Thursday, November 25, 2010

Singapore Sessions | “The Myths of Innovation” & “Digital Innovation in Asia”

While in Singapore, I was asked to give talks to ‘technopreneurs” (a term that seems popular here) at leading local universities NUS (National University of Singapore) and SMU (Singapore Management University). Each was a one-hour talk, allowing time for interaction with the groups. Reproduced below for your enjoyment, without subtitles.

“The Myths of Innovation” talks about the misconceptions around entrepreneurship and innovation.
In a nutshell: entrepreneurs who make it big are lucky people with not only ideas (which they might have borrowed), but good timing (too early and you’re doomed) and access to both talent and capital. There is a significant incentive to iron out this narrative into a super hero story, and a huge selection bias in doing so.

“Digital Innovation in Asia” is about some innovative services and business models found in Asia.
The Western framing of innovation has short-changed the rest of the world despite their achievements, and Asia is definitely doing fine in many aspects.


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Views on E-Commerce in China and in General

I often try and answer questions about Asian digital things from journalists, researchers, MBA students and random people. The key difference with journalists is that I get to see some of what I told them get published. It is often the “quotable” part, and within the constraints of having enough sources to quote, and fit within 1,000 words tops. In the process, I often see the effort put in a rather long email turn into one or two lines, with most of the “meat” filtered out. I understand the constraints of the exercise, but since it’s already typed, let’s share it!

Here is the original article by IDG “Wal-Mart steps into China’s e-commerce market“.
Below is the uncut version of a recent exchange on e-commerce in China.

Both Gap and WalMart stepped up their game in China with online stores. Here is my take on it.

It is a logical step for mature brands to create an online store, especially so in China.
Offline retail channels are limited – how many cities can Gap open a store in? Reaching the 100+ cities with over 1M inhabitants will take a long time. In addition, logistics costs in China are quite low and an advantage for such premium brands as delivery is at a marginal cost. Even MacDonald’s does delivery for no extra charge!

Also, many e-commerce sites in China have a trustability issue: how can you know if the product is
- real
- fake
- real but “grey market”, i.e. extra inventory or “night shift” from the official factory
- stolen goods
The official store would offer a very trustable channel.

It is possible that online retail might overtake offline retail for successful brands – the apparel retailer Vancl started purely online,
saving on commissions, logistics, etc. I believe new brands might replicate this success and China could be a fertile ground for “retail leapfrogging to digital“. It is likely local players are better equipped for that and nimbler than foreign ones.

For Walmart who already retails offline, it makes sense to offer what is essentially low-priced commodities, while it would not for pure online retailers. Actually, their online store pushes rather pricey items, many over 100 RMB. Best items are likely items like wine, tea or appliances.

The business of large retailers like Walmart is in finance: get cash upfront, pay suppliers late (generally 3 months later) enjoy the interests and cash flow. In China it’s even better as delivery costs are low and online users enjoy the larger variety of products online, and trust the Walmart brand enough to buy.

For pure online “e-commerce” players it would not pay off so well as they would have to figure out logistics, would not enjoy the cash flow advantage as a main business model, would not have simple ways to promote their service, and would only make little money per product.

Hence: a good move for Walmart – to be followed by other large retailers if things work out.


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Asians are virtual already, how long before we are too? (Part 3)

(Part 1, Part 2 – with slideshow and video)

I would like now to move on to the second part of my talk, the one connecting online and offline behaviors.
Just like many of you, I was surprised when I heard about, or witnessed, some extreme behaviors:
- Flaming wars in forums
- Guys dying in Internet cafes
- Parents neglecting their “offline” baby in favor of some online thing
- People protesting online
- Bots mistaken for people and people mistaken for bots
- Even Chatroulette was interesting – though at that time it was not a surprise to me anymore. At least the creativity of people such as the piano guy, remains encouraging to witness, and stays alive as long as the environment does not reach a too high toxicity.

So what did I find in social psychology and social dynamics? I picked a few key things:

- People’s behavior is largely shaped by their environment. The simplest example is the “broken window theory”.

- People behave differently according to the likelihood of getting caught, or interacting again. There are examples from Zimbardo’s “Stanford Prison Experiment” to the abuses of Abu Ghraib, or simply “would you cheat a stranger if you knew you will never meet him again”. The depressing answer to this is: many people would. You can study Stanley Milgram’s “Obedience to Authority” experiment to see the reality of it.

- There are mechanisms to socialization and even seduction. I studied the research done by various social coaches, and looked into ways to engage and interact with total strangers. I even advised a startup who was developing an iPhone app just for that purpose.

Unfortunately, I don’t have time to go into details about those mechanisms but in short, they mean that as a service operator or “virtual world” builder, or a “resident”, there are ways to improve dramatically socialization and behaviors within digital environments.

Which leads me to the conclusion of my talk: what about the future of digital socialization, and the business around it?

There is enough research and proven cases out there showing what people are happy to pay for, so the business aspects I am not worried about. It is more about the pace: things like the semantic cells around “virtual” and “game”, payment systems are hurdles to overcome to help the market grow. It is getting better, but is still slow.

More interestingly, I actually think digital environments are one of the solutions to a real social problem. With neighborhoods disappearing and the prevalence of the “car” or “commuter” culture, we, as social beings, are very isolated, constantly in contact with vast numbers of strangers. The beauty of online environments – and they can be text-based, 2D, 3D, Stereoscopic and what not – is that those spaces – and I call them spaces in an architectural sense – can help us create new neighborhoods.

Some of you might be familiar with the concept of “third place” – the collection of places aside your home and workplace. Those are often essential to us to be social, creative and enjoy our life. A city with lots of them is very enjoyable to live in. What I am looking for – and working on with the company Cmune as an early iteration of that – is the creation of those “digital third places”. Second Life has been a great inspiration and raised awareness to a very high level, but is limited on many aspects: the business model, the clunkiness, the client install and more generally the poor social design and lack of “fun”. I am looking forward to seeing the next generation of services tackle those challenges and enrich our lives with old and new experiences in digital places.


+8* | Plus Eight Star believes in a better future online, as proven by Asia. Follow us at @plus8star or @benjaminjoffe for more.


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Asians are virtual already, how long before we are too? (Part 2)

(Part 1 – with slideshow and video)

I would like to start by thanking the organizers and all participants to this event. After all the hype virtual worlds and Second Life went through, I see this as a sign that we might be past the “disillusionment” and are ready to move forward. Whether SL will be the platform for that in the future is yet to see, and I hope to learn from you what you think about it.

Though I explored a bit before, this is the first time I do a talk in SL and quite frankly I feel like a hack. I possibly have the least hours spent in SL of you all. In addition, I am in the “East” track when first, I am not Asian and second, I am today in San Francisco on a business trip. If you look at my avatar, it was graciously provided by the organizers because I had no time to prep one that would not betray my identity and errands in SL ;-)

So what could I have to say?

Well, the fact is that I did spend quite a bit of time with virtual things, digital goods and Asia, where I have been based for the past 10 years. Also, though I like technology, I am most interested by the social aspects of technology.

What Clay Shirky says “When a technology becomes boring, that’s when the social effects become interesting” resonates strongly with me. It is true also at micro-levels. Many of what has been observed in SL has been around in graphic or even text-based VW since the 80′s. I was visiting Howard Rheingold in Mill Valley last week-end and the man has been researching this field for about 25 years.

So to understand why people were acting in certain ways online, I researched offline behavior, social psychology and social dynamics. I came to understand a lot better why people behave the way they do in various social environments. I can even tell you this came at a price when experimenting with offline social dynamics.

Since I have 30 minutes what I would like to talk about is three things:
1- What I learned from researching Virtual Worlds, Social Networks and Online Games in Asia
2- What I learned by researching social psychology and social dynamics
3. I’ll then share some ideas on the good things the future might hold for us, and how we can shape it.

Digital goods

First, you might have come across some numbers about virtual goods: the market would have been around $1B in US and $7B in Asia in 2009. I have some confidence in the second estimate because I actually did it myself based on our research and estimates of the various free-to-play online gaming markets in Asia.

The reality today is that there are two shifts happening. On is a business model shift, another is a mindset shift.

The business shift is the transition, or rather diversification, of the video gaming industry to free-to-play. The West and Japan have been lagging due to their huge package software legacy, while Korea then China and now most developing economies are embracing the model, generating huge profits by cutting many costs and middle-men out of the value chain.

The mindset shift is more fundamental. It is about what Aldous Huxley called in his last series of lectures “Semantic Prisons”.

I quote here “There are plenty of semantic prisons which do not permit us to think straight”.

I think this is very true. The closest everyday expression would be “assume make an ass of you and me”. We have tons of assumptions and many of our words and thoughts are locked within semantic cells. I witnessed that countless times when discussing culture or business in Asia to foreigners, or foreign things to Asians. In the specific case of virtual worlds and the business opportunities associated, I identified two major ones:

“VIRTUAL”

For many, “virtual” sounds odd because it sounds like it does not exist, has no value. Anyone paying for something virtual would surely be slightly stupid. The fact is that “virtual” is a legacy word, and so vague it is actually hurtful to the development of the industry. The opposite of “real” is not “virtual”, it is “imaginary”. And things happening online are not “imaginary”, they are “digital”.

To make an offline parallel, when you go to a concert, you don’t get anything physical either. When you buy a CD and put it into MP3, you just got yourself a sequence of 0s and 1s. It is digital too. What you have paid for is an experience, not the plastic. Brands are very good at selling physical objects charged with symbolic value, but how many are yet able to sell non-physical objects? If the margins are better, they should!

About a month ago I did a talk for 700 P&G employees, including the CEO, about digital innovation. P&G’s products might be great, but they are commodities. For them, the symbolic value is where the margin is. What if they could add a digital component and an experience to it?

The other term that is a very damaging semantic cell is:

“GAME”

Why is “game” a problem? Because we are too serious. Games are for children; games are a waste of time; games are a waste of money.

Well, there are a few things to know about games:

- First, games are a great way to learn anything. Much better than a manual or a tech demo. Just try it, have fun and there you go – you know how to use it. New technologies have a much higher chance to spread when introduced from a gaming angle. The other possibility is adult content, but I won’t cover that here.

- Second, games are already the biggest contributor to digital goods sales – if you exclude music, movies and books. In Asia, it is about 3/4 of those $7B I mentioned earlier. So it’s already working! Many people are ok to spend to have fun, despite the mental barrier of “it’s not real”.

- Third, we are already all gamers, but we don’t want to be called gamers. My aunt, a woman in her 50’s who lives in Mountain View, California plays almost every day a puzzle game on Facebook. She also likes Sudoku. I told her she was a gamer because she played more than me. She was certainly surprised to realize that. When you go bowling, play poker you can call it sport or whatever, the reality is that you are playing a game. In the case of bowling you are even renting physical items to do it.

Not long ago, the game designer, professor, thinker and writer Jesse Schell gave a talk at DICE and Long Now Foundation about the “gamification” of everything. He was mentioning a toothpaste service could measure how long you brush and give you points for each minute. 3 minutes in a day and you get, say, 100 points, 7 days in a row and you get a bonus. You could even compare scores with friends. It could be used of course to sell more products, or simply to help you embrace positive behaviors by giving you feedback, social proof and a gaming aspect.

So my conclusions here are that:

First, “virtual” is a terrible term and we should say “digital”, or not say anything.
Second, “game” should be renamed “entertainment”.

As Cary Rosenzweig, CEO of IMVU, former P&G exec and client of ours – said “Virtual goods are consumer goods”.

I would say also “video games” should be renamed “digital entertainment”, putting them alongside movies and music. It would then become apparent that movies are simply non-interactive narratives, while music is “auditory entertainment”. Nothing wrong with that, it just shows they are more alike than we usually think.

What else is there to learn from Asia?

- That online games make a killing, are extremely profitable.

- The mobile also makes huge amounts of money. In Japan, a *mobile* social network named GREE using Flash games with digital goods and avatars made over 400 million USD last year with only 20 million users.
The profit margin is 60%. Facebook made double the amount, with much less profit and over 20 times the user base.

- Tencent, who operates QQ, the #1 IM service in China, and is also a game and SNS operator, made over $1.3B IN THE FIRST HALF OF THIS YEAR! Net profit margin is 42%. The company is now the world’s third largest Internet market cap after Google and Amazon, with $35B, and still growing fast.

- Other developing markets – including, for instance, Russia, Vietnam and Thailand – are following the same path.

(to be continued)


+8* | Plus Eight Star thinks that it is not because you follow us at @benjaminjoffe that you are virtual and that learning from Asia can help us bridge the gap.


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Select-TV raises US$5million investment from Intel and MAVCAP

Malaysian IPTV company, Select-TV, announced on Friday, Nov 19, that it has raised funds from Intel Capital, Intel’s global investment arm, and Malaysia Venture Capital Management Berhad (MAVCAP).

Spokesperson for Select-TV Elfred Yu said in an e-mail interview with e27 that the total funds raised from both investors was in the range of US$5 million, but declined to elaborate on individual investments, citing investors’ confidentiality terms.

The company was established in 2006 and now operates in nine countries, including Thailand, UAE and The Philippines. The company has 30 people working in the research and development office in Kuala Lumpur, with another 20 employed under the global sales and marketing team.

Yu added that Select-TV has plans in expanding into the South East Asia IPTV market, as well as the Middle East.

“New markets to be explored include China, India and Canada,” Yu added.

The company focuses on delivering IPTV to personal homes and hospitality markets including hotels, hospitals and telecommunication operators.

Select TV is not a prevalent service in Malaysian households however and faces an uphill challenge against national telecommunications service provider Telekom Malaysia, which has been aggressively pushing its own IPTV service by packaging it together with high-speed broadband service UniFi.

The IPTV space in Malaysia is expected to heat up further when YTL Communications – which launched its WiMax service called Yes4G last week – launches its wireless hybrid television” service by November 2011. The service is said to combine traditional TV, on-demand, and Internet content that will be delivered via its WiMax network.


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Social Media + eBooks = Social Books

social bookseBook sales is poised to hit the billion dollar sales mark this year and is predicted to triple by 2015 . Clearly, there is a market for eBooks but is digitizing books all we could do? Maybe not.

Two entrepreneurs, Jason Johnson and Jason Illian, are attempting to not just digitize books, but also make them social. They call it ‘Social Books’. From The New York Times:

“Short-form content (e.g. status updates, tweets) on the Web is very interactive, very dynamic,” Mr. Johnson said. “You can see which of your friends read the same article and what they thought of it. It made us ask, ‘Can this be applied to long-form content? Can we take the advent of social media and apply it to the way we read books on tablets?’”

Social Book, as depicted in the video below, enables friends to read a book together even in different locations. Readers are able to share any part of the content with their Facebook and Twitter friends. The content could also be changed in real time by authors or even the readers. It works pretty much like Google Docs.

social book bookshelves social book social network

Social doesn’t just stop here. Users are also able to purchase a book from a friend’s bookshelf, making eBook libraries connected, searchable and shareable. Lastly, it doesn’t matter whether you’re reading from a Blackberry or an iPad, the application is built to be able to read and share on any device. But for a start, it will launch as an iPad application first before expanding to other platforms.

Phew, it surely sounds like a complicated eBook application?  The greatest challenge is still copyright related issues. The only titles available for download are those in the public domain, which aren’t that appealing to the masses.

“To develop its catalog, the company has enlisted the help of John Ingram, founder of the Ingram Book Company, a wholesale book distributor. Mr. Ingram, who is also an angel investor in Social Books, has done the same for other eBook applications, including iBooks for the iPhone and iPad. Social Books expects its digital shelves to be beefed up in time for the holidays.”

The application isn’t on iTunes yet. But interested individuals are able to register for its free limited beta applications through the company’s website.

Penn-Olson.com by Willis Wee. Penn Olson is a tech, marketing and business blog based in Singapore.


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Fund your idea to reality!

This is a sponsored post for Ideas.Inc.

When buddies Aseem, Yu Ming, Raziuddin and Zi Huan decided to set up their latest venture Give.sg, they already had a successful and profitable business venture behind them, set up at no cost, during their university days at the National University of Singapore (NUS).

With graduation day looming, they knew they had to put their enterprising minds together again, this time, to pursue their common passion of helping to change and make the world a better place.

They realised the many issues that exist in today’s society and decided to make a difference, no matter how big or small the impact would be. Their solution? To socially evangelise everyone towards a good cause and thus ‘give back’ to society through either monetary or item donations, participating in fund-raising activities or other good causes.

Give.sg is a web portal that allows anyone who wants to raise awareness or funds for their special cause, to set up their very own page dedicated to that cause. It uses social media marketing tools like Facebook, Twitter, blogs and emails to reach out to a wide network of people for contribution to the cause. And a simple eNets payment mode means a donation is made hassle-free. It is like shopping online, except you are doing good for a special cause, and making a difference to someone’s life.

So far, Give.sg has served over 30 charities based in Singapore, and reached out to more than 3,000 donors, raising a whopping $250,000. Its latest fundraiser campaign “Grow a Mo to Help a Bro” goes to assist male cancer patients in Singapore through the Singapore Cancer Society. Guys can participate by having a clean shaven face when they begin and grow a classy moustache for the rest of the month. They would need to take pictures of the process and upload them regularly on their preferred social networks to reach out to donors. Ladies are encouraged to spread the word to their male friends to take part in this ‘hair-raising’ experience that aims to raise $50,000.

When Give.sg first started out, it wasn’t all a bed of roses. They had to raise the right capital, brainstorm for the perfect business plan, and then to rally support for people to believe in their idea. Joining the Ideas.Inc. Business Challenge 2010 gave them that huge boost they needed. Their idea impressed the judges so much, they were shortlisted to be one of the six finalists and later even went on to win the competition. They received funding up to S$65,000, mentorship and entrepreneurship training to better manage their young business, and in addition received $15,000 in prize money!

A year after winning the competition, Give.sg has proven to be a success, and they hope to further innovate in their area of doing social good, by helping people from more countries, all races, all backgrounds and transcend these physical and cultural barriers through the use of even more advanced technology.

If you have an idea you’ll like to materialise, wait no further! Take part in Ideas.Inc., an annual business competition organised by the Nanyang Technopreneurship Center for aspiring entrepreneurs aged 26 years of age and below. Ideas.Inc. provides significant funding, mentorship and skills enhancement workshops for its successful participants. More details can be found at http://www.ntu.edu.sg/ideasinc and join the Facebook fanpage here.


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Backup Facebook With MyCube Vault

In the implementation of his grand vision of unshackling users from “slum landlords” like Facebook, Singapore-headquartered company, MyCube has unveiled the first phase with open-source project, MyCube Vault, a backup service that allows users to aggregate their social media content from across the web and store it securely on their hard drive.

The second and final phase, MyCube Exchange, aims to be “a content-rich social network where you have complete control of your privacy and interactions.” This will launch in two months.

The company is led by Swedish serial entrepreneur Johan Staël von Holstein of Icon Medialab (in Swedish) fame.

Fighting against slum landlords

An excerpt from TheLocal.se (Sweden’s news in English) (excellent interview, please go read the piece):

Johan says, “The thing about Facebook is that I love it and hate it,” he explains. “I love what I can do, but cannot for the life of me understand why they decide everything for me and limit my freedom and ability to control to such an extent.”

He adds, “I like to use the analogy of owning rather than renting property. Facebook can often feel like you’re renting the space from a slum landlord. They dictate all the terms. If they want to put in a new window, they do. If they want to change the locks, they do. And if they want to kick you out of the whole property altogether, taking ownership of everything inside, they do.”

He continues, “A lot of people don’t realize, but the content they put on existing social networks no longer belongs to them – all those pictures, contact details and discussions belong to the social network. If they ban you from their service, all those pictures, contacts, email exchanges are lost forever.”

MyCube Vault

At the SIME-Stockholm 2010 conference a few days ago, MyCube announced the release of the MyCube Vault,

“MyCube’s vision is to give users complete control of their online lives” said Johan Staël von Holstein, MyCube CEO. “The first step of gaining control is to have all of your social media assets gathered securely in one place, and that is exactly what the Vault does.”

MyCube Exchange

The next step in the grand plan has been two years in the making MyCube Exchange will launch January 15th 2011.

Want to watch Johan talk about MyCube? Check out this short interview by Annika Lidne of Disruptive Media and Stockholm Social Media Club:

Default: Private

A big difference between MyCube and other social networks is that for the former, the default setting for a user’s data is private. On how MyCube is different from Diaspora, another to-be-launched social network that sounds exactly like MyCube (“inherently private”), Johan claims that “they [Diaspora] look upon privacy and integrity as the goal. We are a sophisticated social exchange where privacy, and integrity is the beginning.”

Being such a consumer-centric product, user experience will be key. Am eagerly awaiting the showdown in terms of product as well as its take-up rate.

When you compare how Diaspora has already started marketing and garnering an interested user base versus the stealth MyCube (Twitter follower count for Diaspora to MyCube = 52K+ to 200), I am a little worried for MyCube.

MyCube has 30 employees based in Singapore. The company can be found on LinkedIn and Twitter.


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Pony Ma Promises Tencent Will Be Open Within 6 Months

Tencent, is the biggest Internet company and probably the most mysterious company in China. Suffering the more and more complains from local companies which saying Tencent is killing the innovation in Chinese web as it strategically copies almost everything, Pony Ma, the CEO of Tencent, today said to the audience in a conference, Tencent wil be open within 6 months. And he also emphasized that the next 6 month will be very important for Tencent as it is the transition period towards an open company.

Pony said the first open product would QZone, Tencent’s social network; and even for QQ, Pony promises it will be open to the third-parties applications too.

Tencent has been trying to be more open, Pony said, but he admitted that the progress was slow. The battle against 360, along with the resulting pressure from local media/social buzz trigger him to make the decision to speed up the open strategy. “We wanted to do everything on our own before, but now we have realized that a great enterprise should not be always like this, we should allow third-parties to work together with us.” Pony said.

As a sign to further open, Tencent recently launched its so called Tencent Open Platform Directory to demonstrate its effort. The directory includes five open platfors, open.tenpay.com which is for Tencent’s payment gateway; pop.paipai.com for its e-commerce site; open.soso.com for its web search service; opensns.qq.com for its social network and open.t.qq.com for Tencent’s microblogging service.

If Tencent could be really open as Pony promises, Chinese web industry in 2011 would be truly exicting.

[image via chinaz]


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The Mobile Internet Gold rush causing touch screen shortage

By now, everyone in the industry knows mobile internet is a good mine. As more and more iPhone and iPhone like devices spread around the world, it is creating an impact on different parts of the supply chain.

First of all are the touch screen manufacturers. These companies, located mainly in the Guangdong province in China, are finding it hard to meet the ever increasing demand for their products. A security house in China estimated the supply of small and medium size of touch screen can only meet 55% of the demand in 2011. Shipment of Lenovo’s LaPhone (Android phone) was once affected because Lenovo could not find enough touch screen suppliers.

But, this is not going to be a long-term problem. Many suppliers are expanding their facilities. Shenzhen based LaiBao Hi-tech, supplier for iPhone, has announced it planned to invest RMB251 million build a new manufacturing plant for large size touch screen (probably for iPad).


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Kaixin001 Is To Launched Its Microblogging Service, for Self-Protection

“If Kaixin001 launched microblogging service last year before Sina, the market might be quite different.” a local veteran said to me. “But they did not do that (maybe they did not want to touch that space because they saw the end of early twitter clones.) and still focus on its social games. They are not lucky enough this time.”

Kaixin001 conquered the market with its social games last year and claims 90million registered users and 20million-25million active users each day. Since it started, Kaixin001 focus on social games and acts as gaming platform. It works quite well for users acquisition and help Kaixin001 build the brand and conquer the market quickly. However it is become risky for a social network if it neglect users’ social connection as users can easily get bored if the new social games are not attractive enough. This year, Things are getting even worse as Kaixin001 has been facing a tough competition from Sina’s weibo (microblogging) service, simply because both services targeted at the same major user group: white-collar class.

Kaixin001 said earlier this week, its own microblogging service will be launched soon. So will it bring us some new ideas? Microblogging with gaming elements, maybe? For me, it is more like a self-protection strategy.


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LovePlus Followers Assaulting Cellphone, Gree And Mobage Town

Virtual Dating Game LovePlus on Nintendo DS was a smash hit, let Konami themselves publish a sequel LovePlus+(Love Plus Plus) [J] (feature limited), iPhone version and coming arcade version.

Two gigantic social gaming networks, Gree and Mobage Town, who have been adding new games every day, of course ride on this trend. On the same LovePlus format, choosing one from high school girls each of who has different characteristics and charm-points, and the most importantly feels kindness for you, you go out and experience school life with her.

Both games are published not from platform companies but from third-parties. But seems strongly cheered by Gree and DeNA(Mobage Town). TV commercial films of both games are on the air (embedded later in this article).

Himekoi on Gree

Himekoi [J] (a guide page on PC as the game itself is only on feature phone) by Winlight is a social game on Japan’s largest social network Gree.

“Hime” means princess and “Koi” is love. You, a high school boy, enter a school which recently changed from women’s to coed, and has a strict rule to prohibit dating. You are asked to go out by three girls on the same date, and will have to choose one with making it secret from the school.

Here is a playing movie by manabi2006,

Another movie by ajtmw86, showing the events with voice,

Gree’s TVCM featuring Himekoi,

On the release of the game, Gree got some critics as Himekoi is too similar with LovePlus, like having three heroines, character designs and drawing touch. Some fans claim that even the girls’ illustrations are plagiarized [J].

The game is, as always told so on their CM, basically “free” but purchasing virtual items will help your school love life a lot easier.

Koiken on Mobage Town

Koiken! [J] (again, a guide page for cellphone) by Vector is a cellphone dating game on Mobage Town, the game centric social networking service which is passing the No.2 Mixi by number of users.

The title “Koi-Ken!” means “Dating Research”. According to Wikipedia (Yes, Japanese Wikipedia has a dedicated page for this game), the game was released in January 2010.

In a virtual high school, you are going to meet 10 girls, establish a new club for researching romantic experiences. You will have to visit the game often and click to build your communications with the girls. And of course, your paying for virtual gears will make your virtual high school dating life better.

The game has a lot of spoken lines by popular voice actresses, but most of the recorded voice will be audible when you purchase a special item.

Koiken seems backed up by its platform, Mobage Town, as well. Here is a TVCM of Koiken by DeNA.

As Mobage Town allies with Yahoo! Japan in PC social game, Koiken is playable on the Yahoo! Mobage. Vector announced [J] to release smart phone version via Docomo Market (for Docomo Androids).

Competition heats up

Mobage Town and Gree have been competing to be the No.1 social gaming network in Japan. They fight on court around fishing game, run engineer hiring race, spending more money on TV CM than Toyota and Coca-Cola. That is no wonder as the market, supported by far easier money charging mechanism on cellphone, is over 10 times profitable than U.S.

These dating games are just another battlefield for the big two. Whatever games getting popular, they have to ensure it on their line-ups, by referring their opponent, and consumer game consoles to become the last one to stand.


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Digital Music in China, It Has To Be Free Lunch

‘mp3′ is not a jargon any more and my parents even know it quite well, but less and less consumers are willing to buy CD. In 2005, the global sales for digital music is around $1.5billion, and the figure turns to $10.7billions in 2010. The fact we have to accept is that the traditional music market is shrinking and digital music is catching up quickly.

This is also happening in China. The digital music market here is growing quickly. In 2010, the number of Chinese digital music users has reached 370millions. In 2009, 97% of digital music comes from Internet, but it only generates 8% of revenue, said Xie Zhengyu, CEO of a popular music client Kugou which claims 60million users. You can always search for and get the mps3 downloaded somewhere, digital music in Chinese internet environment sounds like a free lunch to everyone.

You may say the hope resides in the mobile market. Correct! a report says in 2009, the market value for the Chinese mobile digital music is reported at rmb 30billions, which is cool. But unfortunately the operators take 94%, service provider takes 4%-5%, the music provider takes even less than 1%.

The solution is quite obvious, it’s on mobile, but the key is the fundamental of the market has to be changed first.

[image via pcpop]


Link to full article

Japan’s Top Search Keywords in 2010 By Yahoo! Japan

It is a year-end buzzword ranking season. Yahoo! Japan, Japan’s most popular search portal, though the backend search engine has been gradually switching to Google’s one (everyday more people report that their search results are the similar with the Google’s results), eventually gets the highest number of search volume in Japanese.

Yahoo! Japan just released the most searched keywords ranking both on PC and mobile during 2010 [J].

PC search

ranking keyword meaning 2009 2008
1 YouTube No.1 movie sharing site 1 1
2 Mixi No.3? social network
(PC No.1)
2 2
3 Google No.2 search 4 4
4 Amazon No.2 online mall 6 6
5 2 channel No.1 bulletin board 3 3
6 Rakuten No.1 online mall 5 5
7 Niconico Douga No.2 movie site 7 7
8 Twitter World and Japan’s No.1 Microblogging - -
9 Ameblo No.1 celebrities blog portal 14 -
10 Goo NTT’s portal 8 8

Some notable changes

Last year, most top ranked keywords kept the same positions from 2008. However, this time there are some interesting changes as you see above.

Google and Amazon, two world-class services were searched more, whilst the gigantic anonymous BBS 2-channel and the largest e-shopping mall Rakuten stepped down. Rakuten and Amazon Japan are direct competitors so, even Rakuten is leading the market, it may not be a good sign for them. (it is search “volume” so you may also tell that Rakuten became to be so common to make people less search though.)

Another big newcomer is Twitter, ranked at 8th from out of the ranking (top 100). Facebook jumped into the ranking, too (39th).

CyberAgent Ameblo, is also showing their traction. I can tell that their vacuuming all TV talents into their blog and microblog (Ameba Now) platforms goes successful.

Boosted web services:

  • Cookpad(recipe site) 14th(20th in 2009, 47th in 2008) (Asiajin)
  • Google Maps 22nd (42nd, not ranked)
  • Zozotown(apparel mall, recently allied with Yahoo! Japan) 24th (46th, -)
  • Ameba Pigu(CyberAgent’s avatar social) 30th(-) (Asiajin)
  • Ameba(CyberAgent’s head brand) 42th(-)
  • Gree(No.1 Social Network, 99% for mobile) 43rd(73rd, -)
  • Rakuten Travel 47(59th)
  • Navitime(cellphone navigation service) 68th(90th)
  • Pixiv(UGC drawing site) 40th(-) (Asiajin)
  • Gmail 56th(99th, -)
  • Mobage Town(No.2? Social Network, mobile only) 75th (94th, -)

Services Losing positions:

  • Zenryaku(mobile profile site) 48th (34th, -)
  • Wikipedia 52nd (26th, 19th)
  • Rakuten Market(full name of Rakuten’s shopping mall) 59th (37th)
  • Gurunabi(restaurant review site) 76th(53rd)
  • Hotpepper(restaurant coupon site by Recruit) 82nd(58th)
  • @Cosme(cosmetic products review site) 97th (87th)

“Free Game” went up from 69th to 46th, the word both Gree and Mobage Town used a lot to describe their service on TV CM. Both “Movie” and “Map” downed around 10, but “Weather Forecast” got 21 ranks up (see my article on Japanese weather services).

Mobile search

ranking keyword meaning 2009 2008
1 Mixi No.3? social network 1 1
2 Mobage Town No.2? social network 3 3
3 YouTube No.1 movie site 4 5
4 Gree No.1 social network 5 -
5 2 channel No.1 bulletin board 2 2
6 Google No.2 search 6 7
7 Rakuten No.1 online mall 7 9
8 Twitter World largest microblog - -
9 Amebro CyberAgent’s blog portal 8 -
10 Amazon No.2 online mall 9 8

2-channel lost its popularity on the mobile ranking, too. Twitter comes up also on mobile this year.

See Also:

The 2009′s ranking we covered


Link to full article

Yahoo Japan And Online Fashion Store Zozotown Announce Tie-Up

Yesterday, Japan’s biggest website Yahoo Japan announced a tie-up with Chiba-based Start Today, operator of popular online fashion store Zozotown. Under the agreement, Yahoo has listed around 100,000 items from Zozotown’s catalogue in its Shopping category.

As you can see on the screenshot below, big Y already began promoting Zozotown on its shopping site. If users click on a product that’s actually listed in Zozotown’s database, they will be led to Zozotown’s website where they can shop using Yahoo Japan IDs (or use their existing Zozotown IDs).

There are around 25 million active Yahoo Japan accounts currently, but Yahoo’s shopping site trails Rakuten, the country’s online shopping giant. We reviewed Zozotown, which is mainly designed for a younger audience and exclusively offers fashion items, in September 2008.


Link to full article

MNP – The Great Leveller – Telecos Need A New Startegy

Its been few hours since MNP was launched and its already become a trending topic on Twitter India. While this must be just news, this also goes on to show the great customer dis-satisfaction with telecom operators. Changing numbers was one of the major reason for sticking with your existing operator, specially for the high spending subscribers, whose business was dependent on it.

With MNP kicking in, the first to leave will be the dis-satisfatied postpaid users. Although they account for less than 10% of the total subscriber base but the ARPU from such users is about 3 times the overall avg. It will hit the bad service providers where it hurts most. The pre-paid customers already have a high churn rate but now given the choice of sticking with your old number, this will rise even further.

What will change with Mobile Number Portability? (Read: How MNP Works and FAQs)

1. Growth rate of subscriber base – The regular news that we get of telecom adding 10Mn+ subscribers every month will slow down. Now most of the growth will come from more people taking up SIM than same people taking up more SIM.  This also means ARPU will rise. (Read: Indian Telecom- Misunderstood Benchmarks and Growth Potential?)

2. Avg. acquisition cost of customer – The acquisition cost set by telcos will go down as the avg. life of SIM would decrease from 6 months(your SIM is de-activated if you do not recharge once in 6 months.) to 3 months (the minimum you need to stay with existing operator before porting.)

3. More Margins for retailers – The local panwala where you bought your mobile talk time from has seen a margin of 13% back in 2005-06 which came down drastically when Hutch limited margins to below 5%. The market is now somewhere around 3-5%. What kept them going was that telecos decreased the entry barrier for subscribers (Lifetime validity SIM was launched at Rs.1000, now it is even available for free) and started paying more to panwalas for acquisition. Industry is now again in talks for increasing the margins on recharge to keep a positive WoM going.

4. Better Service – If a service provider ever had to choose between quality and cost, and they chose the earlier, now is the time that it pays off. Now that everyone is at the same price point, the key differentiator would come from quality of service.

5. Sales of Dual SIM phones – Most people have 2 SIMs to retain their old numbers for incoming and new number for better outgoing call rates. Now that number retention is addressed, Dual SIM handsets may see a drop in the long run.

Idea, the leader in Harayana, has already launched an aggressive campaign to make sure it is the destination post MNP. Docomo has also launched campaign and is working on user education. Whereas the larger players are still silent.The new entrants and smaller players will now get a chance to acquire customers that were out of their reach. Whereas, players like Loop Mobile (Mumbai Only) who have been banking on their age old subscriber base may even have a threat of being wiped out.

Do you think numbers will be traded like domain names now?

What do you think of MNP, big enough to make a change? Which operator are you switching to?

All answers on how to Switch using MNP?


Link to full article

Where Angels Fear to Tread [Angel/Startup Connect]

We are big fans of literature – as some of you might have made out from the headline of this post. However like all posts on this forum, this will be related to technology.

As we have often covered, the Angel scene in India needs a much focused approach (than yap/yapping) and we strongly believe the need is for an ecosystem – where Gestalt will play its own role. The sum of parts is all there is today and we aim to make it a larger whole.

So here is introducing Codename Xerxes (we haven’t been able to think of a cool name yet – and are looking for suggestions), the angel-startup connect platform from us.

What do we aim to do here?

For Angel investors

Many of you have approached us in various capacities for curating lists of startups whom you can look at seriously. We think there is value in providing this information – for the sake of time and for making better investments. Again some of this is happening at different for a in different formats – but there is a LOT of scope to make it better.

So here is what you will be looking at –

  • According to your areas of investment interest, you would be sent a curated and periodic (depending upon your choice) list of startups.
  • These would include an expected pitch + typical questions that you might want answers to + almost face to face interaction with the startup.
  • This could also include comments / tips from Pluggd.in team – and very soon from the larger community.
  • We would also be providing professional help in understanding the technology (not all of us understand everything – unless you are Dexter).
  • If interested, we would facilitate the discussions and do the handshaking with the founders along with background about them.
  • We will also facilitate syndication of funding and in general share the effort in making and managing investments.
  • With a strong community (hopefully) we would also aim at influencing and lobbying for favorable terms for angel investments (fingers crossed).

This will help you –

  • Save time
  • Manage deal flow
  • Understand the underlying technology better
  • Gain access to early stage startups that matter.

And mind it, every angel performance will be tracked, in order to keep this initiative active and fruitful.

For startups

Again like many Angel investors, we have had startups, at various stages of development, ask us about getting introductions to investors. We want to be the nodal point of call for entrepreneurs where we ensure confidentiality of approach and also ensure the right points of connection in the network of Angels.  We also heard from some of you regarding “middlemen” in the whole process and this is a small step towards cutting out such inefficiencies in the process.

For you this will mean –

  • Identification of funding needs
  • Visibility to angels, angel networks and their interests
  • Handholding for identifying angels to pitch to (by facilitators)
  • Handholding for pitching to Angels (if needed)
  • Avenue to ask stupid questions without getting castigated (e.g. www.59mins.com)
  • Vetting business ideas and plans with ecosystem without fears of confidentiality loss or plagiarism

We are getting the basic structure and the mechanisms in place (will be ready by next week). While we do that, we are looking to all our readers for inputs on how to make this a vibrant ecosystem where we can add a lot more value to each of the constituents – which is also the larger community apart from Angels and startups only.

So do let us know your thoughts – publicly here or privately (preferably) to Ashish@pluggd.in and Pratyush@pluggd.in (or simply use the embedded form).

Angels, if you are reading this, please connect with us (please use the same form).

Contact us

We would love to hear from you! Please use this form to share a feedback on Pluggd.in or share content with the Pi team.
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Bubble Motion Patents Voice SMS!

Sequoia Capital-backed Bubble Motion is announcing the market’s first awarded patent in Voice SMS. The patent cements their role as a leader in Voice SMS and protects the intellectual property of their current products as well future products.

The patent covers the ability for consumers to click, record and send voice-recorded messages to one or many recipients – all without needing to place an actual call.  Like text messaging, voice SMS is a simple way to record and send messages, with the added benefits of authenticity, emotion, and nuance that can only be detected through actual human voice.

Bubble_motion_Patent

Bubble Motion Patent

Filed in early 2002, the patent was the first of its kind filed globally, well before Voice SMS patents were subsequently filed with the US Patent Office.

Companies like Indiatimes/Airtel are already using BubbleMotion’s service,  but the bigger picture is the impact on upcoming mobile initiatives at companies like Apple (acquirers of voice-based search company Siri) Google (voice-enabled search), Yahoo (voice-enabled search) and Twitter. The patent may also directly impact companies that focus on voice-based SMS like Vlingo and Kirusa.


Link to full article

30% Japanese Sends E-Mail First To Ask If They Can Make Phone Call

Internet research company Ishare reported [J] that new phone call “manner” emerging, especially among young women in Japan. 40.7% of female and 19.9% male answered that they ask if they can call others by cellphone e-mail. (n=556)

So, those people make an appointment for telephone call by e-mail. The reasons they do that are;

  • to assure that the other end is not working
  • because the receiver’s job is the job distracted by phone call
  • because the other has a baby at home
  • when calling late night, when most people are sleeping
  • to confirm that the receiver is not on train
  • because the other side may not be able to ignore phone ring (and ought to take it even when it is not a good timing for them)

The reason for train one, in most settings in Japan, talking over cellphone on train is either prohibited, or voluntary ban requested.

Tokyo Metro Manner Poster 2008/06

There are also other reasons than caring the other end;

  • the other person does not like telephone
  • want the other take his/her call for sure
  • as it is the manner
  • because it is recent trend

Not only on trains, but also on sidewalks, there are not many Japanese making cellphone call if you compare it with other countries like U.S.

General atmosphere let people refrain from talking loud publicly might be boosted by handy cellphone e-mail environment. And that made Japanese feature phones and carriers plans be more e-mail oriented, like flat-rate e-mail programs, emoji and decome(decoration mail) support.


Link to full article

blinkBL_NK Talk | Social Deprogramming

Singapore has this funky event named blinkBL_NK – a sort of TEDx without the attitude that sometimes goes with it. I attended a first one a month ago and thought it would be a great outlet for my own unproven ideas. As I speak in dozens of events per year about digital business topics, I cherish those occasions to share non-business ideas.

My talk focused on how our society and culture shape us so much that it makes it hard override our “default settings”. I believe it undermines our happiness by preventing us from understanding what really matters to us. One specific area where it impacts our lives is socialization. This is a topic I have been researching on for quite some time due to my work on online communities. As I invested quite a bit of effort in this talk and only shared it with the 50 or so people who attended, I went the extra mile and subtitled it for online viewing. Enjoy!


Link to full article

Singapore Sessions | “The Myths of Innovation” & “Digital Innovation in Asia”

While in Singapore, I was asked to give talks to ‘technopreneurs” (a term that seems popular here) at leading local universities NUS (National University of Singapore) and SMU (Singapore Management University). Each was a one-hour talk, allowing time for interaction with the groups. Reproduced below for your enjoyment, without subtitles.

“The Myths of Innovation” talks about the misconceptions around entrepreneurship and innovation.
In a nutshell: entrepreneurs who make it big are lucky people with not only ideas (which they might have borrowed), but good timing (too early and you’re doomed) and access to both talent and capital. There is a significant incentive to iron out this narrative into a super hero story, and a huge selection bias in doing so.

“Digital Innovation in Asia” is about some innovative services and business models found in Asia.
The Western framing of innovation has short-changed the rest of the world despite their achievements, and Asia is definitely doing fine in many aspects.


Link to full article

Views on E-Commerce in China and in General

I often try and answer questions about Asian digital things from journalists, researchers, MBA students and random people. The key difference with journalists is that I get to see some of what I told them get published. It is often the “quotable” part, and within the constraints of having enough sources to quote, and fit within 1,000 words tops. In the process, I often see the effort put in a rather long email turn into one or two lines, with most of the “meat” filtered out. I understand the constraints of the exercise, but since it’s already typed, let’s share it!

Here is the original article by IDG “Wal-Mart steps into China’s e-commerce market“.
Below is the uncut version of a recent exchange on e-commerce in China.

Both Gap and WalMart stepped up their game in China with online stores. Here is my take on it.

It is a logical step for mature brands to create an online store, especially so in China.
Offline retail channels are limited – how many cities can Gap open a store in? Reaching the 100+ cities with over 1M inhabitants will take a long time. In addition, logistics costs in China are quite low and an advantage for such premium brands as delivery is at a marginal cost. Even MacDonald’s does delivery for no extra charge!

Also, many e-commerce sites in China have a trustability issue: how can you know if the product is
- real
- fake
- real but “grey market”, i.e. extra inventory or “night shift” from the official factory
- stolen goods
The official store would offer a very trustable channel.

It is possible that online retail might overtake offline retail for successful brands – the apparel retailer Vancl started purely online,
saving on commissions, logistics, etc. I believe new brands might replicate this success and China could be a fertile ground for “retail leapfrogging to digital“. It is likely local players are better equipped for that and nimbler than foreign ones.

For Walmart who already retails offline, it makes sense to offer what is essentially low-priced commodities, while it would not for pure online retailers. Actually, their online store pushes rather pricey items, many over 100 RMB. Best items are likely items like wine, tea or appliances.

The business of large retailers like Walmart is in finance: get cash upfront, pay suppliers late (generally 3 months later) enjoy the interests and cash flow. In China it’s even better as delivery costs are low and online users enjoy the larger variety of products online, and trust the Walmart brand enough to buy.

For pure online “e-commerce” players it would not pay off so well as they would have to figure out logistics, would not enjoy the cash flow advantage as a main business model, would not have simple ways to promote their service, and would only make little money per product.

Hence: a good move for Walmart – to be followed by other large retailers if things work out.


Link to full article

Asians are virtual already, how long before we are too? (Part 3)

(Part 1, Part 2 – with slideshow and video)

I would like now to move on to the second part of my talk, the one connecting online and offline behaviors.
Just like many of you, I was surprised when I heard about, or witnessed, some extreme behaviors:
- Flaming wars in forums
- Guys dying in Internet cafes
- Parents neglecting their “offline” baby in favor of some online thing
- People protesting online
- Bots mistaken for people and people mistaken for bots
- Even Chatroulette was interesting – though at that time it was not a surprise to me anymore. At least the creativity of people such as the piano guy, remains encouraging to witness, and stays alive as long as the environment does not reach a too high toxicity.

So what did I find in social psychology and social dynamics? I picked a few key things:

- People’s behavior is largely shaped by their environment. The simplest example is the “broken window theory”.

- People behave differently according to the likelihood of getting caught, or interacting again. There are examples from Zimbardo’s “Stanford Prison Experiment” to the abuses of Abu Ghraib, or simply “would you cheat a stranger if you knew you will never meet him again”. The depressing answer to this is: many people would. You can study Stanley Milgram’s “Obedience to Authority” experiment to see the reality of it.

- There are mechanisms to socialization and even seduction. I studied the research done by various social coaches, and looked into ways to engage and interact with total strangers. I even advised a startup who was developing an iPhone app just for that purpose.

Unfortunately, I don’t have time to go into details about those mechanisms but in short, they mean that as a service operator or “virtual world” builder, or a “resident”, there are ways to improve dramatically socialization and behaviors within digital environments.

Which leads me to the conclusion of my talk: what about the future of digital socialization, and the business around it?

There is enough research and proven cases out there showing what people are happy to pay for, so the business aspects I am not worried about. It is more about the pace: things like the semantic cells around “virtual” and “game”, payment systems are hurdles to overcome to help the market grow. It is getting better, but is still slow.

More interestingly, I actually think digital environments are one of the solutions to a real social problem. With neighborhoods disappearing and the prevalence of the “car” or “commuter” culture, we, as social beings, are very isolated, constantly in contact with vast numbers of strangers. The beauty of online environments – and they can be text-based, 2D, 3D, Stereoscopic and what not – is that those spaces – and I call them spaces in an architectural sense – can help us create new neighborhoods.

Some of you might be familiar with the concept of “third place” – the collection of places aside your home and workplace. Those are often essential to us to be social, creative and enjoy our life. A city with lots of them is very enjoyable to live in. What I am looking for – and working on with the company Cmune as an early iteration of that – is the creation of those “digital third places”. Second Life has been a great inspiration and raised awareness to a very high level, but is limited on many aspects: the business model, the clunkiness, the client install and more generally the poor social design and lack of “fun”. I am looking forward to seeing the next generation of services tackle those challenges and enrich our lives with old and new experiences in digital places.


+8* | Plus Eight Star believes in a better future online, as proven by Asia. Follow us at @plus8star or @benjaminjoffe for more.


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Asians are virtual already, how long before we are too? (Part 2)

(Part 1 – with slideshow and video)

I would like to start by thanking the organizers and all participants to this event. After all the hype virtual worlds and Second Life went through, I see this as a sign that we might be past the “disillusionment” and are ready to move forward. Whether SL will be the platform for that in the future is yet to see, and I hope to learn from you what you think about it.

Though I explored a bit before, this is the first time I do a talk in SL and quite frankly I feel like a hack. I possibly have the least hours spent in SL of you all. In addition, I am in the “East” track when first, I am not Asian and second, I am today in San Francisco on a business trip. If you look at my avatar, it was graciously provided by the organizers because I had no time to prep one that would not betray my identity and errands in SL ;-)

So what could I have to say?

Well, the fact is that I did spend quite a bit of time with virtual things, digital goods and Asia, where I have been based for the past 10 years. Also, though I like technology, I am most interested by the social aspects of technology.

What Clay Shirky says “When a technology becomes boring, that’s when the social effects become interesting” resonates strongly with me. It is true also at micro-levels. Many of what has been observed in SL has been around in graphic or even text-based VW since the 80′s. I was visiting Howard Rheingold in Mill Valley last week-end and the man has been researching this field for about 25 years.

So to understand why people were acting in certain ways online, I researched offline behavior, social psychology and social dynamics. I came to understand a lot better why people behave the way they do in various social environments. I can even tell you this came at a price when experimenting with offline social dynamics.

Since I have 30 minutes what I would like to talk about is three things:
1- What I learned from researching Virtual Worlds, Social Networks and Online Games in Asia
2- What I learned by researching social psychology and social dynamics
3. I’ll then share some ideas on the good things the future might hold for us, and how we can shape it.

Digital goods

First, you might have come across some numbers about virtual goods: the market would have been around $1B in US and $7B in Asia in 2009. I have some confidence in the second estimate because I actually did it myself based on our research and estimates of the various free-to-play online gaming markets in Asia.

The reality today is that there are two shifts happening. On is a business model shift, another is a mindset shift.

The business shift is the transition, or rather diversification, of the video gaming industry to free-to-play. The West and Japan have been lagging due to their huge package software legacy, while Korea then China and now most developing economies are embracing the model, generating huge profits by cutting many costs and middle-men out of the value chain.

The mindset shift is more fundamental. It is about what Aldous Huxley called in his last series of lectures “Semantic Prisons”.

I quote here “There are plenty of semantic prisons which do not permit us to think straight”.

I think this is very true. The closest everyday expression would be “assume make an ass of you and me”. We have tons of assumptions and many of our words and thoughts are locked within semantic cells. I witnessed that countless times when discussing culture or business in Asia to foreigners, or foreign things to Asians. In the specific case of virtual worlds and the business opportunities associated, I identified two major ones:

“VIRTUAL”

For many, “virtual” sounds odd because it sounds like it does not exist, has no value. Anyone paying for something virtual would surely be slightly stupid. The fact is that “virtual” is a legacy word, and so vague it is actually hurtful to the development of the industry. The opposite of “real” is not “virtual”, it is “imaginary”. And things happening online are not “imaginary”, they are “digital”.

To make an offline parallel, when you go to a concert, you don’t get anything physical either. When you buy a CD and put it into MP3, you just got yourself a sequence of 0s and 1s. It is digital too. What you have paid for is an experience, not the plastic. Brands are very good at selling physical objects charged with symbolic value, but how many are yet able to sell non-physical objects? If the margins are better, they should!

About a month ago I did a talk for 700 P&G employees, including the CEO, about digital innovation. P&G’s products might be great, but they are commodities. For them, the symbolic value is where the margin is. What if they could add a digital component and an experience to it?

The other term that is a very damaging semantic cell is:

“GAME”

Why is “game” a problem? Because we are too serious. Games are for children; games are a waste of time; games are a waste of money.

Well, there are a few things to know about games:

- First, games are a great way to learn anything. Much better than a manual or a tech demo. Just try it, have fun and there you go – you know how to use it. New technologies have a much higher chance to spread when introduced from a gaming angle. The other possibility is adult content, but I won’t cover that here.

- Second, games are already the biggest contributor to digital goods sales – if you exclude music, movies and books. In Asia, it is about 3/4 of those $7B I mentioned earlier. So it’s already working! Many people are ok to spend to have fun, despite the mental barrier of “it’s not real”.

- Third, we are already all gamers, but we don’t want to be called gamers. My aunt, a woman in her 50’s who lives in Mountain View, California plays almost every day a puzzle game on Facebook. She also likes Sudoku. I told her she was a gamer because she played more than me. She was certainly surprised to realize that. When you go bowling, play poker you can call it sport or whatever, the reality is that you are playing a game. In the case of bowling you are even renting physical items to do it.

Not long ago, the game designer, professor, thinker and writer Jesse Schell gave a talk at DICE and Long Now Foundation about the “gamification” of everything. He was mentioning a toothpaste service could measure how long you brush and give you points for each minute. 3 minutes in a day and you get, say, 100 points, 7 days in a row and you get a bonus. You could even compare scores with friends. It could be used of course to sell more products, or simply to help you embrace positive behaviors by giving you feedback, social proof and a gaming aspect.

So my conclusions here are that:

First, “virtual” is a terrible term and we should say “digital”, or not say anything.
Second, “game” should be renamed “entertainment”.

As Cary Rosenzweig, CEO of IMVU, former P&G exec and client of ours – said “Virtual goods are consumer goods”.

I would say also “video games” should be renamed “digital entertainment”, putting them alongside movies and music. It would then become apparent that movies are simply non-interactive narratives, while music is “auditory entertainment”. Nothing wrong with that, it just shows they are more alike than we usually think.

What else is there to learn from Asia?

- That online games make a killing, are extremely profitable.

- The mobile also makes huge amounts of money. In Japan, a *mobile* social network named GREE using Flash games with digital goods and avatars made over 400 million USD last year with only 20 million users.
The profit margin is 60%. Facebook made double the amount, with much less profit and over 20 times the user base.

- Tencent, who operates QQ, the #1 IM service in China, and is also a game and SNS operator, made over $1.3B IN THE FIRST HALF OF THIS YEAR! Net profit margin is 42%. The company is now the world’s third largest Internet market cap after Google and Amazon, with $35B, and still growing fast.

- Other developing markets – including, for instance, Russia, Vietnam and Thailand – are following the same path.

(to be continued)


+8* | Plus Eight Star thinks that it is not because you follow us at @benjaminjoffe that you are virtual and that learning from Asia can help us bridge the gap.


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Select-TV raises US$5million investment from Intel and MAVCAP

Malaysian IPTV company, Select-TV, announced on Friday, Nov 19, that it has raised funds from Intel Capital, Intel’s global investment arm, and Malaysia Venture Capital Management Berhad (MAVCAP).

Spokesperson for Select-TV Elfred Yu said in an e-mail interview with e27 that the total funds raised from both investors was in the range of US$5 million, but declined to elaborate on individual investments, citing investors’ confidentiality terms.

The company was established in 2006 and now operates in nine countries, including Thailand, UAE and The Philippines. The company has 30 people working in the research and development office in Kuala Lumpur, with another 20 employed under the global sales and marketing team.

Yu added that Select-TV has plans in expanding into the South East Asia IPTV market, as well as the Middle East.

“New markets to be explored include China, India and Canada,” Yu added.

The company focuses on delivering IPTV to personal homes and hospitality markets including hotels, hospitals and telecommunication operators.

Select TV is not a prevalent service in Malaysian households however and faces an uphill challenge against national telecommunications service provider Telekom Malaysia, which has been aggressively pushing its own IPTV service by packaging it together with high-speed broadband service UniFi.

The IPTV space in Malaysia is expected to heat up further when YTL Communications – which launched its WiMax service called Yes4G last week – launches its wireless hybrid television” service by November 2011. The service is said to combine traditional TV, on-demand, and Internet content that will be delivered via its WiMax network.


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