Japan’s Mobcast partners with 13 content providers, wants to dominate sports gaming...

Japan’s Mobcast partners with 13 content providers, wants to dominate sports gaming on mobile

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20130422-100818

See also the original story in Japanese.

Tokyo-based games company Mobcast announced on Monday that it has launched a sport-focused social gaming platform. The company also launched a distribution platform for Open Social-compatible apps called Mbc Connect, a payment solution for content providers called Mbc Wallet, and a knowledge base site for partnering developers.

In addition to that, the company announced that it has partnered with 13 content developers including Konami Digital Entertainment, Koei Temco Games, as well as a Japanese pro baseball team.

According to its financial statements for the fiscal period ending December 2012, Mobcast saw 5 billion yen (approximately $50 million) in revenue, which is 2.5 times what it was the previous year. User growth was not explosive but it did recently surpass 3 million users.

We heard from Takashi Sato, the CSO (chief strategic officer) of Mobcast Inc.
regarding the growth of the sports category in social gaming and their future international expansion.


What differentiates the Mobcast platform from others like GREE or Mobage?

We’ll be focusing on the sports category in gaming, and we want to partner with participating content providers to acquiring a userbase that loves sport. We’re hoping to work with as many companies as possible.

Considering your recent financials, how much potential do you think there is in the sport games market?

This category accounts for 15% of the entire gaming industry, so we need be in position to dominate the niche. I can’t disclose too much about business performance, but we’re thinking about what to do next to ensure our sustained growth.

Your company recently announced it had branched into the media business. It doesn’t account for much of your overall revenue, so why do this?

We thought it would be important to explore non-gaming services such as media, so we could acquire new users as well as the retain our existing ones. In the future, this will enhance our business channels, like e-commerce for example.

When you took over gaming company Entercrews, you spoke a bit about future international expansion, especially in the Asian region. What’s your plan?

We started overseas operations on March 28th. […] We’re seeing what difficulties are ahead for international services. We just landed in the Korean market and will start expansion to the rest of Asia very shortly. Considering that the World Cup is next year, we’re devoting ourselves to making our platform reach as many consumers as possible.

We expect to acquire 1 million users in Korea alone. To date, we’ve already acquired around 17,000 users in Korea, (just in the early phase).