Copyright © 2005 G-mode Co., Ltd. All rights reserved.

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Presentation transcript:

Copyright © 2005 G-mode Co., Ltd. All rights reserved.

2 NTT DoCoMo KDDI au Puzzle Games Hi Score Upload Sports Games Over 1 million Subscribers. Over half a million Downloads per Month. Stand Alone Games Multiplayer Games Role Playing Games G-mode Sites for Japanese Operators Online Stand Alone Vodafone Operator SitesGamesBilling ModelPrice NTT DoCoMo 6 287Monthly Subscription 100 to 300 Yen Vodafone 7 295Per Download/ Monthly Subscription 100 to 300 Yen KDDI au 2 364Per Download/ Monthly Subscription 100 to 500 Yen Over half a million Downloads per Month.

3 G-mode’s Target Users G-mode is targeting the largest section of the potential mobile game market. Mobile Users G-mode Target G-mode Target Console gamers PC gamers Portable machine gamers Hardcore Gamers Casual Gamers

4 G-mode Users Age Ratio Male / Female Ratio (44.9%) (48.9%) (6. 2 %) (8.6%) (20.9%) (16.8%) (12.2%) (7.3%) Male: 44.9% 6.2% Female: 48.9% Undefined % % % Below % Undefine 7.2% Over %

5 Sales Figures by Operators NTT DoCoMo\471,000,000 Vodafone KK\168,000,000 KDDI au\174,000,000 Others\39,000,000 Total\853,000, /03 Q1 Results Sales Figures Ratio Others 4.6% KDDI au 20.4% Vodafone KK 19.8% NTT DoCoMo 55.2%

6 G-mode Overseas Currently distributing in 44 countries Mobies: Wireless Gaming Awards Best Game of 2004, Best Puzzle Awards Winner TOPOLON

7 The Difference between West and East USAEUJapan Revenue share taken by operators 30%50%10% Game portal management Operator Content Provider (eg: i-mode) Number of games available per operator Hundreds Thousands Market size (mobile users) 180,000,000500,000,00090,000,000 Price per game$5.00€5.00\300 Download number of top game per operator per month Thousands Tens of Thousands Note: Above data are based on average estimation.

8 The age of all devices connecting to one single network is coming soon! (2007?) G-mode’s New Concept Renewed Concept of “Whenever, Wherever, Whomever”: To provide the casual and hardcore entertainment for all users. Mobile Phone PC Internet TV Digital Broadcast Consoles Internet To be the leading corporation of all-round entertainment services for the network society.

9 G-mode’s Recent Moves 1.To approach the potential users May: Establishment of Mobile Research Company. 2.To approach the network society with multi-device strategy July: Investment of \3,886,000,000 from GungHo Online Entertainment, Inc September: Establishment of “GungHo- mode (provisional name)”, a cooperation of G- mode and GungHo. 3.To approach the music entertainment August: Subsidization of Acoustic Inc. G-mode is entering the 2 nd phase: To be the all-round online entertainment corporation. G-mode is entering the 2 nd phase: To be the all-round online entertainment corporation.

10 54,000,000 Java/BREW enabled handsets Payable Games Users (10 %) G-mode Subscribers Free Games Users ( 10 %) 90,000,000 Mobile Users Digging the Japanese Market Strategy 1: To increase the subscribers. To develop and distribute attractive contents. To keep on releasing new contents for ongoing subscription. Strategy 1: To increase the subscribers. To develop and distribute attractive contents. To keep on releasing new contents for ongoing subscription. Strategy 2: Turning free game users to payable game users. To establish “mobile phone entertainment” by cultivating the mobile market research field. To establish “market research” by using mobile phones. Strategy 2: Turning free game users to payable game users. To establish “mobile phone entertainment” by cultivating the mobile market research field. To establish “market research” by using mobile phones. Strategy 3: Expanding B2B To approach the non- gamers through B2B. To contribute to the promotions of corporations. To recycle the rich library of game contents. Strategy 3: Expanding B2B To approach the non- gamers through B2B. To contribute to the promotions of corporations. To recycle the rich library of game contents.

11 Approaching the Potential Users Mobile Research Company G-modeVLC Internet Research Company Mobile Phone Games Company Clients Corporations Restaurants Mobile Phone Users Research Request Questionaires by Mobile Games Reply with ease and in short time. Feedback Goal: To establish the new market of “Mobile Research” Business Overview: To research the market by using mobile phones. Investment (14%) Investment (86%) To provide free games and ringtones as presents. Amusements

12 B2B Service Example 1 Game Rental for Corporations eg: All Nippon Airways G-mode Original Game “Pata Pata” Point To emphasize the corporation by changing the graphics and characters. Example 2 Collaborations with Corporations eg: Domino’s Pizza, Curry House CoCo Ichiban Point To actually use the corporation logo. “Curry House CoCo Ichiban CoCoIchi Curyy DX” “Fresh!! Domino’s Pizza”

13 Strategies with Acoustic Entering the music entertainment market. Providing new services from the existing services. Acoustic Mobile Phone Games Expanding to music entertainment service. R&D for mobile phone solutions. Technology license for ringtone development system. Ringtone / music service for PC and mobile phone tie- ups. Development of music games for mobile phones Mobile Contents Market Approaching the non-game users by ringtones. G-mode and Acoustic: Ringtones Games Ringtones + α Investment (86%) Ringtone Market\136,800,000,000 Games Market\41,200,000,000

14 “Whenever, Wherever, Whomever” Gateways of communities Strategies with GungHo To countermeasure with the merging network infrastructures and multi-devices. GungHo-mode (provisional) Strengthening the capital to establish the new profit structure. Mobile phone game sites on perator’s portal. Mobile phone game sites on non- operator’s portal. Casual games for PC online. R&D for mobile phone games. To utilize the license of GungHo PC online games for mobile games. New subscribers by introducing the new killer contents. 3. Investment of \3,880,000, New mobile games from PC online games. PC Online Games Mobile Phone Games Investment 55% Investment 45% 1. The portal site of total entertainment

15 Positioning of G-mode Group Corporations Creation of the all-round seamless portal site. Users PC Online Games PC Mobile Phone Hardcore Music Entertainment Market Research Mobile Phone Games Total Entertainment Joint Company Casual GungHo PC Online Games China: East-Rainbow G-mode: 10 % Mobile Games in China Acoustic G-mode: 95 % Music Entertainment R&D Mobile Research G-mode: 86 % Mobile Internet Market Research Mobile Phone Games “GungHo-mode” G-mode: 45 % GungHo: 55 % Total Entertainment Game Users Creation of new service by cooperation of GungHo and G- mode.

16 Further Info Please contact Hiro Higashiyama, Business Development Manager: