4. About Us
Specializing in games and software for 10 years
Top-20 in Eastern Europe
HQ in Samara (Russia), offcies in Dublin, Toronto, Hong Kong
All profitable languages
40 in-house employees
350+ game titles, millions of words, dozens of happy clients
GALA member, active contributor to ISO Standards (11669)
7. Session outline
I. Why do this?
II. THE BIG localization questions
1. Which markets should I target?
2. Which are most profitable for my genre?
3. Does localization (adding languages) add
money?
4. What is ROI for localization into different
LANGUAGES and will it pay off?
5. Can impact of loc quality be measured?
III. The awesome bad case study
IV. Discussion
9. I. WHY: Past similar researches
• CSA – “Can't read won't buy”
• CSA - Return on Localization research (2010)
• Distimo case study – 128% increase in
downloads
• OneSky - app localization ROI ebook, survey-
based guidelines
• Multiple articles of general character
• allcorrect survey of Chinese and Russian
players (10,000 respondents)
10. Research Timeline
Loc Quality
from gamers’
perspective
(10,000+
respondents)
Mobile Games
Markets
Profitability
Index
ROI-driven
localization
research
2015-
2016
16. THE Big Question #2
Which markets are most profitable
FOR MY GAME GENRE?
17. MMORPG market research
• Most data from PrioriData, both GooglePlay and AppStore
• Top 250 “RPG” games from 54 countries in 2016 (3,000
games in total)
• iOS data for China extrapolated to account for
“GooglePlay”
• “Deep dive” into games published in 50-54 countries (134
games)
• Statistical and dispersion analysis, hypothesis testing, etc.
18. Top 10 Markets in RPG
Названия строк Сумма по полю Revenue(#)
china 5058662578
japan 3599784035
usa 1218515265
south_korea 503145277
taiwan 198528325
germany 111753055
united_kingdom 109941382
canada 89721547
australia 66317890
france 64953990
Общий итог 11021323344
Game Revenue
Total
20. Названия строк Доход / загрузки Сумма по полю Revenue(#) Сумма по полю Downloads(#)
china 32,65 5058662578 154942838
japan 27,27 3599784035 132011464
switzerland 9,54 20559072 2154639
singapore 8,79 38406752 4367177
usa 8,03 1218515265 151663400
canada 6,66 89721547 13476904
australia 6,60 66317890 10046387
germany 5,57 111753055 20063856
hong_kong 4,75 55414224 11678214
austria 4,73 8533263 1803724
norway 4,35 8058461 1851591
south_korea 4,32 503145277 116483739
uae 3,89 10176862 2614097
united_kingdom 3,83 109941382 28702845
sweden 3,62 12588308 3481772
new_zealand 3,12 5428474 1739883
denmark 2,89 6934397 2401183
france 2,89 64953990 22510818
netherlands 2,49 10649230 4269055
taiwan 2,36 198528325 84069205
Top RPG Markets by ARPD
Game Rev./download Total revenue Total downloads
21. Top Market: China
• 1 game = 10% of total market (iOS only)
• 3 games = 28% of total market (iOS only)
Игры
Число
стран
Средний
рейтинг
Низший
рейтинг
Высший
рейтинг
Выручка Все
Страны
梦幻西游-全民PK狂欢季 12 101 250 1 2 233 431 297
阴阳师-全区互通现世集结 15 63 195 2 567 293 916
大话西游-全民争霸季火热开战 12 94 217 3 443 954 599
Game
# of
court.
Avrg.
rating
Lowest
rating
Highest
rating
Revenue from
all countries
22. If China is Excluded
Top 20 games
make 77% of Cash
40. ROI East Asia markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
China 4,407,540% 271,155% 89,765% 30,365% 5,336%
Japan 560,278% 135,231% 65,373% 16,442% 1,432%
South Korea 104,258% 20,685% 8,645% 2,985% 403%
Hong Kong 45,918% 16,543% 7,444% 1,711% 50%
Taiwan 27,256% 3,829% -353% -578% -634%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
41. ROI America markets
Top 1-15 Top 16-30 Top 31-60 Top k61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
USA 425,419% 38,222% 17,946% -1,927% -1,194%
Canada 116,084% 8,065% 3,698% -648% -652%
Peru 5,040% 463% 175% 16% -20%
Uruguay 3,579% 649% 236% 38% -20%
Chile 3,127% 426% 51% 17% -47%
Brazil 2,014% -367% -565% -268% -155%
Argentina 896% -575% -344% -307% -186%
Colombia 426% -45% -50% -59% -57%
Mexico 284% -128% -242% -69% -78%
Ecuador -189% -65% -36% -126% -123%
Venezuela -413% -439% -321% -249% -176%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
42. ROI Southeast Asia and Oceania
markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Australia 221,745% 19,543% 12,803% -1,638% -1,413%
Singapore 154,254% 31,856% 11,475% 4,139% 114%
New Zealand 74,065% 19,228% 6,697% -286% -261%
Thailand 7,770% 368% -8% -113% -139%
Malaysia 1,323% 114% 32% -29% -82%
Philippines 859% -168% -190% -122% -87%
Indonesia 319% 3% -346% -104% -71%
Vietnam 219% -217% -488% -292% -144%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
43. ROI European markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
United Kingdom 171,754% 11,616% -2,056% -2,275% -1,695%
Switzerland 46,540% 5,523% 2,263% 354% 33%
Germany 29,077% 1,922% 625% -243% -137%
Ireland 26,119% -174% -3,018% 96% -1,583%
Austria 19,481% 2,881% 402% -173% -139%
France 11,983% 1,292% 144% -263% -114%
Spain 10,772% 565% -606% -198% -132%
Italy 3,108% 293% -82% -124% -71%
Belgium 1,981% 194% -55% -89% -49%
Sweden 1,563% 218% 12% -25% -12%
Netherlands 1,532% 141% 9% -76% -42%
Norway 960% 209% 26% 4% -4%
Denmark 662% 32% -6% -26% -18%
Finland 286% 31% 6% 2% -2%
Portugal 167% -9% -87% -25% -19%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
44. ROI Eastern Europe markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Russia 20,918% 4,329% 924% 154% -15%
Poland 430% -253% -86% -118% -40%
Romania 253% -59% -43% -30% -17%
Czech Republic 222% -2% -18% -7% -6%
Hungary 82% -23% -19% -18% -9%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
45. ROI Middle East markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Turkey 7,812% -110% -333% -144% -69%
Saudi Arabia 2,372% 48% -124% -122% -53%
UAE 1,981% 240% 138% 32% 6%
Israel 397% 61% 9% -10% -7%
Egypt 2% -72% -63% -14% -13%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
46. ROI others markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
South Africa 537% 10% -20% 2% -1%
Nigeria 40% 7% -7% -3% -1%
Sri Lanka 5% -1% -5% -4% -3%
Kenya -5% -2% -5% -2% -1%
Pakistan -37% -27% -17% -12% -6%
India -360% -148% -38% -47% -51%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
47. The Future
Now that we’ve created THE ALGORITHM, we’re on the way to
be able to give these numbers for any genre and any market.
48. THE Big Question #5
How LOC QUALITY influences sales and
retention?
56. 0% 20% 40% 60% 80% 100%
Untranslated text
Inaccuracies, incomplete translations
Grammatical
Spelling
Punctuation
Too literal
Doesn't match the original stylistically
Non-standard abbreviations
English terms unlocalized (written in…
Various translations for one term
Censorship
Lack of censorship
Use of memes
Use of game slang
Fonts are poorly chosen or illegible
Unlocalized graphics
What do you think about these localization errors?
I stop playing the game
I switch to the unlocalized version
It annoys me, but I keep playing the localized version
57. Summary of Loc Quality Impact
dtishin@allcorrectgames.com
1. 52-62% will stop playing and tell their friends
about bad quality loс
2. ~60% would pay more for better loc and will
play older version with good loc
3. 70-90% of users prefer localized products
- irrelatively to their level of English proficiency
4. Spelling / grammar / punctuation errors force
~16% Russians and ~27% Chinese to stop
playing game or switch to original
61. Day R Localization ROI
Language ROI Date
English 2,700% May 2017
Korean 1,230% June 2017
Spanish 603% February 2017
German 237% February 2017
Italian 211% June 2017
Brazilian Portugese 55% October 2017
Indonesian -59% June 2017
62. Yury Petyushin
To email me: petyushin@allcorrectgames.com
To work with us: order@allcorrectgames.com
To get involved in research (provide input, stay
informed, etc.): drop an empty email to
order@allcorrectgames.com with subject line “loc
quality research” or give me your biz card
Notes de l'éditeur
Who’s from game dev and game publishing?
Who develops software?
Who buys loc?
Who’s LSP?
Relevant exp: freelance, in-house, head of ops and QA, CIO
GALA – globalization and localization association; TFR – our translation forum, the biggest in Eastern Europe; ISO - representatives of ISO committee for standard of translation quality in Russia
loc is not a cost center. Loc are heroes! loc firms: loc is a cost article, but in reality, it's a part of marketing, so if we could prove that loc is an investment, then we'd be more appreciated (easier to sell, can increase pricing, can explain cost and value of quality)
clients: you need to help your marketing teams to pick markets which bring money
This project is almost 2 yrs old now and started as a small survey of 2K Russian players. After it was presented to GameQA&Loc Forum, people got interested and we decided to proceed (Nintendo, Ubisoft, EA, Wooga, Sony, Zynga, Bigpoint)
1st stab at Chinese market just finished and is presented today
Numbers differ, but around the same.
CPI is around 0,5-$1, ARPU is $20, so good return
Mobile market will grow in the future
These 10 bring 50% revenue
Why Russia invaded this rating? It’s a potlitical question…
Even though avrg CPI is 0,55-$1 and ARPU is $20, those are AVERAGES. Here are highs and lows. But you need 15 langs + 2 variants to enter those
Those are for ALL mobile games. Avrg means nothing. Avrg income in Canada in Canada is decent, but it’s poor
1) Исключили Китай, т.к. нет данных по ГП. Но исключили его только из углубленного "тонкого" анализа. А глобально он присутствует, в рои, например, добавили Китаю искусственные данные по ГП, исходя из статистики других стран по соотношению платформ.
2) Данные по играм на платформах объединены, но рынки не всегда совпадают (они почти всегда не совпадают, но тсс...). Потому что: а) Говностатистика с ПриориДата и не удалось "свести", "склеить" все игры на 100% (Я вот даже сегодня ещё пару склеил, но это уже для следующей презентации) - игры иногда названы настолько по-разному, что не найти "игру-пару" на второй платформе; в) Приори-дата - "живая статистика", т.е. её меняют все реалтайм (я тоже менял как мне нравится - запретов нет), в результате, данные выгрузки за 2016г уже не совпадают с текущими данными (это опять про названия игр - хер найдёшь); Г) Большое Г! У нас рейтинг 250 САМЫХ ЗАРАБАТЫВАЮЩИХ ИГР и поэтому, если игра на части рынков (особенно на китайском) вылетела из ТОП-250, то у нас нет этих данных.
3) Смотрели только 2016г. Ну да. Одним из жанров РПГ. Да. и тут снова ПриориДата. Кто как хочет ,тот так и определяет ММО РПГ. Например куча карточных игр и квестов по известным РПГ
4) Анализировали 134 игры, выпущенных на наибольшее количество рынков (45-54 страны). Потому что эти игры заработали 30% денег. Потому что только по ним есть статистика по языкам (я собирал вручную с ПриориДаты, и если б собрал больше, то было бы больше игр). Но! Наш дисперсионный анализ показал ,что для этих "хорошо_изданных" игр есть корреляция между их позициями в рейтингах стран (ну типа если уж ты хорошо зарабатываешь, то делаешь это хорошо везде). Для игр с малым числом рынков прогнозировать что-либо крайне сложно, т.к. они, возможно, просто не в топ-250 и нет данных. Плюс их позиции по доходности скачут в широчайших пределах.
Поэтому по всему мы не анализировали остальной пул игр (которых, кстати 3200 ,если с китаем, 3050 без него).
ещё у Дениса было мнение ,что по мало_зарабатывающим играм статистика заработка просто подогнана, либо взята слегка с потолка.
5) Основа всех исходных данных - Приори дата. Методы, которые мы использовали - статистическая обработка (с заполнением пробела по Китаю ГП по средним значениям). Основы дисперсионного анализа. Нормализация данных. Корреляционный анализ (на глазок правда, но можно и жёстко проверить). Но я бы этим особо хвастать не стал, т.к. с точки зрения серьёзной науки - это всё стандартные совочки и ведёрки для песочницы и применили мы их весьма слегка. Только-только начали, на пол шишечки.
Ну и более всего мы применяли Методы ОСРЕДНЕНИЯ данных. Линеаризацию.
У нас анализ СТАТИКИ. Мы ничего не делали по Динамике данных. У нас и нет особо ничего, кроме роста загрузок и Дохода за год. Это ещё целая область, в которой можно много сделать, если сделать привязку к дате издания.
6) ещё добавь предположения по Формуле. Про Рои, цену локализации и прочее.
Короче, рынок азиатский
79% рынка – china, japan
85% - если добавить корею и тайвань
Думаю, можно заменить за логотипы
Better to be in the top…
People who don’t sepak Chinese will aprrectiate
По убыванию пузыря: Japan, Usa, South_korea, Taiwan. 86% Дохода. Вместо Тайваня можно взять Германию + UK. См лист Таб5.
Many games are published in 1 country only – that’s China!
They also make A LOT of money
But other segments make money too – the 53-54 segment. 30% of $. Let’s dive into it!
These are COUNTRIES. What about languages?
Is there a correlation between number of langs and revenue? Or is it number of countries that influences revenue?
Obviously, there’s a clear trend here…
There’s not a big difference between being published in 48-52 countries and 52-54.
But the difference grows when you add langs!
Can you add 10 more langs and grow your balls?
Or do you add languages because your balls are big?
Happy to see Russian here!
More data needed
Input needed
Can the impact be measured?
This question is similar to the one 2 slides ago. And results are similar. Small % prefers box and manual loc, and therefore game itself in Original. 70% of them intermediate and up. Again, people want loc. Even if 30% of Chinese speak Eng well.
Will see what it’s like for other langs?
This is dramatically different for 2 markets.
I used to think nobody cares about texts. But they do. 90% of Russians read most of texts!!! 50% all texts!!! Remember: fully immersted. WE’re also a reading nation.
About 40% of Chi read texts. But Chi – LEARNING NEW THINGS and play different roles. So playing itself is more important
Aaron from Facebook asked me “can you measure impact of bad loc”? Yes, you can.
7-13% stop buying your games. Not just this one!!! All of your games! Think LTV
52% of Chi and 62% of Rus will take action
Again, users will take action. Russians are more radical in their behavior than Chi. But again, they like a good loc
27% of Chinese switch or drop. 16% of Russians do too.
Non-standard abbreviations affect understanding. As English terms unocalized. As unlocalized graphics.
Slang and memes are a biggie too.
Lack of censorship is a big and surprising one.
Again, various translation of 1 term – not so much…
They approached us: where should we go? Where’s ROI?
Somebody will say these numbers are small, but it’s 1600 months of avrg salary in TLT, or 33 yrs… Not bad for adding langs. And these are low, he says
Using the formula…
Немецкий считал только Германию и Австрию. Немецкий есть ещё и в других странах, но их не считал. Чтобы посчитать ROI отнимал выручку по этим странам за 2017 год, суммировал все платформы.