Why Kompu Gacha Was Banned

The Japanese social gaming market is substantial, worth $1.4 billion in 2011, and it is dominated by two major players: GREE and DeNA. When rumors began circulating that the “kompu gacha” reward system that GREE and DeNA utilized extensively was going to be made illegal, their stocks were pummeled by over 20% in two days. Now, kompu gacha is illegal in Japan and both companies are swearing up and down that the new regulation will not cripple their businesses. So what is “kompu gacha”? What made is so valuable to the kingpins of the Japanese social gaming space? And why was it made illegal?

 

kompu gacha explanation

Image source: InsideSocialGames

Kompu gacha, or “complete gacha”, is a system that strongly incentivizes the gacha monetization method. Gacha is similar to a prize vending machine at a carnival: you pay a small amount of money to receive an item at random. Kompu gacha expands on this mechanic by offering players an extremely valuable grand prize for completing a set of gacha prizes. Since the gacha prizes are awarded at random, it’s very hard to get these grand prizes. If you do the math, they can be worth hundreds of dollars each on average.
social game company comparison
This means big money for Japanese social game companies, whose monetization metrics have long been the envy of their Western counterparts. Kompu gacha and the utilization of random rewards play a big part of GREE and DeNA’s record revenues. The extent of this reliance can vary by game (competitive games rely on it much more than casual games), but the overall ARPU lift is clear to see in the graph above. However, kompu gacha as a monetization method isn’t evil: in fact, it’s one that players overwhelmingly enjoy. Kompu gacha mechanics are incredibly popular among players, who enjoy the thrill of possibly winning that grand prize. The use of these mechanics has often been viewed as a win-win for developers and players. Which begs the question:

Why was kompu gacha made illegal?

Kompu gacha is essentially an extension of the core “gacha” mechanic, which gives the player the ability to pay for a chance at a random reward. Random reward schedules are a powerful driver for freemium game monetization, and this method is not unlike the “mystery box” mechanic commonly used by American social game companies. The reward is virtual, so this is not explicitly gambling, but the virtual items often have a virtual currency value that can be to a real-money amount. This method has escaped regulation in the past because players can never take their money out of the system, so whether they spent the money “gambling” in game or simply purchasing virtual goods was irrelevant.

However, while gacha itself is not being made illegal, kompu gacha compounded the issue because it has a much lower chance of a much higher payout. This made kompu gacha mechanics feel too close to gambling for Japan’s Consumer Affairs Agency, which banned the practice on May 18th. In addition, concerns were raised that the mechanic exposed gambling gameplay to children under the age of 18. There were two extreme, well publicized cases where a middle school boy spent $5,000 in a month, and one younger student spent $1,500 in three days. While GREE and DeNA have specifically enacted their own consumer protection agency to combat these issues, the government still decided to take additional action.

The kompu gacha scandal teaches two key lessons. First, players love real-money betting on both virtual and real rewards. And second, that social game companies should create a safe, self-regulated environment to prevent excess and restrict players under the age of 18.  Many social games’ similarities to real-money gambling mean that it should be given the same care and attention that gambling companies give their games. All reputable gambling companies, including Betable, are required by law to provide self-exclusion features for gambling addicts and vigilantly restrict players under the age of 18. As social casino gaming explodes onto Facebook and iOS, it’s increasingly important that game companies act responsibly, lest they succumb to a similar fate as kompu gacha.

Internal coding sprints at startups

At Betable we recently held an “internal coding sprint”. Everybody kicked ass here’s the post on what we learned from this.

A bit of background first. We have been heads down in product development for a while, we concluded our first phase of customer development and got to a point where we were very satisfied of our learning and decided it was time to translate it into a product. This might mean putting up a quick prototype in a weekend for any other consumer internet company, unfortunately it doesn’t for us. We have to follow strict regulations and compliance rules. We will handle real money from real people in (hopefully) copious amounts the second we release our product. That means that infrastructure, fraud, security, alerting, reporting are aspects that we cannot defer to a later point.

At some point in your development it might feel as if you need a stronger push than normal speed for different reasons: internal deadline, event, big announcement, client project deadline or just pure drive to kick ass. I’m not going to disclose our motivation for doing it as any of these (and more) is a valid reason.

So what did we end up achieving in our coding sprint?

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Maximize Your Virtual Goods Revenue

Maximize Your Virtual Goods Revenue was a killer event with over 150 attendees!

Last week, our SF Game Monetization meetup group hosted its second speaker event, Maximize Your Virtual Goods Revenue. We had over 150 people attend to socialize and watch three awesome speakers share what they’ve learned about game monetization. Check out each speaker’s presentation below:

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Winning the Social Gambling War

This was also posted on Kontagent‘s kScope blog.

Kontagent social gambling games user growth

It’s becoming clear that casino games are the next big social game genre.

Take a look at the image above, provided by Kontagent. Casino games are surpassing farm games as the darlings of social networks: The growth of monthly active users (MAUs) for farm games is slowing, while that of social casino games is generating higher revenues – seven times, according to Kontagent – than the casual games category.

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The real Gold Rush is just getting started

Gold Rush Shot

Image from TechCrunch

TechCrunch just posted an article titled “How’s the Gold Rush Panning Out? 70% of Mobile App Users Pay Little Or Nothing, Study Says”. This implies that with only 30% of users ever paying for apps at all, a game developer’s potential success for the ever-popular freemium mobile game is much more limited than many think. Backing this up is an Ars Technica article from 10 days prior, which reported that “iOS app success is a ‘lottery’: 60% (or more) of developers don’t break even”. So not only are most players not paying, but most developers aren’t making enough off of the ones that do to break even.

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Collision of gambling and social gaming now ‘inevitable’

brace yourselves, gambling is coming

Whoa. Just a couple months ago, Zynga was cautiously musing that social games and gambling could join forces to make more money. Now Dean Takahashi is saying that real online gambling and social games are on a collision course. What a difference a few months makes.

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New Meetup: Maximize Your Virtual Goods Revenue

Virtual Goods are on fire! The US Virtual Goods Market is expected to hit $2.9 Billion in 2012, and virtual good sales dominate freemium game revenue. Maximizing your revenue from virtual goods has never been more important to today’s mobile and social game developers. That’s why we put together a lineup of virtual goods experts to share their knowledge with you in our upcoming meetup: Maximize Your Virtual Goods Revenue.

Food and beer will be served in our gorgeous new Mission event location at 6:00pm, followed by three expert speaker presentations at 7pm. Each speaker will present for 20-25 minutes, allowing 5 minutes for Q&A. After the event, drinks and more networking will be on tap until 9pm.

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Making Lean Startup Tactics Work for Games

If you’re involved in the startup community or even just follow Hacker News, there’s a pretty good chance that you’ve heard about “lean startups” or the “lean startup method.” In his bestselling book, The Lean Startup, Eric Ries outlines a framework for small, innovative teams to more efficiently find product/market fit for new products. At its core is a focus on evaluating product design decisions based on user data gathered from scientific experiments. Eric argues that by making “validated learning” your key goal, you shortcut your time to building a wildly successful mass market product.

These same methodologies and principles can be applied to game development, drastically shortening the time it takes for you to learn if players actually enjoy your game. In an in-depth look published on Gamasutra, I show how game development can benefit from the Lean Startup approach.

What US sports do people bet on?

When I walked into SuperCuts last week, I was hardly expecting to find a gold mine of data on online sports betting in the US. But that’s exactly what I found when I picked up ESPN, The Magazine and stumbled upon an article about the subject. ESPN collected bet data from BetUs.com, 5Dimes.com, and CaribSports.com to see what US sports people bet on.

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Mobile Game Marketing Whitepaper

Quick post for today, I just wanted to share this awesome Mobile Game Marketing Whitepaper by ayzenberg. It includes case studies of Plants vs. Zombies, Doodle Jump, and Dead Space. What impressed me most about this report was how much creative offline marketing PopCap did for Plants vs. Zombies. That, and Dead Space’s “Your Mom Hates This” campaign is brilliant. Check it out!