Asia Internet Report No. 6 June 2001

In this issue:

 

 


 

Conference: Mobile Telecoms Japan, July 11-13 in San Francisco


 Fresh from his CNN appearance, now's your chance to see Tim Clark live and in person (in that order). Tim, Ion Global Japan's Strategy Director, and author of the Japan Internet Report www.jir.net will chair the "Mobile Telecoms Japan Conference."

The conference will be held from July 11-13 in San Francisco; please see the Web site for more information.
http://www.srinstitute.com/part_iter_site_page.cfm?iteration_id=129

 


 

What an interesting month for China...but let's talk about 5G


 Massive events have occurred in the China Internet space in the last few weeks. We have the formation of the U.S. $200 million AOL-Legend joint venture, which changes the landscape of the Chinese Internet space. We have the resignation of the senior management of two of the top Chortals (Chinese Portals), Sina and Netease. We have Li Ka Shing, Hong Kong's most admired tycoon, upping his investment in the U.S. reverse-auction company Priceline.com to 30% and vowing to transplant the model aggressively into Asia. As if that wasn't enough, WTO continues to loom on the horizon for both the U.S. and China as they seek the same goal: entry for China - but on their own terms.

My editor Dan suggested that we discuss these developments, but we can't. Since Ion Global is part of Chinadotcom, the largest Internet entity in Asia and a NASDAQ-listed company, we felt it would be inappropriate to actually comment on these events right now lest we give readers and investors the wrong impression. Yes, there is a Chinese Wall...which means that we're not aware of what we may or may not be involved with ourselves.

So to keep us in the good graces of our compliance pitbulls, this issue of the Asia Internet Report deals with...errrr...mmm... interactive entertainment.

 

 


 

It's all about 5G: Games, Gambling, Gossip, Goodies, and Girls


 Forget 3G, 5G is what the Asian user really wants right now. (Warning: blatant generalization ahead.)

As much as we want to believe that the Internet empowers the poor and disenfranchised, the reality in Asia is that it's closer to being an entertainment/communication medium for the educated middle class. The reason for this is that many of the early Net users in Asia come from schools and businesses with Internet connections. Although there are serious and legitimate uses for the Internet, it really is the fun factor that keeps users coming back.

Interviews with users here in Hong Kong reveal that although many use the Web for e-mail, reading news, and checking prices, very few actually use the Internet to conduct transactions. Aside from communication, 5G will be what drives retail users to try and navigate the Internet. 5G refers not to the fifth generation of wireless Internet, but to the five kings of content for young Asians: Games, Gambling, Gossip, Goodies, and Girls (or Guys).

Games: Interactive entertainment through PC and console gaming is already an important driver of Internet use, and promises to maintain or increase its influence. Most games today have been developed for multiplayer online usage. Asian kids have taken advantage of the emerging LAN game center industry to embrace Net games, from Half-Life Counter-Strike to the more pedestrian Age of Empires. Whereas Internet Cafes have had limited success luring users away from their home and work Internet connections, the LAN game centers have the potential to be Asia's next karaoke sensation (see next article for details).

Gambling: Still strictly controlled by laws and regulation, the future for online games of chance remains unclear - but the potential is enormous. The popularity of currently legal offline options like horse racing and mah-jong indicates a strong demand for more forms of recreational gambling, which the Internet may be able to provide. If you check the demographics of real casinos and gambling halls around the world, Asians (really the Chinese) figure prominently among the customers. As in the U.S., the critical issues to be solved are: 1) how to regulate online gambling and 2) who will benefit from the income stream.

Gossip community sites: These provide point to multi-point distribution of news and rumors on topics ranging from celebrities, investments, politics and jobs to more mundane subjects like recipes and gaming tips. Even if Asians appear quiet and reserved in the offline world, they can transform into verbose, outspoken, and emotional posters when given anonymity in an online community in which they can speak their native language.

Goodies: Everyone loves free stuff and giveaways and Asians have brought that attitude to the Web, with expectations of special Web exclusives, promotions and gifts. Free stuff like MP3s and warez will be powerful lures, encouraging many Asian consumers to try the Internet.

Girls (or Guys): Yes, we know about the popularity of porn but there are also other, more benign outlets, like ICQ and dating services. AIM (AOL instant messaging) does not enjoy the popularity that it has in the States; ICQ remains the regional favorite with Yahoo Messaging catching up quickly. Some of Sina's early users were lured by their matchmaking services.

Asia's Internet trends will be driven by youth preferences for the next few years. With the exception of Japan, the bulk of the region's population is under 25, and these users are more attracted to the less-serious, more fun aspects of the 5Gs. These will be the killer apps that shape user experiences and expectations of the Internet. Many firms coming into Asia hoping to capture B2B and business users have come away disappointed at the relative immaturity of those markets. New entrants to this region need to understand this emerging Internet-savvy Asian youth market and the dominant role they will play in the next few years.

 

 


 

The Law of the LAN


 Now that both Tim and I have beaten Internet Cafes to death in the last few issues of AIR and JIR http://www.jir.net/jir5_01.html#1  , its about time we move onto real technology issues like broadband rollout, content caching, or even intelligent agent/bots and dispense with the fluffy stuff. Well, maybe next issue.

When I wrote about Internet Cafes in Asia two issues back http://www.asiainternetreport.com/AIR_0103.html#netcafes, I made the assumption that they came about as transitional solutions to PC/Internet/broadband access for travelers, the poor, and the impulsive. As average incomes and PC-based Internet penetration rates rise, the cafes will fade into history like telephone booth boxes, Dacron and 8 track tapes: needed for now, but their future looks grim.

Well, I may be wrong (it really hurts to say that) but something wicked this way comes in Asia, and it may grow into a much larger mainstream trend affecting both the Internet and Asian consumers. I did mention that in Manila I saw many examples of a new type of establishment called LAN (Local Area Network) cafes. These places do not have broadband access, but they do have fast computers networked together that patrons use to play multiplayer, bandwidth-intensive, processor-taxing, and graphically-rich games like Half-Life Counter-Strike and Quake 3 Arena. Yes, some denizens of these LAN cafes can use the very same machines at home or at work. Why would they go to a LAN cafe? The answer is simple: people.

Going to a LAN cafe is very much like going to a bar, a movie theater, a concert, a restaurant or a sporting event: the experiential nature of the social gathering outweighs the added price, the inconvenience and the extra time spent versus doing the same thing by yourself at home. This may be a bit difficult for some Americans to understand, since their homes are much larger than most homes in Asia and they are used to entertaining friends and family at home.

The dynamics of karaoke and video games are similar (in a sense, karaoke is just another type of video game). You participate in a function guided by a machine and your score is based on how well you react, and your performance under pressure - points are given both formally by the system, and informally by your audience. Many Asian families have a karaoke machine at home for practice or for fun but really the goal is to perform in front of your friends and colleagues in a semi-public arena where your mettle can be tested. In Asia, karaoke is big business. Groups of friends and colleagues rent rooms and booths where they can sing and carouse all night long, typically spending heavily on food, drink, and other services. Partially due to the small size of most people's homes, which makes it impractical to entertain large groups at home, participants are willing to pay a premium for the service, the ambiance, the wider selection of songs, and the superior equipment found in karaoke (actually videoke) bars.

The LAN game centers in Hong Kong provide the same focal point for groups of friends to go out and spend time together. Yes, each member of the group may be on a separate terminal, but nonetheless they sit only inches apart, competing against each other, or as a team against other groups. In the U.S., if you can afford to buy four or five powerful (and expensive) top-of-the-line computers, install a home LAN, and have space for five or six of your friends to come over and get rowdy, than you can do more or less the same thing. In Asia, relatively lower incomes, smaller homes, and the need to make constant capital investments in the latest graphic cards and applications in order to run the latest bandwidth-hogging game on the market make the LAN cafe an offering difficult to duplicate at home.

Of course, many of us use LANs at work. However, try bringing in your friends after hours and see how sticky that gets. Using work LANs for heavy-duty gaming also has the possible negative side effect of crashing or sapping the servers from real mission-critical work. Thus, the LAN cafe becomes an attractive alternative, and a fun place to meet friends during the off hours. These are not upright arcade machines or even networked home consoles; we are talking top-of-the-line Dell machines, all fitted with the latest graphic accelerator cards.

LAN cafes provide cheap - sometimes free - food, and offer a library of games for use. Magazines, movies and other types of diversions are provided as well, and sometimes regular Internet access is also available. Groups of friends or couples can share a room or booth much like those found in karaoke establishments and go online or on-LAN together. It's just another way to spend a night out with your friends, not unlike going to a movie.

Although the demographics lean towards male teenagers, a few girls do use these facilities, playing anything from first person shooters to quirky Japanese puzzle games. The users are generally Generation Y to Z with some old Gen X'ers at the top of the range. At the time that I researched this article: 3 a.m. on a Saturday night (they're open 24/7), the center's 150 machines were at 98% utilization with a line of customers waiting for machines (most groups will wait until they can sit together). The key was that most users came in groups of four or five, with the larger groups around seven or eight people.

Aside from a few Japanese games, many of the games being played were American software products with little or no localization into Chinese. Games of choice included titles such as Age of Empires, StarCraft, Rogue Spear, Red Alert and Diablo. I think that eventually domestic offerings will arise, catering to the local demand for game categories like LAN mahjong, LAN horse racing, LAN dating simulators and LAN Mech/Gundam wargames (just like the old school FAS Battletech simulators).

All across Asia, these LAN centers have become a subculture all their own - particularly in Korea where gangs (or clans) have gone offline to settle online differences. Although Asian countries will eventually develop broadband penetration rates comparable to the U.S., LAN cafes may evolve into something unique to Asia.

Internet and application providers should take heed: there will be a growing market for these groupware-type entertainment products that let friends and colleagues play together. The Asia-centric dynamic of the LAN cafe means that it may take a while for the U.S. and Western companies to see this trend develop. They may even mistake it for a fleeting fad. At this point, only the early adopters really understand it and how viral - and addictive - it really is. They're not your father's Internet cafe anymore.

Just wait a few more months and see what we'll be able to do with wireless LANs.

For another take on PC cafes, see what one Australian tourist had to say about his experience in Hong Kong:

http://members.optushome.com.au/param249/TripJournal.htm

Here's an excerpt from his site: "I spent 2 and a half days looking for a PC cafe (not an Internet cafe). The first one that I came across is one called Aztec. (No, don't crack the awps out yet, read on.) This place is real nice, nice setup; computers are all P3-733 with 256mb and voodoo3 PCI..."
 

 


 

Hong Kong: A ParaJapan


 The Para Para is a group dance craze from Japan that has started to radiate outwards through Asia, and the world, through music and videogames. For those of you in the U.S., be afraid - be very afraid. It's not that I want to steal the thunder from the Japan Internet Report, but I strongly doubt that Tim Clark would write about this phenomena in Japan. In any case, now that Hong Kong has had its first Para Para dance-a-thon, it falls under my watch.

Like many Japanese fads, Para Para really started somewhere else and mutated in Japan. Para Para looks like the old American hand jive done as a group dance and rebranded in a unique Japanese way. Even the name is not indigenous to Japan - it comes from a song by the Norwegian pop band A-ha. Para Para may be the most visible sign of the strong influence that Japanese culture has in Hong Kong.

For more detailed information on Para Para, please see these sites:

http://www.mynippon.com/culture/parapara.htm
http://brokenstones.tripod.co.jp/fashion/dmv.html
http://ps2.ign.com/previews/16180.html
http://www.paraparaland.net/

Although other parts of Asia have their own distinct languages and cultures, many Asian, particularly members of the younger generations, look to Japan for fashion and cultural trends. Hong Kong is one of the first viral nodes for Japanese pop trends, along with Taiwan and to some extant, Korea, before those trends metastasize to the rest of Asia and the world. The game machines in most Hong Kong arcades sport Japanese characters. The hottest youth clothing is Japanese brands. Many of the most popular music, movies, magazines, shows and toys are direct imports from Japan, with little or no localization for Hong Kong Chinese. But whose lead will Hong Kong follow when it comes to Internet trends: Japan, or the United States? My best guess is that it will be Japan.

If Hong Kong implements an i-mode-type system for its wireless 2.5G network, user trends and business models will follow the same path that developed in Japan. In fact, Tim has already written about this. http://www.asiaweek.com/asiaweek/magazine/business
/0,8782,130505,00.html


Japan's new Internet business models, like the use of 7-11 convenience stores as Internet fulfillment centers, are likely to pop up here in Hong Kong a few months later. For investors and business leaders looking to transplant businesses and Internet concepts into South East Asia, the best place to look may be Japan, not the U.S. Japan's cultural climate is closer, and the soil more conducive for transplanting.

The Para Para trend is only the latest Hong Kong trend imported from Japan - it will definitely not be the last.

 


 

Frank Yu
Principal Research Consultant
Ion Global Research
frank.yu@asiainternetreport.com

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