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Shumito Club: DeNA’s social network for seniors in Japan

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The Japanese goverment expects that by the year 2035, one in three people will be over the age of 65, accounting for 33.4% of the country’s total population. DeNA (TYO:2432), a company we typically associate with the mobile gaming industry, made a pretty smart move back in 2007 when it launched a social network targeted at this so called ‘silver’ segment. It’s called Shumito Club, which roughly translated means ‘Hobby Club’. Shumito Club began as a joint business between DeNA and Club Tourism International, the latter of which has over 3 million members. The 290,000 members of the social network are in their 40s and 50s but the site has 920,000 monthly unique users, and monthly pageviews exceeds 260 million. The site provides standard social networking features such as blogging, messaging, photo albums, and communities. It also supports the creation of events, and over 2,000 events are created each month. Atsushi Masuda who leads the team behind Shumito Club explained why DeNA launched the website in the first place: Before Shumito Club was launched in 2007, DeNA had a good service portfolio for people in their 20s and 30s such as Mobage and DeNA Shopping (known as Bidders back then),…

ShumitoClub-logo

The Japanese goverment expects that by the year 2035, one in three people will be over the age of 65, accounting for 33.4% of the country’s total population. DeNA (TYO:2432), a company we typically associate with the mobile gaming industry, made a pretty smart move back in 2007 when it launched a social network targeted at this so called ‘silver’ segment. It’s called Shumito Club, which roughly translated means ‘Hobby Club’.

Shumito Club began as a joint business between DeNA and Club Tourism International, the latter of which has over 3 million members. The 290,000 members of the social network are in their 40s and 50s but the site has 920,000 monthly unique users, and monthly pageviews exceeds 260 million. The site provides standard social networking features such as blogging, messaging, photo albums, and communities. It also supports the creation of events, and over 2,000 events are created each month.

Atsushi Masuda who leads the team behind Shumito Club explained why DeNA launched the website in the first place:

Before Shumito Club was launched in 2007, DeNA had a good service portfolio for people in their 20s and 30s such as Mobage and DeNA Shopping (known as Bidders back then), but not for people older than that. As we expected the market would eventually grow, we wanted to leverage on our social network and e-commerce expertise for the unexplored market segment.

ShumitoClub-topMasuda describes the users of its hobby-based social network as people over 50 who see a clear distinction between themselves and those who are generally considered ‘seniors’, a term that can often mean people over 70 in Japan. Once when the site displayed a photograph of an old person on its front page, it offended some of its users.

In terms of user interface (UI), we should not treat them too special. People ask me if we make the fonts bigger but that would be a bad idea. Many Shumito Club users are highly intellectual and read a lot of books and newspapers, so big buttons with big fonts would simply look like we are dumbing it down.

Of course, considering that the service’s provider is DeNA, the site has games as well. Shukaku Village, which can be translated as ‘Harvest Village’, lets users plant, water, and harvest virtual vegetables and flowers in their garden. The game is designed to foster communication between members to help each other in the game. Surprisingly, 20 to 25% of active members between the ages of 50 to 59 enjoy play the game.

Here are some interesting metrics about the network’s members.

  • Gender distribution is 41% female and 59% male.
  • Over 40% of all members go on trips within Japan more than five times a year.
  • Almost half of all members go on trips outside Japan every year.
  • 25% of members shop online once a month, and 18% shop twice a month.
  • The average purchasing amount is 3,000 to 5,000 yen (about $32 to $52).
  • 43% own financial assets worth over 10 million yen (about $105,000).

In short, the audience is older people who are relatively well-off, but with some time on their hands. Shumito Club is one of the best place for businesses targeting the older generation to advertise, and that seems to be how the social network makes its money. These days the younger generation can be seen migrating from Mixi to Facebook as they begin their careers, and in the not so distant future, they could very well be moving on from Facebook to Shumito Club.

DeNA launches ‘Groovy’ music distribution platform, adding social to the listening experience

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DeNA (TYO:2432), the Japanese internet giant behind the Mobage social gaming platform and the Comm messaging app, has unveiled its Groovy music player app for the Android platform. An iOS version will follow soon. It was developed using an app framework from Discodear, the music player app developed by Tokyo-based web conglomerate United. It allows users to play their favorites from a selection of more than 1 million songs, in partnership with 39 music labels including Sony Music Entertainment, Universal Music, and Victor Entertainment. When you signs up for an account, you receive complimentary tickets worth 30 credits, with one credit allowing you to listen to a song up to three times a month. Tickets worth 17 credits are available for 99 yen (or about a dollar), and complimentary tickets will be given when you invite your friends to the service as well. Prior to the purchase of a song, users are allowed a 45-second preview. The app has also a social media function, which lets you be a ‘fan’ of a song when you listen to it more than three times. The interest graph lets you see what other users with similar tastes are listening to. This feature is…

groovy_logoDeNA (TYO:2432), the Japanese internet giant behind the Mobage social gaming platform and the Comm messaging app, has unveiled its Groovy music player app for the Android platform. An iOS version will follow soon.

It was developed using an app framework from Discodear, the music player app developed by Tokyo-based web conglomerate United. It allows users to play their favorites from a selection of more than 1 million songs, in partnership with 39 music labels including Sony Music Entertainment, Universal Music, and Victor Entertainment.

When you signs up for an account, you receive complimentary tickets worth 30 credits, with one credit allowing you to listen to a song up to three times a month. Tickets worth 17 credits are available for 99 yen (or about a dollar), and complimentary tickets will be given when you invite your friends to the service as well. Prior to the purchase of a song, users are allowed a 45-second preview.

groovy_screenshot

The app has also a social media function, which lets you be a ‘fan’ of a song when you listen to it more than three times. The interest graph lets you see what other users with similar tastes are listening to. This feature is also intended to promote live performances to users [1].

For more than 900,000 out of the million songs in the archive, the app can shows you lyrics while you listen. This obviously would be great preparation for Karaoke sessions, for anyone who is into that sort of thing!

Spotify-like flat-rate subscription models are attracting a lot of customers in the overseas market [2]. But DeNA figures that such models would be harder in terms of user acquisition, this according to the company’s CEO Isao Moriyasu. They have no intention to integrate the service with their gaming platform or other services, but they expect to create a social network platform specifically designed for sharing music experiences.


  1. Korean music startup, Mironi, who we’ve recently featured in Japanese, has a very similar concept. The DeNA music app will be a formidable competitor for them in the Japanese market.  ↩

  2. Spotify is still unavailable here in Japan.  ↩

Japan tech this week: Bahamut, business cards, and YouTube’s Valentine for Tokyo

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In our second week live we enjoyed bringing you a wide range of stories. In case you missed any of them, here they are below — or if you’re on mobile, you may prefer to check them out on Readlists or in ePub format if that’s your thing. If you’d like to get this weekly summary plus other bonus content, we hope you’ll check out our shiny new newsletter here. We’re still in our infancy here, but we’d love your feedback — so drop us a line anytime mail. Featured ¶ Rage of Bahamut and Japan’s quest for global gamers A tough-luck Japanese auto-parts factory rebounds with an inspiring new side business Business ¶ Japanese developer Nijibox continues Southeast Asia push, launches ‘Legend of Fantasia’ on Kotagames YouTube opens its third global space for video creators in Tokyo Tokyo Otaku Mode raises additional funds from three VC firms Design ¶ Japanese designer ditches chopsticks for amazing musical fork Japanese manga artist crowdfunds digital exhibition overseas Fun Apps ¶ Japanese app ‘Poica’ wants to carry all your point cards (Video) A-Team’s ‘Dark Summoner’ tops 5 million downloads worldwide Yahoo Japan’s Face Stealer app transforms you into Obama, or anyone else you’d…

Squash FIlms enjoying the makeup room in YouTube Space Tokyo
Squash FIlms enjoying the makeup room in the new YouTube Space Tokyo

In our second week live we enjoyed bringing you a wide range of stories. In case you missed any of them, here they are below — or if you’re on mobile, you may prefer to check them out on Readlists or in ePub format if that’s your thing.

If you’d like to get this weekly summary plus other bonus content, we hope you’ll check out our shiny new newsletter here.

We’re still in our infancy here, but we’d love your feedback — so drop us a line anytime mail.

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Rage of Bahamut and Japan’s quest for global gamers

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One of the biggest Japan-related tech stories from 2012 was the success of Cygames’ social card battle game Rage of Bahamut on DeNA’s Mobage network. Whether or not Japanese social games can succeed in markets abroad is a very interesting question, and Bahamut so far is perhaps the most convincing evidence to date that they can. With over 10 million users around the world, Rage of Bahamut has been an unexpected success, and a fixture atop the iOS and Android top grossing charts for the majority of 2012. While the folks at DeNA couldn’t disclose exactly how profitable Bahamut has been, they did proudly refer to it as “one of the most valuable apps in history.” Of course, the mobile gaming space is still young, but the feats of Bahamut and its developer Cygames, both at home and abroad, are certainly impressive. DeNA was impressed too, picking up a 20% stake in Cygames back in November of 2012 for the price of $92 million. I recently got in touch with some representatives from Cygames to find out more about the process of bringing Bamahut to markets outside Japan. Cygames’ Yuito Kimura was one of three directors, along with Akihiro Iino…

rage of bahamut ©Cygames, Inc.

One of the biggest Japan-related tech stories from 2012 was the success of Cygames’ social card battle game Rage of Bahamut on DeNA’s Mobage network. Whether or not Japanese social games can succeed in markets abroad is a very interesting question, and Bahamut so far is perhaps the most convincing evidence to date that they can. With over 10 million users around the world, Rage of Bahamut has been an unexpected success, and a fixture atop the iOS and Android top grossing charts for the majority of 2012.

While the folks at DeNA couldn’t disclose exactly how profitable Bahamut has been, they did proudly refer to it as “one of the most valuable apps in history.” Of course, the mobile gaming space is still young, but the feats of Bahamut and its developer Cygames, both at home and abroad, are certainly impressive. DeNA was impressed too, picking up a 20% stake in Cygames back in November of 2012 for the price of $92 million.

I recently got in touch with some representatives from Cygames to find out more about the process of bringing Bamahut to markets outside Japan. Cygames’ Yuito Kimura was one of three directors, along with Akihiro Iino and Koichi Watanabe who originally developed the Rage of Bahamut concept. I asked him if they were confident that such mobile game genre like card battle games – which at that point were only really proven in Japan – could excel in overseas markets.

To be honest, not really. Back then, no card games like the ones popular in Japan had become breakout hits overseas. We really felt that there would be no way to know without giving it a try.

Cygames had ridden DeNA’s Mobage platform to success in Japan, and they thought perhaps the success of the partnership could extend overseas. DeNA executive Junichi Akagawa noted that they did think that “the desire to collect cool cards should be something universal,” and because of great artwork and past success in the Japanese market, they certainly thought it had the potential to be a hit internationally.

Evolving abroad

©Cygames, Inc.
©Cygames, Inc.

Since then, as we all know, Bahamut has been performed amazingly well on top grossing app charts, displaying surprising staying power (see charts below). Kimura says one reason for the games success is because they are always updating and improving it. In terms of making the game appealing for English-speaking users, there was some reworking of the design as well to appeal to Western audiences.

When I recently spoke to the folks from app metrics firm App Annie, one representative also cited outstanding marketing as one of the main reasons why Bahamut has done so well. But it’s important to note that the game was marketed differently abroad than it was in its home market. While the game was heavily advertised on television in and with out-of-home ads in Japan, a referral code system played a large role in helping the game spread in overseas markets. I can attest to this first hand actually, as anything that I’ve written about Bahamut in the past tends to attract a ton of comments from gamers who want to share their codes with others [1].

The game’s impressive artwork has surely helped Bahamut’s popularity among gamers, and I’m told that Cygames illustrator’s have previously worked on Japanese ‘AAA’ game titles [2]. In fact, a collection of artwork from the game was recently published as a book and is now available on Amazon Japan.

Kimura says that in total, the amount of people who worked on Bahamut is roughly the same as would be required for a console.

Whatever the reason for Bahamut’s popularity to date, it’s certainly a good example of a Japanese export thriving on a global scale. February 21st will mark the one-year anniversary of Bahamut on ‘Mobage West,’ so it will be interesting to watch Cygames moving forward with this and other titles for the international market.

appannie.com
Rage of Bahamut on iOS top grossing charts
appannie.com
Rage of Bahamut on Google Play top grossing charts

  1. More recently, I’ve observed the same with Battle Cats, although this referral code mechanic is by no means unique to these two.  ↩

  2. I’m not sure what AAA means, but you can bet it’s way better than AA.  ↩