japanese startup ecosystem, he said Gree should not launch a business to compete with other startups: We have to do something different from what other companies are doing. We have enough money since we’ve been providing social games for a long time. We’ll keep primarily investing in the gaming business, but we secured a $100 million budget for investing in non-game businesses. According to Aoyagi, this concept is called “the incubation and acquisition strategy” at GREE and a business scheme different from the company’s investment initiative Gree…

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See the original story in Japanese.

This is a part of our coverage of B Dash Camp Fukuoka 2014.

Japanese internet company Gree unveiled that it will invest about 10 billion yen ($98.7 million) in non-game businesses in the coming 12 months. This was disclosed by the company’s managing director Naoki Aoyagi at his speech at B Dash Camp Fukuoka today.

In his presentation about Gree’s recent efforts in new businesses, he pointed out that they need to assess the feasibility of each business as frequently as every three months, similar to what US-based incubator Y Combinator does in terms of frequency of feasibility assessment.

In view of the mature state of the Japanese startup ecosystem, he said Gree should not launch a business to compete with other startups:

We have to do something different from what other companies are doing. We have enough money since we’ve been providing social games for a long time. We’ll keep primarily investing in the gaming business, but we secured a $100 million budget for investing in non-game businesses.

According to Aoyagi, this concept is called “the incubation and acquisition strategy” at GREE and a business scheme different from the company’s investment initiative Gree Ventures.

Aoyagi introduced HotelQuickly, the Thai startup that Gree recently invested in.
Aoyagi introduced HotelQuickly, the Thai startup that Gree recently invested in.

After a rough year, GREE still goes big at Tokyo Game Show

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Back in 2011 the Tokyo Game Show was GREE’s coming out party, with the company planting a very big footprint in the gaming world – quite literally too, occupying about 10% of the entire floorspace. That exhibition was interpreted by some to be more political than practical, a show of power from a company poised to take over the world via smartphones. Skip to 2013 and we find that GREE, while still a mobile powerhouse, has had to scale things back. GREE’s offices in China and the UK have been shut down, and in the US and Canada the platform division has been shrunk, with staff being integrated back to Japan. Sony and Microsoft are the biggest exhibitors this year, spotlighting new consoles, and for mobile, the new kid on the block is GungHo Online Entertainment, showcasing Puzzle & Dragons in a coming out party reminiscent of GREE two years back. Tokyo Game Show is a very important opportunity for us to interact with our players. Nevertheless, GREE was still out in full force at the Tokyo Game Show this year, with the same humongous booth that they’ve had for the past three years. I wondered, after what was a…

gree-tokyo-game-show-201317

Back in 2011 the Tokyo Game Show was GREE’s coming out party, with the company planting a very big footprint in the gaming world – quite literally too, occupying about 10% of the entire floorspace. That exhibition was interpreted by some to be more political than practical, a show of power from a company poised to take over the world via smartphones.

Skip to 2013 and we find that GREE, while still a mobile powerhouse, has had to scale things back. GREE’s offices in China and the UK have been shut down, and in the US and Canada the platform division has been shrunk, with staff being integrated back to Japan. Sony and Microsoft are the biggest exhibitors this year, spotlighting new consoles, and for mobile, the new kid on the block is GungHo Online Entertainment, showcasing Puzzle & Dragons in a coming out party reminiscent of GREE two years back.

Tokyo Game Show is a very important opportunity for us to interact with our players.

Nevertheless, GREE was still out in full force at the Tokyo Game Show this year, with the same humongous booth that they’ve had for the past three years. I wondered, after what was a rough year for GREE, why it was necessary for GREE to have such a huge display. I suppose once you make a booth of that magnitude, you may as well keep using it. It’s hardly something you can sell on eBay or Craigslist, is it? But I spoke to GREE senior vice president of social gaming, Eiji Araki, about this, asking why the company still comes to TGS in full force:

The Tokyo Game Show is a very important opportunity for us to interact with our players. In the mobile internet industry it is very difficult to interact with real players to see how they play our games, to see how they are enjoying the games. There are lots of staff here, game producers standing besides the titles they created.

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GREE’s Eiji Araki

This last point took me by surprise, as I had thought that perhaps the staff at the booth were just temporary part-timers. Like most companies at TGS, GREE had its share of models manning their floor space, but it’s encouraging to see that their game producers are on site to speak and interact with consumers.

Araki points out that the focus of their booth is primarily on existing titles rather than new ones. But one fresh change for the GREE booth this year was a dedicated section for Pokelabo, the Japan-based studio which GREE acquired back in October of 2012 for 13.8 billion yen.

Almost a year after that acquisition, Araki tells me that the Pokelabo studio still operates separately for the most part, but that there is a mixed team where Pokelabo and GREE work on collaborative titles. But letting Pokelabo do what they do best is somewhat indicative of GREE’s new focus going forward, distilling their business to do what they collectively do best. Araki explains:

That’s why we downsized some studios, and these studios are still doing really well, focusing on what they are good at. So we are creating lots of new games in US studio for US market, and in the Japan studio for Japan market. At this moment, we are not creating games from Japan for abroad, or from US to Japan, It would be better for our studios to focus on what they are good at, focus on the markets they know.

This applies to San Francisco-based Funzio as well, the other big GREE purchase in 2012, as Araki notes that their US studio is not only stable but actually growing. The Funzio-developed title Knights & Dragons has been doing pretty well of late in the US market, which has been ranking well on the iOS top grossing charts in the US thanks to continued in-game events. Crime City is another Funzio title that has fared well in many markets.

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However, Araki admits that they will stop cut back on developing card battle games for the US market however, as that genre is “not huge,” and already pretty saturated. Of course, the card battle genre is still a massive market in Japan, and GREE will continue to develop such titles at home [1].

GREE’s refocus in the coming year will be largely about increasing their hit-ratio, says Araki in true gamer lingo. The company has yet to produce the big runaway hit recently that we might have expected from them.

And now, with more competition at home and abroad, GREE still has a significant challenge ahead if it wants to win the attention of the world’s mobile gamers.


  1. A little more on this point. GREE’s NFL Elite card battle game (which I’ve been a big fan of, as I wrote in my review here) is now doing well, now that the 2013 NFL season has kicked off. Since it was rebranded from NFL Shuffle back on September 3rd, the game has been ranked in or near the top ten for the iOS US market. The other sports card battle game, MLB Full Deck, has not been as fortunate, Araki noting that we have “almost stopped” it.  ↩

GREE gives up on its messaging app

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Japan’s social gaming giant GREE launched a messaging app late last year. Dubbed Tellit (originally called GREE Messenger), the app was a quiet entry in a very crowded field of players like Line, Kakao Talk, and DeNA’s Comm. At the time, we understood that it was somewhat of an experimental effort — and now that experiment will be coming to a close, as GREE recently announced it will shutdown the messaging app on September 1st. The app was developed by eBuddy, a messaging app-focused company based in Amsterdam, and subsequently rebranded as Tellit to intensify the global marketing efforts. TechInAsia points out that it previously topped the free iOS rankings in Malaysia, Italy and Germany, and our own digging shows that it also reached the top of the social networking category in Thailand, Chile, Yemen, and Saudi Arabia. Here in Japan, the app didn’t get any TV commercial blitz that we saw competitors like Line, Comm, and KakaoTalk receive. GREE is planning to shutdown its offices in UK, UAE, Brazil, and the Netherlands this month, which reduces its foreign business locations by a half. The company also shutdown its Beijing office back in May, and is planning to reduce its…

tellit_featured

Japan’s social gaming giant GREE launched a messaging app late last year. Dubbed Tellit (originally called GREE Messenger), the app was a quiet entry in a very crowded field of players like Line, Kakao Talk, and DeNA’s Comm. At the time, we understood that it was somewhat of an experimental effort — and now that experiment will be coming to a close, as GREE recently announced it will shutdown the messaging app on September 1st.

The app was developed by eBuddy, a messaging app-focused company based in Amsterdam, and subsequently rebranded as Tellit to intensify the global marketing efforts. TechInAsia points out that it previously topped the free iOS rankings in Malaysia, Italy and Germany, and our own digging shows that it also reached the top of the social networking category in Thailand, Chile, Yemen, and Saudi Arabia.

Here in Japan, the app didn’t get any TV commercial blitz that we saw competitors like Line, Comm, and KakaoTalk receive.

GREE is planning to shutdown its offices in UK, UAE, Brazil, and the Netherlands this month, which reduces its foreign business locations by a half. The company also shutdown its Beijing office back in May, and is planning to reduce its work force in its Korea office by 30%. The focus of its international operations are expected to shift to San Francisco, though it still has its studio and office in Korea and its GREE Ventures operation in Singapore.

Some of our readers may remember that there were reports that DeNA recently cut back operations on its Comm messaging app. For GREE and DeNA, it’s probably necessary for them to find new frontiers where they can find more success.

Gyao and GREE establish investment fund to develop anime film business

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See the original story in Japanese. Gyao, a broadband video distribution company and a subsidiary of Yahoo Japan (TYO:4689), and Japanese social gaming giant GREE (TYO:3632) announced today that they have established a company to invest in animation content development. The team-up was first announced back in February with a tentative company name. Making the most of IT and information systems, the new company will be called AnimatiC (which they say is a combo of animation and systematic) and its goal will be to develop fresh new animation films and content that audiences have never seen before. AnimatiC’s portfolio films will be distributed via video distribution platforms including Gyao, and it is expected that business will extend beyond developing social gaming apps or collectible card game products derivative from anime. Accordingly, for film producers, if you receive investment from the fund, you can easily get a distribution channel for your film, and have an easy access to related businesses. On a bit of a side note, Japanese smash-hit mobile gaming app Puzzle & Dragons has recently partnered with animated film series Evangelion to offered a limited time promotion where users can win character items from the series. Similarly, a film…

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See the original story in Japanese.

Gyao, a broadband video distribution company and a subsidiary of Yahoo Japan (TYO:4689), and Japanese social gaming giant GREE (TYO:3632) announced today that they have established a company to invest in animation content development. The team-up was first announced back in February with a tentative company name.

Making the most of IT and information systems, the new company will be called AnimatiC (which they say is a combo of animation and systematic) and its goal will be to develop fresh new animation films and content that audiences have never seen before.

AnimatiC’s portfolio films will be distributed via video distribution platforms including Gyao, and it is expected that business will extend beyond developing social gaming apps or collectible card game products derivative from anime. Accordingly, for film producers, if you receive investment from the fund, you can easily get a distribution channel for your film, and have an easy access to related businesses.

On a bit of a side note, Japanese smash-hit mobile gaming app Puzzle & Dragons has recently partnered with animated film series Evangelion to offered a limited time promotion where users can win character items from the series. Similarly, a film distributor planning to release the anime Time of Eve with English subtitles on Blu-ray raised more than 7 million dollars in about four weeks on crowdsourcing platform Kickstarter. These results indicate there is much potential in anime content distribution over the internet.

I believe it is possible to empower many anime creators using IT and information systems. As seen in the recently launch of anime-focused crowdfunding site Anipopo, this space is the focus of very high expectations from the market.

How do you create a strong management team? Japanese internet execs discuss.

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See the original story in Japanese. Below is a condensed, translated version. For startups in their launching phase, sometimes the founders may have interpersonal issues, and the team may fall apart as a result. In order to find some insight from some of Japan’s more successful companies, we recently heard from the executives of three Japanese internet giants, giving us a behind-the-scenes look at their management systems. The panel, which took place at last week’s Infinity Ventures Summit, included: Yoshikazu Tanaka, CEO at GREE Kotaro Yamagishi, executive vice president at GREE Yusuke Hidaka, vice president at CyberAgent Tetesuhito Soyama, managing director at CyberAgent Yasuhiro Hagino, managing director at Mixi Yuichi Kawasaki, executive officer at Mixi Moderator: Etsuko Okajima, CEO at Pronova Most executives at GREE have been working together for a long time. Yoshikazu Tanaka, the company’s CEO explains: GREE’s Tanaka: At some companies, growth heavily relies on the founder’s effort. I previously worked at Rakuten where I saw how Hiroshi Mikitani managed the company, I sometimes wanted to work in a way that followed his management style. From my perspective, mobility of personnel is not essential as long as the company keeps growing. But for a startup founder, if…

japanese executives

See the original story in Japanese. Below is a condensed, translated version.

For startups in their launching phase, sometimes the founders may have interpersonal issues, and the team may fall apart as a result. In order to find some insight from some of Japan’s more successful companies, we recently heard from the executives of three Japanese internet giants, giving us a behind-the-scenes look at their management systems. The panel, which took place at last week’s Infinity Ventures Summit, included:

  • Yoshikazu Tanaka, CEO at GREE
  • Kotaro Yamagishi, executive vice president at GREE
  • Yusuke Hidaka, vice president at CyberAgent
  • Tetesuhito Soyama, managing director at CyberAgent
  • Yasuhiro Hagino, managing director at Mixi
  • Yuichi Kawasaki, executive officer at Mixi
  • Moderator: Etsuko Okajima, CEO at Pronova

Most executives at GREE have been working together for a long time. Yoshikazu Tanaka, the company’s CEO explains:

GREE’s Tanaka: At some companies, growth heavily relies on the founder’s effort. I previously worked at Rakuten where I saw how Hiroshi Mikitani managed the company, I sometimes wanted to work in a way that followed his management style. From my perspective, mobility of personnel is not essential as long as the company keeps growing. But for a startup founder, if you still keep a large stake in your company, your management board does not work anymore – because all the other board members do is just follow your judgment.

To avoid this particular issue, GREE is working on adding external people to its board of directors.

GREE’s Yamagishi: Our business has been rapidly expanding in the last few years, we actually have many issues to address in our management process. Recently we invited someone new to our board of directors, and asked him to provide some general business advice. He’s 65 years old but has been working in the global manufacturing business.

CEO Tanaka described the external director as a sort of mirror, since he can restrain himself based on things that person points out. When asked by the moderator about a possible change of board members, Tanaka responded he would add more people as the company becomes larger.

In a contrast with GREE, CyberAgent takes a different approach to deliver a improved and efficient management. The system is called CA8, and changes the board members every two years. This was deployed to eliminate employees’ anxiety that they might have no chance to join the board of directors in the future.

CyberAgent’s Hidaka: Our CEO Fujita has alone decided everything about the CA8 system. He said we would create the rules of personnel management and employee welfare from the scratch. If a rule works appropriately, we’ll keep using it in the company. To be honest, the system has some negative effects, but the positive aspects surpass the negative one.

A person from the audience asked if the company has any intention to invite a non-employee to become an executive at a future subsidiary. In response, Hidaka explained:

CyberAgent’s Hidaka: For an entrepreneur running a startup, if you can understand our corporate culture, we can acquire your startup and invite you to our team, which will work well. We haven’t yet done this because we haven’t found such a high-potential talent or startup. We are used to growing a business with our own employees rather than acquiring new business from outside the company. This trend will continue.

Perhaps by this he means that the company requires no drastic changes as long as its business keeps growing.

Mixi’s Ogino: Unlike the other two companies, our growth is in a crucial stage right now. In this situation, some of our employees started to stand in the way of their most competitive colleagues. That is unfortunate. In the beginning of 2010, my previous company was acquired and I joined the team. At that time our people were always following what their boss said, and they had no interest in competing with other internet companies or aiming for the top in the global markets.

In the crucial moments for management or executives, unless you change your mind significantly, your people are likely to see that you are not seriously determined to make things happen. But I learned the entire company may change if a small number of people change their mind.

Mixi acquired Naked Technology back in 2011, and Kamado in 2012. Those startups’ co-founders Yusuke Asakura and Yuichi Kawasaki joined Mixi, and now its board is filled with experienced entrepreneurs.

Reps from GREE, DeNA, and Gumi discuss how to win in global gaming

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This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here. The late afternoon session of the Infinity Ventures Summit featured a panel on mobile gaming, highlighting the efforts of Japanese game companies to win over the global market. Panelists included GREE International’s SVP Eiji Araki, DeNA’s chief platform strategy officer Junichi Akagawa, and Gumi’s president and CEO Hironao Kunimitsu. The discussion was moderated by Taisei Tanaka, the CEO of Geisha Tokyo Entertainment. Araki-san explained that the US and Japan are very different markets, noting that they have had successes and failures in the US. He cited Modern War, Crime City, and Zombie Jombie as a couple of their success stories. He noted that at GREE International (in San Francisco), they work differently than they do in Japan. In the US, they have a very systemized approach across pre-production, production, beta, and general availability phases. And after every stage, there is a check point to reflect on if the game has potential to be a top 5 title. If they aren’t happy with a progress, they may cancel the game mid-way. DeNA’s Akagawa explained that…

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This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here.


The late afternoon session of the Infinity Ventures Summit featured a panel on mobile gaming, highlighting the efforts of Japanese game companies to win over the global market. Panelists included GREE International’s SVP Eiji Araki, DeNA’s chief platform strategy officer Junichi Akagawa, and Gumi’s president and CEO Hironao Kunimitsu. The discussion was moderated by Taisei Tanaka, the CEO of Geisha Tokyo Entertainment.

GREE SVP Eiji Araki
GREE SVP Eiji Araki

Araki-san explained that the US and Japan are very different markets, noting that they have had successes and failures in the US. He cited Modern War, Crime City, and Zombie Jombie as a couple of their success stories. He noted that at GREE International (in San Francisco), they work differently than they do in Japan. In the US, they have a very systemized approach across pre-production, production, beta, and general availability phases. And after every stage, there is a check point to reflect on if the game has potential to be a top 5 title. If they aren’t happy with a progress, they may cancel the game mid-way.

DeNA’s Akagawa explained that the biggest challenges for his company in expanding abroad is ensuring that there is a consistency of management principles as well as a synchronization of corporate philosophies across regions. Building trust and communication across different cultures is difficult, and without trust you can’t really do anything. If a game doesn’t meet it’s goal, does the fault lie with the US or Japan office? This is when good communication comes into play. He notes with a laugh that ‘nom-unication’ (a Japanese portmanteau to describe communication through drinking parties together) is a word they throw around a lot.

Solving the puzzle

In terms of developing a successful game, Akagawa made the comparison to baseball, noting that if you want a hit you need to swing many times. But interestingly, Japan’s most popular mobile game, GungHo’s Puzzle & Dragon’s is somewhat of an exception to this rule.

Gumi CEO Hironao Kunimitsu
Gumi CEO Hironao Kunimitsu

Kunimitsu questioned whether or not the money GungHo is making with P&D can be sustained. Akagawa expressed confidence that it can continue at least for a while longer. But it was also noted that many investors overseas don’t know about GungHo, and once they learn about them, there might be some investment coming – resulting in another boost for the company.

But to continue the baseball analogy, if you are swinging and not hitting, then you need to adjust your swing. Akagawa noted that in each market, a publisher needs to figure out what is most likely to resonate in that particular area:

If you want to develop globally, in order to have a game in the top ranking, you need to localize to make sure your game is accepted. At the same time some games are not accepted by the mass public, but if you have core users you can still succeed.

But of course, then there are games that are popular the world over like Angry Birds. But Araki noted that trying to develop such a wide-appealing game can be a gamble. GREE uses a lot of data trying to figure out what will work. Gumi’s Kunimitsu-san pointed to another problem, saying that “content is a zero sum game” and even if your game is popular, but another is more popular – then you still lose.

DeNA's Junichi Akagawa
DeNA’s Junichi Akagawa

Akagawa closed out the session by saying that DeNA has a now or never approach, and that they have to move fast. This is a sentiment that we heard before among some of the country’s more successful internet companies (most notably, Line).

It will be interesting to see how quick all three of these gaming companies can move in the near future, in their efforts to win over global gamers.

As football season nears, GREE improves ‘NFL Shuffle’ — But can it be a hit game?

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Last year Japanese mobile gaming company GREE (TYO:3632) introduces a football battle card game for the North American market called NFL Shuffle. Despite a few bugs in early iterations of the title, I quickly became a fan, and have enjoyed the game ever since. Recently GREE announced an update that brought some interesting new elements into gameplay, leading up to the up the 2013 NFL season. A new “talents” feature has been introduced to certain players/cards, giving them special abilities that can be triggered at certain times in your game. For example, in the picture below you can see a LeSean McCoy card added ability that can be triggered at key moments. While I have enjoyed the game so far, I think that it is sorely missing an element of skill – and perhaps this new variable can fix that. I have yet to pick up a card that has to new feature, but I’ll keep you posted and perhaps follow this up with a video review. For me the early levels in season mode were painfully easy, and then when you reach “captain” level (particularly when you run up against the 49ers) the game becomes painfully difficult – almost…

gree-nfl-shuffle

Last year Japanese mobile gaming company GREE (TYO:3632) introduces a football battle card game for the North American market called NFL Shuffle. Despite a few bugs in early iterations of the title, I quickly became a fan, and have enjoyed the game ever since.

Recently GREE announced an update that brought some interesting new elements into gameplay, leading up to the up the 2013 NFL season. A new “talents” feature has been introduced to certain players/cards, giving them special abilities that can be triggered at certain times in your game.

For example, in the picture below you can see a LeSean McCoy card added ability that can be triggered at key moments.

lesean-mccoy-nfl-shuffle
NFL Shuffle’s new ‘talents’ feature

While I have enjoyed the game so far, I think that it is sorely missing an element of skill – and perhaps this new variable can fix that. I have yet to pick up a card that has to new feature, but I’ll keep you posted and perhaps follow this up with a video review.

For me the early levels in season mode were painfully easy, and then when you reach “captain” level (particularly when you run up against the 49ers) the game becomes painfully difficult – almost impossible, unless you buy premium cards, which may be GREE’s intention. But for users who opt not to pay, it has left the game somewhat crippled, so I hope the new update remedies that [1].

This game is an intriguing port of the Japanese card battle model into a game genre that traditionally sticks to other formats. GREE’s MLB Full Deck is a similar effort for those who prefer baseball. I’m curious to hear from other players of NFL Shuffle to get your impressions of the game so far. Can GREE iterate it into a hit game as the 2013 season progresses? The company is still in search of its first real overseas hit, so we’ll have to wait and see how the year plays out.

Talents feature
talent activated!

  1. I count myself among that category of gamers who don’t want to pay for in-app purchases. Most of my iOS spending ends up (for better or worse) going towards productivity apps and text editors!  ↩