2. Who is PapayaMobile?
Social gaming network for Android with
127+ million users and 600+ games
Founded in 2008 with $22M raised through DCM and Keytone.
140 staff with offices in San Francisco, London and Beijing
More than 80% of users come from US and Europe
Popular games earn more than $1 million per year.
3. The only 100% transparent cross-
promotion platform for buying, selling
and exchanging mobile traffic.
4. If you’re not thinking about Asia…
Source: IAB/Techcrunch
5. Every major market in Asia is different
• You’ll need to pick your poison
• Largest = China
• Fastest Growing = India
• Most Advanced = Japan/Korea
6. Mobile gaming in China
to be worth $3.6 Billion
by end of 2017
Niko Partners, July 2012
9. I get it – it’s big, it’s
important, I want in. What
do I need to know?
10. China is unique in several ways
Monetization
Market
Distribution
11. So what are the key things you need to do?
• Localize your game
• Get your app into and featured in appstore
• Figure out a UA strategy
• A payment method for your IAP
12. Localization
• “Culturalization” is important
• Chinese language voiceover
• Chinese locations and references
• China hosted servers!
• Reduced filesize
• Lots of pirated downloads = large installed user
base with update.
13. App Store
Hiapk Market
Goapk Market
Gfan Market
Appchina
91 Market
Nduo
Heruixinfeng
EOE Market
Starandroid
XDA
# DOWNLOADS/DAY
15,000-20,000
15,000-20,000
8,000-12,000
6,000-12,000
5,000-8,000
About 5,000
1,000-2,000
1,000-2,000
1,000-2,000
1,000-2,000
Wireless Appstores Are Not The Biggest Game in
Town
………OEM and Carrier relationships also matter
14. BUT…The biggest bang for your
buck…
SMS Sideload/Online
Distribution Partners – there’s
only two that matter:
Qihoo360
Tencent
15. • Press matters, as in the US
– It’s not Twitter, it’s Weibo
– It’s not What’sApp, it’s WeChat
• Pay to play in some stores = getting featured
• Cross promotion with established players
• Marketing budgets for advertising = know your
ROI
– It’s not Flurry, it’s Umeng
CONFIDENTIAL
User Acquisition
16. So Can it Work? YES!
• Yodo1’s Ski Safari
• From 35k downloads in 8 months, to 8.2 MILLION (iOS +
Android) in 3 months via:
• Light localization
• Local ad networks
• Android distribution
• Plants V. Zombies China
• Candy Crush China – known to pay up to $5 an install
for iPad users.
18. Piracy
• 2.6MM pirated downloads upgraded to legitimate
users
• Minimum of 1.4MM incremental downloads
Lots of happy gamers…and the
beginning of a partner’s China
strategy
Notes de l'éditeur
Brand…
Each one is unique and different.- Need to think about your game type – e.g. Card Battle does well in Korea/Japan, Casual does well in China.
Current global market is $9 billion, US about 17% of that so $1.5 billion, NewZoo report at the end of the Feb
This slide doesn’t make sense – 30% of the Chinese population are playing Android titles???
Market - Cultural and behavioralPiracy, Less legal protectionRestrictions on foreign firms MonetizationMany billing channelsLower user spend and lower paying user conversion ratesLow credit card penetrationThe biggest payment method is via SMS DistributionApp Store fragmentation. No clear number 1Carriers difficult to work withMust build relationships with all app stores for featuring
Localization companies: LionbridgePublishing for mobile games – Yodo, IDreamsky