2004

The Seed of an Idea

The founder and CEO Yoshikazu Tanaka started GREE in 2004 from a personal passion and commitment to make the world a better place through the power of the Internet. Inspired by the technological innovation that was emerging from Silicon Valley at the time, his idea was to create a new community that would transform the way people communicate.

The Origin of the Name

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The name “GREE” is a play on the phrase “six degrees of separation,” which describes the notion that one individual is no more than six personal connections away from any other given person on the planet. The idea gained mainstream popularity around the world following the small-world experiment conducted in the U.S. in 1967 by the social psychologist Stanley Milgram to examine the average path length of actual social networks. The name “GREE” was chosen with a sense of purpose: an intention to use the Internet, and the network-based communication that it represents, to create new forms of fun, convenience, and excitement.

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2005

Launching GREE on Mobile

The GREE social networking service was launched on mobile phones in 2005, ahead of competitors in Japan. Additional features were subsequently added, and GREE became the first invitation-based social networking service in Japan to host mobile advertisements. The service garnered high praise from the advertising industry for the sophisticated audience targeting it enabled.

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2007

Launching the First Mobile
Social Game

In 2007, GREE launched Tsuri-Sta (Fishing Star), the world's first mobile social game. Until then, GREE’s main source of revenue had been advertising, but with the hit title Tsuri-Sta GREE began to move toward the social gaming business model, based on in-app purchases of virtual items, which remains an important part of our business to this day.

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2010

Opening the Platform

In 2010, GREE launched the first wave of GREE Platform-integrated applications. By providing open platform on which third-party game developers could release games, GREE encouraged a wide range of Internet content providers and game developers to create social games, and thereby contributed to the growth of the industry as a whole. A string of new hit games emerged on GREE.

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2011

Establishing a
Global Network

In January 2011, GREE established its U.S. subsidiary GREE International, Inc., which spearheaded its entry to the growing global mobile gaming market. Today, GREE develops games at its studios in Japan, North America, and South Korea, producing high-ranking titles in the app markets of each region and sharing development and operational expertise across its studios.

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2012

Targeting a Global Audience

In 2012, GREE developed and launched its first mobile social game to target the global market, Zombie Jombie, combining mobile social gaming expertise accumulated in Japan with the creative talent of its San Francisco development team. Also that year, GREE acquired Funzio, a leading provider of simulation RPG games for the North American mobile market, integrating the development and management talent and expertise behind hit titles such as Modern War. Through these and other initiatives, GREE continued to build a global developmental structure for the creation of original content targeting overseas audiences.

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Connecting People
Around the World

Applying our mobile social gaming expertise we've built up over the years to market trends around the world, we are using our studios to develop and launch a strong portfolio of games, ranging from global hits to regionally localized favorites. Today, GREE provides games that people can enjoy whenever and wherever they are--games that bring people together from all around the world. From a business standpoint and from that of users, however, our story has only just begun.

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Through the content we create
and the connections we make,
GREE will go on shaping history.

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