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GREE, Inc.

Financial Results for the Third Quarter of the Fiscal Year Ending June 30, 2012
May 8, 2012

Copyright GREE, 2004-2007 GREE,Inc. All Rights Reserved. Copyright Inc. All Rights Reserved.

Contents Initiatives to Improve User Environment FY2012 Third Quarter Business Results Global Strategy

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Initiatives to Improve User Environment

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Our Mission and Initiatives to Date


Our mission

Making the world a better place through the power of the Internet
Provide a wide range of useful Internet services to people around the world

Accomplishing our mission

Encourage more people around the world to use GREE


Services that enrich communication between GREE users
Examples: Basic SNS functions: diary, messaging, etc. Social games Photo sharing apps, GREE Deco Photo

Ongoing initiatives to create a safer environment for using GREE


Examples: GREE Patrol Center (24/7/365) Online Policy Compliance Committee Third-party certification by EMA*
*Content Evaluation and Monitoring Association

Continue to examine full range of possibilities for our business direction

Rapidly implement appropriate measures to improve services and promote proper use
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Further Initiatives to Improve User Environment


In view of the increased number of users and growth of the social gaming market, we determined it necessary to further strengthen the security of our user environment and ensure its healthy development. As part of this we are implementing the following initiatives. Main initiatives

1. Establishment of a System for Promoting User Environment Improvement 2. Enhancing Customer Support System 3. Promoting Service Improvement and Proper Use 4. Enforcing Prohibition of Real Money Trading (RMT)

Real money trading (RMT) indicates using usage rights of GREE services to make monetary or property exchanges, as well as all related advertising, announcing and soliciting.
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Establishment of a System for Promoting User Environment Improvement


User Environment Improvement Committee
Chairperson (CEO)

Game development

Customer support

Compliance

Public relations/ public affairs

An internal committee under the direct supervision of the CEO, established to discuss and plan measures for improving services, promoting proper use of social games, etc.

Advisory Board for User Environment Improvement


User Environment Improvement Committee

Advisory Board

An advisory board established for the purpose of discussing with external specialists measures regarding GREE service improvements, proper use and prohibition of real money trading

Social Game Platform Contact Conference


A conference established to promote the improvement of social game user environments, with participation from six platform companies. Currently formulating guidelines, targeting announcement by the end of May
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Social Game Platform Contact Conference

Enhancing Customer Support System Customer support system

Customer support and website patrol system staffed by approx. 600 personnel GREE Coin Telephone Support, a call center for paid service users

Cooperation with consumer organizations


Dedicated call centers; full-time staff deal with each case Holding discussions on a regular basis Contributing bylined articles and providing information to consumer magazines and booklets issued by consumer organizations

Improving customer care

Procedures for reopening a GREE account for customers who have closed their accounts Providing clear explanation of contract cancellation procedures for minors and responding rapidly to each application
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Promoting Service Improvement and Proper Use Measures relating to underage users

Monthly limits: 15 years old or younger: 5,000 yen per month; 16-19 years old: 10,000 yen per month Provision of clearer guidance at the time of item purchases

Measures relating to settlement services


Improvement of educational contents and notes for customers Provision of the usage status notification service (by the end of May)

Improvement of content checking system


Improvement of checking system for game content on GREE Preparation of guidelines for our company and developers

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Enforcing Prohibition of Real Money Trading Raising awareness of RMT prohibition among users

Producing a special page for educational purposes and notes for users Developing a support center for dealing with inquiries regarding RMT activity

Tightening monitoring for RMT prohibition on GREE


Strengthening system for detecting and analyzing RMT activity on GREE Tightening penalties for RMT and preventive measures Improving measures against RMT activity related to games provided by GREE partners

Responding to RMT activity outside GREE


Monitoring RMT outside GREE (number of cases and amounts, etc.) Submitting written requests to RMT agents to delete items Coordination, discussions with related firms, government ministries and agencies
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Decline in RMT Activity


Number of bids for GREE items on a major auction website
Unit: items
3500

-50%
3000 2500

2000

1500

1000

500

0
3/6 3/7 3/8 3/9 4/1 4/2 4/3 4/4 4/5 4/6 4/7 4/8 3/10 3/11 3/12 3/13 3/14 3/15 3/16 3/17 3/18 3/19 3/20 3/21 3/22 3/23 3/24 3/25 3/26 3/27 3/28 3/29 3/30 3/31 4/9 4/10 4/11 4/12 4/13 4/14 4/15 4/16 4/17 4/18 4/19 4/20 4/21 4/22 4/23 4/24 4/25 4/26 4/27

Start of IVR identification

In-house games, etc.

GREE partners

*Source: GREE analysis based on data provided by Aucfan Co., Ltd.


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Reference: Underage Usage

Breakdown of registered members by age group

Percentage of paid services revenue deriving from underage users

3.0%
Under 18 18

3.3%
015 015 1619 1619 20 20

21% 27%

12% 6% 34%

1819 1819 20s 20 30s 30 40s 40

93.7%

* As of March 2012

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FY2012 Third Quarter Business Results

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FY2012 Third Quarter Highlights


Strong start for GREEs first social games to target global market (*1) Number of members reached 230 million(*2) worldwide and is increasing at an accelerated pace Continued investments globally in strengthening data center infrastructure and hiring

Progress of global expansion

In-house games targeting global market

Released Zombie Jombie, GREEs first social game to target the global market (*1). Now offering three titles (*3) Zombie Jombie downloads have exceeded one million (*3) and ranked high in the App Store rankings

Frances Ubisoft, Gameloft, and major Asian game developers will offer popular titles as new GREE Expanded GREE partners (scheduled) partnerships and Comprehensive business alliance with Level-5 Inc., alliances maker of games such as Ni no Kuni, Inazuma Eleven and Danboru Senki (*1) Major markets excl. Japan and several others
(*2) As of end of March 2012 (*3) As of end of April 2012
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12

FY2012 Third Quarter Financial Results (Consolidated)


(Unit: million yen)

(Jan.-Mar. 2012)

3Q of FY2012

2Q of FY2012
(Oct-Dec. 2011)

QoQ (%)

3Q of FY2011
(Jan.-Mar 2011)

YoY (%)

Net sales

46,189

41,529

+11%

16,372

+182%

Operating profit
Ordinary profit Net income

24,549
24,505 13,448

22,535
22,461 12,740

+9%
+9% +6%

8,199
7,963 4,695

+199%
+208% +186%

Record-high net sales on strong growth of paid services revenue (12% increase QoQ) Expenses increased due to strengthening data center infrastructure in anticipation of global expansion and other expenses related to global expansion (including labor costs). However, all profit lines grew due to higher net sales
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Net Sales & Operating Profit (Consolidated)


(Unit: million yen) 50,000 46,189

45,000
40,000 35,000 30,432 30,000 25,000 21,093 20,000 15,000 10,000 6,221 5,000 0 1Q 2Q 3Q 4Q 1Q 14,302 12,410 6,924 8,199 9,789 16,372 16,646

41,529

24,549 22,535

2Q 20126 FY2012

3Q

20116 FY2011

Net sales

Operating profit
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* Consolidated financial statements are prepared from 3Q of FYE 6/2011. Non-consolidated figures for preceding quarters are presented for reference
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Sales by Business (Consolidated)


Paid Services Sales
(Unit: million yen)

Advertisement Sales
(Unit: million yen)

50,000 45,000 40,000 35,000 30,000 25,000 20,000 15,000 10,147 10,000 13,906 11,938 18,387 27,503 38,290 42,882

3,500 3,238 3,000 2,706 2,466 2,928

3,306

2,500

2,262

2,363

2,000

1,500

1,000

500 5,000 0 1Q 2Q 3Q 4Q 1Q 2Q 20126 FY2012 3Q 20116 FY2011 0 1Q 2Q 3Q 4Q 1Q 2Q FY2012 20126 3Q FY2011 20116

Continued progress in monetization of inhouse and partner games

Steady growth in sales of partner advertising and reward advertising


15

* Consolidated financial statements are prepared from 3Q of FYE 6/2011. Non-consolidated figures for preceding quarters are presented for reference
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FY2012 Third Quarter Operating Expenses (Consolidated)


(Unit: million yen)

3Q of FY2012
(Jan.-Mar. 12)

2Q of FY2012
(Oct.-Dec. 11)

QoQ (%) +34% +67% +3% +12% +11%

3Q of FY2011
(Jan.-Mar. 11)

YoY (%) +155% +271% +86% +71% +167%

Cost of sales: Rental charges Labor costs Others SG&A:

3,678 2,099 979 599 17,962

2,745 1,257 951 536 16,247

1,443 566 525 351 6,730

Advertising
Paid-charge commissions Labor costs Others

5,246
5,501 1,968 5,245

5,321
4,925 1,761 4,238

(1%)
+12% +12% +24%

3,104
1,889 481 1,253

+69%
+191% +308% +318%

Rental charges: Strengthened data center infrastructure significantly in anticipation of further global growth Paid-charge commissions: Increased in line with paid services revenue growth Labor costs: Increased due to smooth progression of global hiring plan
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16

FY2012 Third Quarter Balance Sheet (Consolidated)


(Unit: million yen)

3Q of FY2012
(Mar. 31, 2012)

2Q of FY2012
(Dec. 31, 2011)

QoQ (%)
+21%

3Q of FY2011
(Mar. 31, 2011)

YoY (%)
+150%

Current assets Cash and cash equivalents Receivables Others Fixed assets Assets Current liabilities Liabilities Paid-in capital Capital reserves Retained earnings Others

102,657

84,851

41,108

51,662
32,993 18,001 22,715 125,373 53,914 54,102 2,172 2,169 67,009 (80)

31,634
38,833 14,383 18,740 103,591 46,225 46,413 2,165 2,163 53,560 (712)

+63%
(15%) +25% +21% +21% +17% +17% +0% +0% +25% -

23,165
12,656 5,286 5,309 46,418 14,240 14,246 2,134 2,131 27,745 160

+123%
+161% +241% +328% +170% +279% +280% +2% +2% +142% (150%)

Shareholders equity

71,270

57,178

+25%

32,172

+122%

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GREE Global User Base


Registered users

(Unit: millions of people)


250

Europe, U.S., Asia, etc.

Japan

+45
220 205

234

100%
24.3% 22.9% 21.4% 19.9% 18.8% 17.8% 17.4% 16.4% 15.3% 14.3% 13.5% 12.9%

200 174 150 105 100 113 123 145 155 162

189

80%

134

60%

40% 75.7% 77.1% 78.6% 80.1% 81.2% 82.2% 82.6% 83.6%

84.7% 85.7% 86.5% 87.1%

50

20%

0 January-12 August-11 October-11 September-11 November-11 December-11 February-12

March-12

April-11

May-11

June-11

July-11

0% October-11
May-11 September-11 January-12 August-11 November-11 December-11 February-12 March-12 April-11 June-11 July-11

The GREE global user base* has increased steadily to approximately 234 million, of which Japanese members comprise 12.9%.
* Group total, combining GREE and OpenFeint registered users
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18

User Demographics (Japan)


By area
Hokkaido

By gender

9%
Tohoku

47%
Tokyo Metropolitan Area

Male

53%

Female

7%
Koshin-etsu/ Hokuriku

5% Chugoku/
Shikoku

34%
Tokai

By age

7%
Kyushu/ Okinawa Kinki

11%

21% 27%

12%

6%

Under 18 18
18,19 1819 20 20to 29

11%

34%

30 30to 39 40 and above 40

16%

* As of March 31, 2012 * Percentages are rounded to the nearest whole number

The 30- and 40-year-old demographic, which generates relatively high ARPU, continues to account for a large proportion of our domestic user base
19
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FY2012 Third Quarter Operational Review (Japan)


Progress in smartphone support Decoration photo app for smartphones

More in-house and cobranded social games for smartphones, such as Dragon Ark, Majin Kingdom and AKB48StageFighter

GREE Deco Photo, a decoration photo app for smartphones, launched as the first project in our capital and business alliance with Mind Palette
20
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FY2012 Business Strategy (Japan)


Strengthen in-house and partner game lineup using strong IP
Title Device SP SP SP SP FP/SP Period Feb. March March Apr.Jun. Apr.Jun. July SP July
MONPLA SMASH (scheduled to be released soon) Dobutsu Friends (scheduled to be released soon)
Collect many cute dobutsu (animals) and create your own town!

Some in-house titles

Dragon Ark
Majin Kingdom AKB48StageFighter 23 in-house titles Developing strong IP titles Developing new original titles Creating new game design pattern

FY2012 2Q (Jan.Mar.)

FY2012 3Q (Apr.Jun.) ~

Plan to add multiple new titles to Japan market during 2012

Monsters in the popular game Monpla here take up battles!

Scheduled to release multiple in-house and cobranded social games using strong IP Offer more in-house social games for smartphones in various categories and expand lineup
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21

Global Strategy

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Rapidly Growing Global Mobile Gaming Market


Computer and smartphone shipments(global)
Global PC and Smartphone Shipments
Unit: millions Unit: Billion yen 1,600 1,400 1,200 1,000 800 600

Mobile gaming market transition (global)


Global Mobile Gaming Market Growth Estimate

1,400

400
200 0

306

2010 Mobile Game


Source: Mobile Internet Trend, Morgan Stanley

2015

*Sources: Ichiyoshi Research Institute Inc. and Ichiyoshi Securities Co.,Ltd. October, 2011

Number of smartphones to exceed computers in 2012 and continues to grow

Global mobile gaming market expected to grow to 1.4 trillion yen scale by 2015
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23

Global Initiatives to Date


While preparing for the global rollout of the GREE Platform, we launched three in-house social games targeting the global market(*) Proved that expertise acquired from social games (card games and game events, etc.) popular in Japan can be applied globally
2011 2012

Feb. 2011 Established GREE International

Apr. 2011 Acquired OpenFeint

Aug. 2011 Nov. 2011 Number of non- Established nine Japan users offices globally reached 100 million

Dec. 2011 Announced global rollout of GREE Platform

Mar. 2012 Launched first global(*) social game, Zombie Jombie

Three social game titles targeting global market(*) released


App Store Free Game Ranking Top four (Mar. 16, 2012) App Store Free Game Ranking Top three (Mar. 31, 2012) Launched in April on Google Play (Android)

Zombie Jombie
* Major markets excluding Japan, China and Korea

Alien Family

Dino Life
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24

Strategy: Accelerate Success Models Globally


Accelerate global monetization by leveraging development capabilities to provide a rich variety of social games and marketing expertise to grow user base
In progress Completed Scheduled

Elements

Measures

Status

Expansion of Japan success model

Social games

Offer multiple social games by the end of 2012 Funzio acquisition Collaborate with major global partners Acquisition of original technology, strong game engines Launch GREE Platform globally by the end of May Promotion to secure top 5 ranking in App Store Funzio acquisition

Acquisition of success model from America, Europe and Asia Acquisition of leading global IP Strengthening of cutting-edge development technology Seamless global platform

Marketing


25

Global promotion expertise Strong contents to attract users

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Acquisition of Funzio: Secures success model in N. America, Europe


Secured tactical roleplaying games popular in North America and Europe

Timing of release

Aug. 2011
8.59 million DL (as of the end of Mar. 2012) No.2 (Oct. 15, 2011)

Timing of release

Dec. 2011
6.82 million DL (as of the end of Mar. 2012) No.2 (Dec. 22, 2011)

Timing of release Top Grossing Ranking (*2) Top Grossing Ranking*

Apr. 2012
No.2 (Apr. 20, 2012) No.7 (Apr. 20, 2012)

Cumulative number of downloads


Top Grossing Ranking(*)

Cumulative number of downloads


Top Grossing Ranking(*)

* US iPhone Games *2 US iPad Games

Through our acquisition of Funzio, we have acquired development and operational expertise in multiplayer simulation roleplaying games popular in North America and Europe Funzios three titles have proved to be smash hits, topping the U.S. App Store rankings and accumulating a combined total download number of 20 million
26
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Acquisition of Funzio: Secured experienced management team


Core members

Ken Chiu, CEO overall direction & product strategy


Co-Founder and CEO of Storm8 General Manager at Zynga heading the XWars Joined Zynga following acquisition of his Facebook application

Anil Dharni, President & COO BD, marketing,


CS, HR, finance
Co-Founder of Storm8 VP of Products and UED at hi5 Networks

Ram Gudavalli, CTO backend server architecture, BI systems, site operations


VP of Engineering at hi5 Networks

Andy Keidel, VP of Engineering product development organization


Created Flash-based streaming products for Adobe, NFL and MLB Advanced Media

The core members of the team, which has created a string of popular games, have worked at companies on the front line of the social game industry such as Zynga, Storm8 and hi5 The team will collaborate on new development projects as members of the GREE Group
27
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Acquisition of Funzio: Sales and market position


Funzio quarterly sales
(Unit: US$ million) U.S. App Store Overall Grossing Comparison in the number of applications in top 50 (*1)

Rank 1st 2nd 2nd

Corporate name Zynga(*2)

No. of applications

Funzio, Inc
Electronic Arts(*3) TinyCo, Inc. Addmired, Inc Dapper Gentlemen Pocket Gems, Inc.

3
3 3 2 2 2

2nd
3rd 3rd 3rd

Jul.-Sep. 2011

Oct.-Dec. 2011 Jan.-Mar. 2012

Funzios sales are increasing rapidly, and reached US$12 million for the term from Jan. to Mar. 2012 When the top 50 applications in U.S App Store In April, in which Kingdom Age was released, Overall Grossing are ranked by company, monthly sales exceeded US$5 million, Funzio ranks highly accelerating growth
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Source: U.S App Store Overall Grossing *1 Top 50 applications as of the end of April *2 Including OMGPOP acquisition *3 Including PopCap Games acquisition

28

Acquisition of Strong Global IP


Assassins Creed, a popular series with over 38 million units sold worldwide since its release The Gang Star series has been in the top ten of the App Store sales rankings in Europe and Asia

Ubisoft Assassins Creed

Gameloft Gang Domination

Gang Domination,* the companys first The first mobile social game from the social game from the popular Gang series is scheduled to be released Star series is scheduled to be released through the GREE Platform (in English through the GREE Platform (in English and Japanese) and Japanese) 29
*Working title
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Enhancing Cutting-edge Development Technology


Capital and Business Alliance with Wizcorp
Wizcorp Inc. Hansali Guillaume Higashi-nihonbashi, Chuo-ku, Tokyo 2008 Development of social games for smartphones

Capital Alliance with Canadas IUGO Mobile Entertainment

Company
Representative Location Established Main businesses

Company
Representative Location Established Main businesses

IUGO Mobile Entertainment Inc. Hong-Yee Wong Vancouver, Canada 2003 Development of social games for mobile phones

Remarks

Developed original HTML5(*) game developing engine Mithril, possesses high technology strength

Remarks

Specializes in mobile phones; possesses original technology (Games Library, IRender3D Engine, IUGO Mesh Social Game Engine)

* HTML5 is gaining prominence as the new standard for the widely used markup language for web applications, HTML (HyperText Markup Language)

Formed capital and business alliance with Wizcorp. In the future will also focus on game development using HTML5

Use original technology of IUGO Mobile Entertainment to develop highquality mobile social games
30
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Looking ahead
Further promote expansion and monetization of members, through the global rollout of the GREE Platform and a rich variety of social games

2012

May 2012 Acquire Funzio

May 2012 Begin global rollout of GREE Platform (to be distributed in 153 countries)

Jul.Sep. 2012 (4Q) 5060 partner games scheduled

Sep. 2012 GREE Platform in 14 languages

By Dec. 2012 plan to release multiple in-house and cobranded games, several hundred partner games

Create a 1 billion user service

31
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Appendix

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SNS + Social Games

Users

SNS
My Apps Diary / Comments Community / MB

Social games

Growth in Page Views

Purchase of items

Advertisement Sales

Paid Service Sales

GREE
33
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In-house social games

Tsuri-Sta
Feeling Fantastic! Play Fishing Game with your mobile! (released in May 2007)

Odoriko Clinoppe
One-of-a-kind pet you can keep in your mobile (released in July 2007)

Tanken Doliland
New exploration type card game (released in August 2008)

Hacniwa
Easy gardening experience with your mobile (released in September 2008)

Mon-Pla
A Blockbuster! Monster Adventure (released in June 2010)

Pirate Kingdom Columbus Sengoku Kingdom


Great Pirates Battle Game!! (released in August 2010)

Cerberus Crusade
The Social-Strategy RPG (released in April 2011)

Decobito
A Delightful Life with Animals (released in June 2011)

Dragon Master
Hunt the dragons! The king of RPG is here! (released in August 2011)

The Grand Battle! Sengoku Card Game! (released in February 2011)

Sangokushi Kingdom
A full-scale game of The Chronicle of the Three Kingdoms (released in September 2011)

Bakumatsu Kingdom
Lets conquer Japan with Bakumatsu patriots! (released in November 2011)

Majin Kingdom

Dragon Ark

Sankoku Shinki
Sankokushi+ fantasy+ card (released in Feb 2012)

A battle game with summoning Classical fantasy + simulation + action game (released in Feb. 2012) legendary heroes! (released in December 2011)

Zombie Jombie

Alien Family

Dino Life
Cavemen and dinosaurs getting along together? Popular simulation game (Released April 2012)

Major U.S. hit with more than 1 million downloads (Released March 2012)

Alien family rearing adventure (Release March 2012)

* Major markets excluding Japan, China and Korea


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34

Wide Variety of Revenue Sources


Advertisement
- Original ads (banners/text) - Tie-up ads

GREE Mobile screen

Advertisement Sales

Social games
- Free-to-play games linked to social network
- Rich lineup includes in-house games

Avatar
- User can create a virtual self by combining face expressions, clothes, and items freely.

Paid Service Sales

35
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Improving Safety & Security


GREE patrol system runs 24 hours a day, 24365 GREE 365 days a year
A 24 hour, 365 days per year patrol service begun in November 2006. GREE Patrol Centers were established in Tokyo, Hokkaido, and Okinawa, employing about 450 personnel. Systematic and visual surveillance of content and reporting is conducted. If inappropriate material is discovered, measures are taken such as deletion, cautioning, suspension of service, etc.

EMA
(Content Evaluation and Monitoring Association)

Certified as a Safe Content Site

Restrictions by age
Messaging between users over 18 and those under 18 is restricted. Users under 18 are excluded from the searches of users over 18. Friend request messages to under 18s are limited to standard wording.

GREE Patrol

User authentication
New sign-ups to GREE are verified using mobile phone authentication. Users in violation are blocked from signing up again. Membership of a mobile phone filtering service is checked to verify the users age. Age information held by KDDI and SBM is checked for verification. (Discussions with other carriers underway.)

Security and Safety Improvement Committee chaired by CEO


The president chairs the committee. Held monthly, members include executives in charge, patrol staff, legal staff, etc.

Screening/ Monitoring

Warning/ Deletion

Third-party certification
The first website approved by EMA (Content Evaluation and Monitoring Association) (Aug. 2008) Maintains management system that exceeds EMA standards, passing continuous and periodic inspections

Illegal and harmful content


36
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Improving Safety & Security: Educational Activities On- and Off-site


Educational activities on-site
From February 2009, GREE joined the Motto Good Net initiative of the Safe Net-Making Promotion Conference, and maintains an official Motto Good Net account in GREE. From July 2011, links were added to each service on GREE to an educational page. Content is being renewed to make it even easier to understand. In Dec. 2011, the educational application GREEs 6 Promises to All, which was released in Aug., was upgraded to a service for each age. Screenshot from educational app, GREEs 6 Promises to All: page for users of junior high school age and above

Educational activities off-site


Continually carrying out education activities aimed toward educational organizations and local governments such as courses on GREEs initiatives and the opening of the Patrol Center Active participation in many kinds of educational events and cooperation with private and public bodies such as the Safe Net-Making Promotion Conference

GREE booth in the Workshop Collection 8 with Monozukuri Taikan Stadium at Keio Universitys Hiyoshi Campus (Feb. 25, 2012)

37
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Making the world a better place through the power of the Internet.

This document includes some forecasts, which are based on currently available information. The authenticity of the information is not guaranteed. Actual performance may differ due to various factors, etc. When producing this document, we were careful not to include errors or omissions, but the authenticity and integrity of the information are not guaranteed.
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