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Lessons Learned From Asia

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Presentation on Asian best practices to a group of Silicon Valley investors, showing how Asian innovations can be relevant to Western markets. In addition to key ideas, several examples are included.
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Lessons Learned from Asia Benjamin Joffe, CEO | Plus Eight Star | Santa Monica, 2009.07 How Beijing, Tokyo and Seoul are relevant to L.A.
Transcript

Lessons Learned from Asia

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

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

Here is the plan

0. Introduction

1. How Asia can innovate

2. China | 5Cs of Innovation

3. Japan | Mobile Galapagos

4. Korea | Ultra-broadband laboratory

5. Closing & Questions

0.Introduction

ベンジャミン

本杰明

벤자민

Benjamin Joffe

4 years

1 year

4 years

www.plus8star.com

Innovation ArbitrageChina | 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

1How Asia can innovate

The biggest barriers to understanding are our

assumptions

Claim #1

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 Yojimbo

– Star Wars Hidden Fortress (partly)

– The Ring (id.)

– Shall We Dance? (id.)

– My Sassy Girl (id.)

– The Departed 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

Innovation is a consequence of

TalentMarket size

InfrastructureInvestment

Claim #2

Internet1.3 billion

Mobile3.3 billion

Source: Morgan Stanley, 2007

Digital Population

Country USA China Japan KoreaPopulation 300 mln 1,300 mln 130 mln 50 mln

Internet users 225 mln 340 mln 100 mln 35 mlnMobile users 260 mln 650 mln 100 mln 45 mln

x 5 1,680 mln

x 2 Total 475 mln

x 3 785 mln

IT Infrastructure3

G u

sers

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

China

0%

20%

40%

60%

80%

100%

0% 20% 40% 60% 80%

www.plus8star.com

Avg. 15 Mbps

Avg. 7 Mbps

Avg. 4 Mbps

Alexa Quiz

USA China Japan Korea

#1 Google

#2 Yahoo

#3 Facebook

#4 YouTube

#5 MySpace

#6 MSN

#7 Live

#8 Wikipedia

#9 Craigslist

#10 eBay

?

Alexa Quiz

USA China Japan Korea

#1 Google Baidu Yahoo JP / SB Naver

#2 Yahoo Tencent FC2 Yahoo

#3 Facebook Sina Google JP Daum

#4 YouTube Google China YouTube YouTube

#5 MySpace Taobao Rakuten Google

#6 MSN Netease Livedoor Cyworld

#7 Live Google Ameblo Nate

#8 Wikipedia Sohu Mixi Google KR

#9 Craigslist Youku Wikipedia Live

#10 eBay Yahoo Goo Facebook

Alexa Quiz

USA China Japan Korea

#11 AOL Soso Google (error)

#12 Blogger Ku6 MSN Tistory

#13 Amazon Kaixin001 Nicovideo JoongAn Ilbo

#14 Go Mop Amazon JP Chosun Ilbo

#15 CNN Live 2 Channel MSN

#16 Twitter PCOnline Nifty Gmarket

#17 Microsoft 56.com Yourfilehost Paran

#18 Flickr Yahoo CN Biglobe Auction

#19 ESPN Sogou Geocities JP Blogger

#20 Photobucket Tom Online Infoseek JP Friendster

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

Claim #3

e.g. LAMP stack(Linux / Apache / MySQL / PHP)

+ HTML / Flash / AJAX…

Technology?

Largely commoditized…

2China

China is innovating more and more because offive key factors

Claim #4

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

...$1 billion do not appear overnight

Already in 2007(We even published a report…)

Attention Threshold=

1 billion dollars?

Market Capitalization(June 2009)

21 bln3-15 bln?

REAL MARKET CAP

Maybe simply not looking?

c. Combination

Will it blend?

Tencent (1998)

d. Competition

“Survival of the fittest”

(Herbert Spencer)

4 Facebook

20 YouTube

10 MySpace

5 Match.com

3 Yahoo

4 Twitter

?

What happens when you have

Tough Spots

“Execution”

“Concepts”

Sociology

Psychology

Marketing

Metrics

Business models

Payment

Feedback loop

e. Constraints

“Necessity is the mother of invention”(Plato)

Low GDP/capitaSmall transactions / making millions from cents

Limited advertisingAlternative business models / B2B to B2C

No credit cardsAlternative payment systems,

mobile, virtual currencies

No legacy industry(is it a constraint?)

Leading Companies

97

370

1047

429 452 468522

439

0

200

400

600

800

1,000

1,200

Kongzhong Sina Tencent Sohu Net ease Baidu Shanda Alibaba

Web

Portal

Mobile

content

IM Portal +

Games

Online

games

mln USD

Search

engine

Online

games

Only B2B

e-commerce part

www.plus8star.com

0%

10%

20%

30%

40%

50%

60%

70%

80%

0 100 200 300 400 500 600

Gaming in ChinaProfits of 9 listed companies

Note: The profit Margin for Tencent game and NetEase is taken as the one of the whole company.

www.plus8star.com

Revenue 2008 (mln USD)

Pro

fit

ma

rgin

20

08

(m

lnU

SD

)

Battlefield by Electronic Arts

When we started two years ago, there

was a real question mark: Can the free-

to-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

2Japan

Japan is the world’s most advanced mobile market

ANDToo isolated for its own good

Claim #5

Beyond Voice & Beyond Telecom

92%

50% 50%

3G Mobile TV NFC

40%

Data ARPU

95%

50%

Non-SMS ShareFlat-rate Data

In addition

• Business models

– Micro-payments since 1999 (“i-mode”)

– “App store” since 2001

• Content

– Mobile music, mobile ads, mobile commerce…

– Financial services by mobile carriers

• LTE at 300Mbps starts next year!

Mobile Market

• Mobile content

– 4.3 billion USD in FY07

– 40 USD / user / year

• Mobile commerce

– 7.3 billion USD

– 70 USD / user / year

Before & After 3G

1,186

204

419

0

108

229

500568

1,091

862

225185

231

1,140

0

200

400

600

800

1,000

1,200

2004 2007

Mill

ion

USD

www.plus8star.com

Galapagos Syndrome

• No foreign mobile brand is strong in Japan

• Too complex to survive abroad?

Some examples that work

“Social NetworkingIs Not a Business”

MIT Technology ReviewJuly/August 2008

And more (April 2009)

Mobile Social Networks?

Social Networks

Company Mixi DeNA GREE

Reg. users 16 mln 12 mln 8 mln

Usage 2/3 mobile 100% mobile 100% mobile

Revenue 2008 $120 mln $320 mln $60 mln

Profit margin 31% 40% 63%

From users 5% 80% 75%

Market capitalization $500 mln $1.4 bln $1.2 bln

www.plus8star.com

Mobile Game Town

Revenue Breakdown

[1 billion JPY = 10 million USD]

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?

– “Medicine” “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

3Korea

Korea is a window into the future of broadband

ANDForeign companies leverage

Korea’s ideas better

Claim #6

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.

www.plus8star.com

[email protected]

benjamin0123

http://twitter.com/plus8star

www.linkedin.com/in/benjaminjoffe

www.slideshare.net/plus8star

+81 | Japan

+82 | Korea

+86 | China

Telecom & Internet

+ Added Value

* High quality

Contacts


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