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    DeNA - Social Networks Player aus Japan (Seite 2)

    eröffnet am 03.02.11 14:14:33 von
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      schrieb am 09.05.14 10:37:03
      Beitrag Nr. 11 ()
      Antwort auf Beitrag Nr.: 46.950.592 von R-BgO am 09.05.14 10:35:31Struggling DeNA Looks Beyond Games to Venture Capital


      DeNA Co., the struggling Japanese games site operator, is making a foray into venture capital, and looking to broaden its portfolio deeper into social media.

      In its first significant deal since setting up a startup investment team in October, DeNA said this week that it is taking a minority stake in Seoul-based VCNC Inc., the developer of popular couples app “Between.” Neither company disclosed the stake or investment size.

      For VCNC, DeNA’s investment means support in finding users in the lucrative Japanese market while tapping the Tokyo-based firm’s expertise in monetizing popular programs that run on mobile phones, as well as building relationships with e-commerce vendors.

      For DeNA, the move marks a willingness to experiment in new areas, amid a dearth of new hit games and an explosion of competitive smartphone games, a one-two punch drawing users from its Mobage games network. Once the king of Japan’s lucrative cellphone-game industry, DeNA shares have shed 24% over the last 12 months, even as the Topix stock index gained 24% on the Abenomics wave.

      “We want to use small-scale investment to expand our business” as part of a push to find new growth engines, DeNA chief executive Isao Moriyasu told reporters last week, after announcing a 42% drop in quarterly operating profit from a year ago. The company aims to make strategic investments in startups, and may acquire them when they are larger, he said.

      Three-year-old “Between” – designed for couples who want to share photos and texts with one another and remember anniversaries — now has 5.9 million downloads. While 60% of its users are in South Korea, it is now targeting Japan, where 12% of its users are based. VCNC wants to more than double its users in Japan to about 2 million users, said Edward Lee, head of VCNC’s international business.

      Mr. Lee says VCNC will be take advantage of DeNA’s expertise while still enjoying significant freedom to deal with other partners. DeNA did not raise the possibility of acquiring VCNC outright in the future, he noted. VCNC’s agreement with DeNA is not exclusive, leaving open partnerships with e-commerce vendors Yahoo Japan Corp.4689.TO -1.80% and Rakuten Inc.4755.TO -5.54%, Mr. Lee said. VCNC’s seed money came from SoftBank Ventures Korea, and it has also tapped government-sponsored programs in South Korea.

      Like U.S. couple apps like “Path,” “Couple” and “Avocado,” “Between” aims to peel people away from large networks powered by Facebook Inc.FB -1.10%, Google Inc.GOOG +0.20%, or Line Corp. Free to download, the app’s revenues come from sales of colorful emoticon stickers that decorate messages, advertisements, and fees from sales of physical goods or coupons that can be used to send a gifts.

      VCNC now needs to supply network stability and memory storage capabilities to compete with its far bigger rivals, making DeNA’s investment welcome, Mr. Lee said.

      “We needed each other,” he said.
      Avatar
      schrieb am 09.05.14 10:35:31
      Beitrag Nr. 10 ()
      man sucht nach Alternativen:


      Between, A Couples App, Pairs Up With Japanese Mobile Giant DeNA
      Posted Feb 9, 2014 by Catherine Shu (@catherineshu)

      Korean startup VCNC has received a strategic investment from Japanese Internet giant DeNA to turn its couples app Between into an open platform for third-party developers. The amount of the deal was not disclosed. DeNA (pronounced D-N-A) is one of Japan’s top mobile Internet companies. Its core business is Mobage, a social games platform, but it also offers e-commerce and other online services.

      VCNC, which launched in November 2011, has raised a total of $4 million in funding so far from investors including Softbank Ventures.

      Between, which has been downloaded 5 million times so far, is among a host of apps for besotted lovebirds who aren’t content with just exchanging texts or emails. Other couples apps include the aptly named Couple, Avocado, Twosome, SimplyUs, Duet, and TheIceBreak.

      VCNC co-founder Edward Lee said in an email that Between’s competitive strategy has focused on enhancing its core features, chatting and photo-sharing, as well as adding special features for each market it enters.

      “We have been basically focusing on providing couples with a stable service that will help their relationship. To do this, we have gone through many updates that our users may or may not notice,” said Lee. “However, our metrics show that our users now stay on our service for 510 minutes per month compared to 300 minutes per month last year.”

      VCNC and DeNA’s strategic partnership will open Between to third-party developers. For users, this means that they will see more features on the app “that can help couples plan activities together, communicate and keep their memories better,” explained Lee.

      Third-party services will be localized for specific markets as Between expands to Southeast Asia, the U.S. and Taiwan. In South Korea and Japan, VCNC has already started working with different businesses, including restaurants, wedding service vendors, movie theaters, and sports teams to add content to Between’s “Event Box” feature. In Japan, the app also increased engagement by selling stickers specifically made for that market.

      Between currently monetizes through advertising and in-app purchases like animated stickers, but plans to add e-commerce as an additional revenue stream. For example, couples will be able to purchase gifts for each other, like flower deliveries, through the app, said Lee.

      In a statement, DeNA president and CEO Isao Moriyasu said “purpose-specific social networks like Between are rapidly gaining popularity worldwide, following the massive adoption of general social networks and communication tools. DeNA sees a great global potential in this highly sophisticated mobile Internet service.”
      1 Antwort
      Avatar
      schrieb am 09.05.14 10:30:47
      Beitrag Nr. 9 ()
      Antwort auf Beitrag Nr.: 45.047.139 von R-BgO am 15.07.13 15:27:04die Börse hat's mal wieder vorausgesehen, auch operativ ist man mächtig unter die Räder gekommen
      Avatar
      schrieb am 15.07.13 15:27:04
      Beitrag Nr. 8 ()
      Hmmm...

      Zahlen waren sehr gut, aber der Kurs ist im Keller.

      Chance oder Falle?

      Sony hat einen Anteil verkauft: http://www.it-times.de/news/nachricht/datum/2013/03/05/sony-… vielleicht hat das den Preis gedrückt...


      KGV jedenfalls aktuell nur noch 6
      1 Antwort
      Avatar
      schrieb am 27.12.12 17:27:35
      Beitrag Nr. 7 ()
      DeNA on track for overseas profit in 4th quarter
      TECHNOLOGY DEC. 15, 2012 - 06:09AM JST ( 2 )


      REUTERS TOKYO —
      Two years after shifting its focus abroad and millions of dollars in aggressive acquisitions later, Japanese gaming firm DeNA Co Ltd says it’s on the verge of turning its first profit in its overseas operations, the company’s president told Reuters on Thursday.

      DeNA’s Mobage platform - a Japanese-style contraction of “mobile games” - has more than 45 million members in Japan and the decade-old firm has a market capitalization of $5.4 billion as of Wednesday, nearly double that of embattled Japanese TV maker Sharp Corp.

      Isao Moriyasu, who took the reins of the firm last June after the sudden departure of his predecessor, said the gaming firm is on track to generate $60 million from in-game currency abroad this quarter, double the amount logged in the July-September period.

      Such in-game sales, called “Moba-Coin” on DeNA’s platform, consists of revenue for both third-party developers and in-house games. But the firm’s overseas sales is small change compared to DeNA’s numbers in Japan.

      “What we’re aiming for is to turn a profit in the fourth quarter and we’re on our way to that, but I don’t believe it is going to be easy at all,” said Moriyasu, speaking at the company’s new headquarters in the fashionable Shibuya district.

      The company said in-game sales in Japan reached 56.2 billion yen ($677.7 million) in the July to September quarter this year.

      “We are launching new titles like ‘Transformers’ and have already launched ‘HellFire’ in the United States and we are also developing high-end first person shooter games,” said the soft-spoken executive. DeNA sealed a three-year agreement with U.S.-based Hasbro Inc in July to jointly develop smartphone games based on the company’s Transformers franchise.

      The 39-year-old executive, a graduate of University of Tokyo’s Aeronautics and Astronautics program and a former systems engineer, said it was important to develop hits like “Rage of Bahamut” and “Blood Brothers”, which have topped Apple Inc’s App Store and Google Play in the United States and attract new users to the company’s platform.

      DeNA, along with domestic rival Gree Inc, have been big spenders abroad, starting with its $400 million acquisition of San Francisco-based developer Ngmoco in 2010.

      “M&A remains an important channel to expand and as we expect the overall market to continue its growth. We are always interested in businesses that can complement our business,” Moriyasu said.

      That includes game developers, payment system providers and advertising networks for apps in the United States, China, South Korea and Japan, he said.

      Moriyasu also did not rule out future listing in the United States of the company’s shares.

      Japanese gamers’ strong appetite for in-game purchases drove strong profits and stock rallies for both DeNA and Gree. But a regulatory crackdown this year on “complete gacha,” a mechanism used in card games in which users turned over a predetermined set of virtual cards in order to get a rare prize-winning card, forced Japanese game makers to halt the games.

      Regulatory concerns and a maturing market at home have accelerated Japanese firms’ move abroad and investors say DeNA’s overseas strategy looks to be finally gaining traction.

      Since May, when shares of both Gree and DeNA tanked after regulatory concerns first emerged, DeNA shares have rallied 80 percent, partly boosted by the company’s strong results, while Gree recovered just 13.9 percent over the same period.

      DeNA posted an operating profit of 63.4 billion yen ($769.5 million) for the year that ended March, up 13% from the previous year. For the latest July to September quarter, the company reported an operating profit of 20.4 billion yen, up 38 percent from the same period last year.

      The company does not publish its annual sales or profit outlook.

      In the United States, Japanese companies as well as Korean game maker Nexon are upending the U.S. market with innovative in-game currency and monetization methods and challenging established firms like Zynga Inc.

      In Japan, DeNA signed a business alliance with ailing social network operator Mixi Inc, a domestic precursor to Facebook Inc, to share the same game platform.

      The move reignited speculation that DeNA and Gree could be interested in acquiring the social networking service from its founder. Moriyasu said he is not considering a capital tie-up with Mixi.

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      schrieb am 13.08.12 13:42:47
      Beitrag Nr. 6 ()
      Thursday, August 9, 2012
      High Court Rules DeNA Didn't Imitate Fishing Game

      TOKYO (Nikkei)--DeNA Co. (2432) prevailed Wednesday in a copyright infringement lawsuit over its fishing game for mobile phones, with the Intellectual Property High Court reversing a lower court's ruling that the firm had harmed Gree Inc. (3632).

      The case concerned a game that DeNA released in 2009 for its Mobage mobile gaming network. Gree sued to make DeNA stop selling the game and pay damages, calling the software similar to a Gree fishing title that came out in 2007.

      The Tokyo District Court ruled for Gree in February, noting that while there were many fishing games on mobile phones, the company's game was the only one that displays concentric circles in the water, with the player reeling a fish in based on its position. DeNA and another firm were ordered to pay 230 million yen in damages.

      DeNA appealed that decision, arguing that the similar expressions between the two games are commonplace and not original.

      In Wednesday's decision, Presiding Judge Makiko Takabe said that while there are some similarities, those expressions are not original.

      "The details are different, and the overall impressions that the games give are different," Takabe said in her ruling, which found no copyright infringement. And while there are similarities in how the games are played, the expressions are commonplace because they are based on actions in real-life fishing, she added.

      Gree plans to appeal to the Supreme Court.
      Avatar
      schrieb am 20.05.12 19:05:11
      Beitrag Nr. 5 ()
      Gewinn in FY12 gestiegen, Kurs gesunken

      aktuelles KGV unter 10
      Avatar
      schrieb am 03.02.11 15:22:34
      Beitrag Nr. 4 ()
      By Kyung Bok Cho
      Nov. 2 (Bloomberg) -- Dena Co., a Japanese operator of auction and shopping websites, rose the most in more than three months in Tokyo trading after reporting a fourfold jump in first-half net income.

      Dena advanced 7.4 percent to 2,303 yen as of 9:21 a.m. on the Tokyo Stock Exchange, headed for the biggest climb since July 23. The benchmark Topix index dropped 0.3 percent.
      Avatar
      schrieb am 03.02.11 14:23:56
      Beitrag Nr. 3 ()
      JAPANESE SOCIAL NETWORKING SITES GREE, DENA GRAB TV AD SPOTLIGHT
      Posted on: Mon, 06 Dec 2010 22:46:01 EST
      Symbols: TM, KCRPY, GREZF


      TOKYO, Dec 07, 2010 (AsiaPulse via COMTEX) --
      Japanese online social networking site operators Gree Inc. (TSE:3632) and DeNA Co. (TSE:2432), which were almost completely absent from the television advertising market a year earlier, now rival top TV advertisers Kao Corp. (TSE:4452) and Suntory Ltd.

      Gree had 2,835 commercials air in the Kanto region in October and DeNA ran 2,003 ads, claiming the second and fourth spots, respectively, according to data by Video Research Ltd. They overtook fifth-ranked Toyota Motor Corp. (TSE:7203), which had 1,981 ads. Suntory placed third with 2,240 commercials. The two newcomers, however, were unable to catch Kao with its 3,614 ads.

      Gree and DeNA each shelled out some 3 billion yen on advertising in the July-September quarter. For Gree, this is roughly triple its tally a year earlier. DeNA, which operates the Mobage-town social gaming portal, spent virtually nothing a year ago. Even compared with the April-June term, their ad spending is up 10-20 per cent.

      Amid intensifying competition for customers, restaurant operators are ramping up TV advertising as well. Japanese-style pub operator Watami Co. (TSE:7522) took to the TV airwaves for the first time last month. Zensho Co. (TSE:7550), which runs the Sukiya chain of beef bowl restaurants, plans to roughly double its advertising spending to around 2 billion yen this fiscal year. Both are focusing on lifting recognition through TV ads to expand their client bases.

      The Internet has hurt TV advertising in recent years. Spending on TV ads came to 1.71 trillion yen last year, sinking 16 per cent from 2005, according to Dentsu Inc. (TSE:4324). But online advertising spending zoomed up 87 per cent to 706.9 billion yen.

      Although online firms should be considered rivals of the TV broadcasters, they are becoming valued customers. And with automakers, banks and others lifting promotion cutbacks as earnings rebound, leading Tokyo-area broadcasters raised their interim profit forecasts.

      "The media value of television is once again in the spotlight," explains Fuji Media Holdings Inc. (TSE:4676) President Kou Toyoda.
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      schrieb am 03.02.11 14:19:55
      Beitrag Nr. 2 ()
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      DeNA - Social Networks Player aus Japan