Lessons from Asia for Tech Sector

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Lessons from Asia for Tech Sector
Shared by: Mark Suster
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Lessons Learned from Asia



How Beijing, Tokyo and Seoul are relevant to L.A.

Benjamin Joffe, CEO | Plus Eight Star | Santa Monica, 2009.07



Here is the plan

0. 1. 2. 3. 4. 5. Introduction How Asia can innovate China | 5Cs of Innovation Japan | Mobile Galapagos Korea | Ultra-broadband laboratory Closing & Questions



0.

Introduction



Benjamin Joffe ベンジャミン



벤자민

本杰明



4 years

1 year 4 years



www.plus8star.com



Innovation Arbitrage

China | Japan | Korea



What we do

– Worked with mobile SNS in Japan in 2003

• With avatars, virtual goods and GPS!



– Advise leading companies worldwide

• Microsoft, Adidas (E-commerce / Digital strategy) • IMVU (US | 3D chat / Virtual World) • MIH (China/S.Africa | Largest shareholder of Tencent)



– First commercial report on Tencent “Inside QQ”



– Partner of 3D social gaming startup Cmune

– Co-Founded Mobile Monday in Beijing



Our clients

EUROPE USA



ASIA



1

How Asia can innovate



Claim #1



The biggest barriers to understanding are our assumptions



General assumption #1

Everything from USA is



great



General assumption #2

Everything from Asia is



weird



(and sometimes funny)



Two examples



Movie 1



Magnificent Seven (1960)



Seven Samurai (1954)



Movie 2



The Matrix (1999)



Ghost in the Shell (1989/1995)



Using best scripts & Talent

• Adapted from Asian movies

– Fistful of Dollars – Star Wars – The Ring – Shall We Dance? – My Sassy Girl – The Departed Yojimbo Hidden Fortress (id.) (id.) (id.) Internal Affairs



• Asian movies succeeding “as is”

– Kungfu movies, Crouching Tiger, Hidden Dragon…



Old Boy – Made in Hollywood



Directed by Steven Spielberg Starring Will Smith In theaters in 2010



Who came first?



Leveraging best practices



Claim #2

Innovation is a consequence of



Talent Market size Infrastructure Investment



Internet 1.3 billion



Mobile 3.3 billion



Source: Morgan Stanley, 2007



Digital Population



Country Population Internet users Mobile users



USA 300 mln 225 mln 260 mln



China 1,300 mln 340 mln 650 mln



Japan 130 mln 100 mln 100 mln



Korea 50 mln 35 mln 45 mln



IT Infrastructure

100% 80% 60% 40%

C hi n a Avg. 4 Mbps

www.plus8star.com



Avg. 7 Mbps



Avg. 15 Mbps



3G users



20%

0% 0%



20%



40%



60%



80%



% of Internet connections measured above 5Mbps (Source: Akamai, 4Q08)



Alexa Quiz

#1 #2 #3 #4 #5 #6 #7 #8 #9 #10 USA Google Yahoo Facebook YouTube MySpace MSN Live Wikipedia Craigslist eBay China Japan Korea



?



Alexa Quiz

#1 #2 #3 #4 #5 #6 #7 #8 #9 #10 USA Google Yahoo Facebook YouTube MySpace MSN Live Wikipedia Craigslist eBay China Japan Baidu Yahoo JP / SB Tencent FC2 Sina Google JP Google China YouTube Taobao Rakuten Netease Livedoor Google Ameblo Sohu Mixi Youku Wikipedia Yahoo Goo Korea Naver Yahoo Daum YouTube Google Cyworld Nate Google KR Live Facebook



Alexa Quiz

#11 #12 #13 #14 #15 #16 #17 #18 #19 #20 USA AOL Blogger Amazon Go CNN Twitter Microsoft Flickr ESPN Photobucket China Soso Ku6 Kaixin001 Mop Live PCOnline 56.com Yahoo CN Sogou Tom Online Japan Korea Google (error) MSN Tistory Nicovideo JoongAn Ilbo Amazon JP Chosun Ilbo 2 Channel MSN Nifty Gmarket Yourfilehost Paran Biglobe Auction Geocities JP Blogger Infoseek JP Friendster



Claim #2

Innovation is beyond technology (it’s about services ^_^)



Technology?



e.g. LAMP stack

(Linux / Apache / MySQL / PHP) + HTML / Flash / AJAX…



Largely commoditized…



2

China



Claim #3



China is innovating more and more because of five key factors



5Cs of Innovation™



a. Copy



“Benchmarking” “Inspiration” “Best practice”

“If I have seen farther it is only by standing on the shoulders of Giants.”



(Isaac Newton)



Pragmatic Entrepreneurs & Investors



Innovation ROI? “Blue oceans”



Entry barriers

Technology? Capital? Talent? Intellectual Property? Censorship?



The Underpants Gnomes



Business Plan



Copy can backfire!



Japan: Mayonnaise



China: Whipped Cream



Copycats often die



• Market not sustainable • Business model does not work



b. “China”



Scale / Geography / Demography make some services viable



Already in 2007

(We even published a report…)



...$1 billion do not appear overnight



Attention Threshold = 1 billion dollars?



Market Capitalization

(June 2009)



3-15 bln?



21 bln

REAL MARKET CAP



Maybe simply not looking?



c. Combination



Will it blend?



Tencent (1998)



d. Competition



“Survival of the fittest”



(Herbert Spencer)



What happens when you have 4 Facebook 20 YouTube 10 MySpace 5 Match.com 3 Yahoo 4 Twitter



?



Hard spots

“Concepts”

Sociology Psychology



“Execution”

Marketing Business models Payment



e. Constraints



“Necessity is the mother of invention” (Plato)



Low GDP/capita

Small transactions / making millions from cents



Limited advertising

Alternative business models / B2B to B2C



No credit cards

Alternative payment systems, mobile, virtual currencies



No legacy industry

(is it a constraint?)



Leading Companies

mln USD

www.plus8star.com



Mobile content



Web Portal



IM



Portal + Games



Online games



Search engine



Online games



Only B2B e-commerce part



Gaming Profits in China

80% 70% 60% 50% 40% 30% 20% 10% 0% 0 100 200 300 400

www.plus8star.com



500



600



Note: Net Profit and Profit Margin for Tencent game and NetEase are the ones of the whole company.



Battlefield by Electronic Arts



Quote from EA???

When we started two years ago, there was a real question mark: Can the freeto-play model work as it did in Asia? The answer is an emphatic yes.



Ben Cousins General manager Battlefield Heroes team Electronic Arts



More innovation



Lihua | Order food over IM



Alimama | Ad exchange + Micro-retail



Babytree | Vertical for young parents



Huica | Mobile coupons



PPLive | P2P Internet TV



Hozom | Address book + SNS



iNezha | RSS-to-IM



Qifang | P2P Micro-lending



Digu | Twitter + Pics + Celebs



Lakoo | Appstore for non-iPhones



2

Japan



Claim #4



Japan is the world’s most advanced mobile market AND Too isolated for its own good



Most advanced

• Over 90% 3G users • Over 50% mobile TV • Over 50% NFC • Micro-payment since 1999 • “App store” since 2001 • Mobile music, mobile advertising, mobile commerce all ahead…



Mobile Market

• Mobile content | 4.3 billion USD in FY07

• Mobile commerce | 7.3 billion USD • ARPU

– Content = 40 USD/year – Commerce = 70 USD/user/year



Before & After 3G

2004 2007 1,140



1,200

1,000 800



1,186 1,091 862



Million USD



600 400 200 0



568 419 204 0 225 185 108 229231



500



Galapagos Syndrome



• No foreign mobile is strong in Japan • Too complex to survive abroad?



Some examples that work



“Social Networking Is Not a Business”

MIT Technology Review July/August 2008



And more (April 2009)



Mobile Social Networks?



Social Networks



Company Reg. users Usage Revenue 2008 Profit margin From users Market capitalization



Mixi 15 mln 2/3 mobile $120 mln 31% 5% $500 mln



DeNA 14 mln 100% mobile $320 mln 40% 80% $1.4 bln



GREE 8 mln 100% mobile $60 mln 63% 75% $1.2 bln



Mobile Game Town



Revenue Breakdown



Japan Game Market



[1 billion JPY = 10 million USD]



More successes



Golf Digest Online

• What is it?

– Golf online vertical



• Numbers

– 1.37M registered users – 128M USD, 6.9M USD profit, Listed



• Business models

– Ads, e-commerce (booking, products), subscriptions



Cookpad

• What is it?

– Cooking focused vertical



• Numbers

– 6.67 M USD rev., 1.76M profit – Profitable, IPO



• Business models

– Ads, subscriptions, lead generation



So-Net M3

• What is it?

– “Medecine” “Media” “Metamorphosis” – “Social network for doctors” / Vertical site on medical products



• Numbers

– 177,000 doctors – 85 M USD rev., 24 M net profit, Listed



• Business models

– Advertising, subscriptions, surveys, jobs



Various Virtual Worlds

• Services

– Nicotto Town (250K) – Ameba Pigg (350K)



• Content & business models

– 2D – Virtual items – Avatars and spaces



3

Korea



Claim #5



Korea is a window into the future of broadband AND Foreign companies leverage Korea’s ideas better



Online Games

• 1 billion USD market

– Larger than Japan with 1/3 population and 1/2 its GDP/capita – 1/3 of China’s



• Pioneer of

– Online gaming! – Virtual goods model

Kingdom of the Wind (Nexon, 1996)



Cyworld

• Real-name SNS • Beats FB and MySpace • Virtual goods

– Avatars – Page skins – BGM – Fonts!



• … since 1999!



Naver

• Google & Yahoo’s nemesis in Korea • Innovations

– “360 search” – Yahoo Answers – Since 2002!



• More

– Knowledge shopping, etc.



Alternative Media Models

• Citizen journalism | OhmyNews • Video Jockey “VJ” | Afreeca.tv • Online education | Megastudy



• Various smaller services with innovative concepts.



Contacts

www.plus8star.com benjamin@plus8star.com

+81 | Japan



benjamin0123 http://twitter.com/plus8star www.linkedin.com/in/benjaminjoffe www.slideshare.net/plus8star



+82 | Korea +86 | China Telecom & Internet + Added Value * High quality




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