Asian e book web_141118

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description

The Global Mobile Games Landscape Reloaded, which we released in July this year, revealed that Asia Pacific is the world’s largest mobile games market with $12.2 billion total revenue in 2014. This amounts to 48 percent of the total global mobile games revenue. While our global landscape infographic, released in partnership with Newzoo, helps game publishers and advertisers compare the world’s major regions (North America, Western Europe, Eastern Europe, Asia Pacific, Middle East & Africa and Latin America), the countries within each continent or area can be dramatically different, not least the Asian countries. Asia is a continent where Android is king, localization of Western games is of paramount importance, live in-game events and support are not only nice to have but expected, and local players sometimes take precedence over the status quo people are used to in Western markets. In this eBook, we will reveal more characteristics and insights specific to the distinct mobile gaming markets in China, Japan and South Korea. Read on to discover more about Asia’s top three mobile games markets...

Transcript of Asian e book web_141118

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Monthly

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Monthly

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Monthly

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AVERAGESPEND

$3.1116M

PAYERS

YoY Growth

86%

REVENUE 2014e

$4.25BN

CHINA

383MPLAYERS

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AVERAGESPEND

$22.123MPAYERS

YoY Growth

9%

REVENUE 2014e

$6BN

JAPAN

54MPLAYERS

AVERAGESPEND

$14.49M

PAYERS

YoY Growth

33%

REVENUE 2014e

$1.6BN

SOUTH KOREA

24MPLAYERS

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www.newzoo.com www.AppLift.com

Asia remains the largest and most exciting region for mobile games.

China’s CPI levels are low in comparison to Japan’s and South Korea’s; one of the reasons behind us

crowning it the most globally appealing market out of Asia’s big three.

Although Japan has seen a significantly lower year on year growth than China and South Korea, it

has shown strong growth in terms of both iOS and Android revenues. However, the overall market

has remained relatively stable due to the collapse of traditional feature phone revenues. The world’s

largest market for mobile games isn’t at saturation point just yet.

South Korea has large growth potential with a big online gaming market and the world’s second

highest smartphone penetration, but CPIs are still high relative to the monthly ARPPUs.

For mobile publishers wanting to enter the mobile games market in China, Japan and South Korea,

the secret is to be prepared in terms of your marketing and localization efforts.

It’s a bountiful but tough market.

“Very Active Mobile Players” are understood as playing more than 5 days per week

Top 5 Game Publishers are publicly listed companies ranked according to H1 2014 Mobile Revenues, across all operating systems

Spender Categories:

Average spend is understood per month and per paying mobile gamer

Year-on-Year Growth is measured between 2013 and 2014e

Notes

6. Conclusion

Small Spenders: Anything up to $5 month

Medium Spenders: Between $5-$25 a month

Large Spenders: Above $25 a month

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Berlin - San Francisco - Seoul

AppLift GmbH

Rosenstraße 17

10178 Berlin, Germany

[email protected]

AppLift Inc.

6 Mint Plaza, #900

San Francisco, CA 94103

[email protected]

AppLift Inc.

3F Sambo Bldg 5

Teheran-ro 19-gil, Gangnam-gu

Seoul, Korea, 135-911

[email protected]