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    China Business
     Mar 29, 2011


Chinese Internet startups head to overseas market
By Sherman So

HONG KONG - China's Internet industry, led by the likes of Tencent, normally maintains a domestic focus. Younger companies such as social gaming outfit Rekoo are now changing that by looking to overseas markets.

Tencent, the country's largest largest Internet company, has thrived by relying on Chinese customers for its instant messaging service and online games. It is bigger than eBay in terms of market capitalization, yet outside China its services and even its name are mostly unheard of.

By comparison, Beijing-based Rekoo, founded as recently as 2008, maintains 90% of its 400 staff in China but has built up

 
such a following that it is now the leading social game developer in Japan's top social network, Mixi. It is also very popular in Gree, a mobile social network in Japan. Rekoo's popularity among mobile users is set to grow after the company recently agreed to cooperate with KDDI, Japan's third-largest mobile operator, to setup a mobile social game platform together. At present, the Chinese company's social games have 2-3 million visitors every day in Japan, its revenue from the Japanese market is several million dollars a month.

Like many of the Chinese entrepreneurs, Rekoo founder Liu Yong started with the domestic market, but soon found it much easier to develop in the overseas market. "The problem with the Chinese market is that the social networks are game developers themselves. There is a conflict of interest. If your games are popular, they [the social network companies] will not help you, and even squeeze you out," said Liu.

There are at least four popular social networks in China - Renren, Kaixin, Tencent's QQ and 51.com - each with its own rules. In 2008, their platforms were not completely open for third-party game developers. Kaixin, in particular, depended on its self-developed games to build its popularity and was not ready to open its platform for other game developers. Moreover, users did not want to pay. "Chinese game players have been playing online games for over 10 years. They are spoiled. They won't pay easily," said Liu.

Rekoo's fortunes turned when it looked outside China's borders. In March 2009, it started to land on Facebook, the world's most popular social network, and soon found it had hit a gold mine. By the third quarter of 2009, Rekoo was among the top 10 game developers on Facebook with hits such as Sunshine Ranch and Animal Paradise. It had 3 million daily visitors on the network and was earning revenue of US$1 million per month. At the same time, it had 10 million visitors per day in China, but only 1 million yuan (US$150,000) in revenue per month.

Rekoo entered Japan in August 2009. "In June 2006, Japanese social network Mixi got listed. We know each other and I thought it was a good opportunity. Our games work in Facebook, and they should work in Mixi," said Liu. Sunshine Ranch and Animal Paradise were launched, then Sunshine Deep Sea became very popular.

Liu found out the Japanese market is as big as the US and not only were people as willing to pay but there was much less competition. In third quarter of 2009, Liu decided to focus on the Japan market.

"We are a small company. We could not spread our resources over too many places," said Liu, "It is easier for us to understand the Japanese culture. Many of us grew up reading Japanese comic books and we know their culture and aesthetic standards. For the US market, most of the time, we can only guess what they like," said Liu. Strong rivals in the US, such as Zynga, also made Japan appear more attractive to Rekoo.

In one indication of Liu's determination to succeed in his target country, he started to learn Japanese. Rekoo built up its local presence in Japan to where it now has a 30-person office there - most of the staff being game designers and producers, or involved in customer service, marketing and business development.

Even smaller Chinese startups are having success overseas. Beijing-based Happylatte developed a shooting game called High Noon with only 15 people over a nine- to 10-month period. The iPhone game created quite a fuss in markets such as Singapore and Hong Kong and has picked up fans in Britain, France and elsewhere. So far, it has 2.4 million downloads and about 100,000 people play the game every day.

"Every now and then, we see our traffic shoot up in a particular market, said Happylatte founder Bjorn Stabell. "We don't know the reason. Our guess is a core group of players pick it up and soon it spreads in a particular country. The game is quite contagious."

Papaya Mobile, founded in Beijing by former Google executive Shen Si, is also focusing overseas. Before leaving the Internet search company, she was responsible for Google China's development for mobile technologies. When the iPhone became very popular from 2008, the new platform attracted Shen's attention and she believed it was time to form her own company. Its aim was to develop social games for mobile phones, and iPhones seemed the perfect platform.

Papaya Mobile, with about 40 employees, has in the last two to three years built more than 10 social games for the iPhone and attracted more than 10 million registered users for its games. Most are from the US, Western Europe, Canada and Australia. On average, its paying users spend about $30 per month.

"In 2008, the most ready mobile platform for game developers was the iPhone, so most of our users are from overseas," said Shen. IPhones did not become officially available in China until 2010.

Still, in spite of success overseas, most of these entrepreneurs have not forgotten the China market, which has the largest number of Internet users. Both Shen and Liu plan to expand their Chinese business.

"Android phones will be growing fast in China," said Shen, referring to the Google-developed mobile-phone operating system. "We have developed Android versions of our games for the China market, and we have also established a mobile social game platform, and opened it for third-party developers. So far, it has over 200 third-party games."

Last year, social networks in China became more cooperative with third-party developers, and Liu's Rekoo formed a close partnership with Tencent. With the promise of cooperation from Tencent, Liu expected its Chinese users to surge rapidly, from the current level of 5 million visitors per day to tens of millions per day. And he expected revenue in China to grow from current level of 1 million yuan a month, to US$1-2 million a month by year-end.

Sherman So is a Hong Kong-based correspondent and co-author of Red Wired: China's Internet Revolution.

(Copyright 2011 Asia Times Online (Holdings) Ltd. All rights reserved. Please contact us about sales, syndication and republishing.)


Tencent down, not out (Mar 22, '11)

Skype head Zennstrom eyes China start-ups (Feb 15, '11)


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