Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

7 insights that you need to know about hyper-casual in 2019

1,422 views

Published on

Knowing how to leverage data is a necessity for game developers today. The majority of the top 10 games work with Tenjin products and services to do user acquisition and monetization. This presentation includes, amongst others, our sizing of the hyper-casual markets in the last 3 years and a prediction for 2019.

Published in: Data & Analytics
  • Be the first to comment

  • Be the first to like this

7 insights that you need to know about hyper-casual in 2019

  1. 1. 7 insights that you need to know about hyper-casual in 2019 Roman Garbar @roman_garbar roman@tenjin.com
  2. 2. You can download this presentation at blog.tenjin.com/hyper-casual-market-size-2019
  3. 3. CREDITS: TENJIN SUCCESS TEAM Chris Matthaus Carole Mei-han Roman Makoto Pooja Kana
  4. 4. 1) The overall audience for hyper-casual is still growing 2) Hyper-casual is dominating the free charts in app stores 3) Competition in hyper-casual is increasing 4) There’s still space for new players in hyper-casual 5) There’s a recipe for hit hyper-casual game 6) Hyper-casuals hacked the game development process 7) You don’t need to spend as much money on tools when creating hyper-casual apps 7 INSIGHTS THAT YOU NEED TO KNOW ABOUT HYPER-CASUAL IN 2019
  5. 5. WHY TENJIN? WE WORK WITH MOST OF THE LEADING HYPER-CASUALS
  6. 6. WHY TENJIN? WE PROVIDE TOOLS AND TRAINING Tools and Training for game developers that want to leverage their user acquisition and monetization data
  7. 7. Teach best practices through modules. Use cases through real-life scenarios. Customer success Native or 3rd party campaign attribution. Ad revenue & IAP LTV and cost aggregation. Products Free to start. Affordable pricing as you grow (10x cheaper). Pricing WHY TENJIN? THREE MAIN REASONS WHY TOP GAME PUBLISHERS CHOOSE US
  8. 8. 1. The overall audience for hyper-casual is still growing
  9. 9. AFTER UNPRECEDENTED GROWTH IN 2018, IN 2019 HYPER-CASUAL MAU IS STILL GROWING MAU Source: Tenjin
  10. 10. 2. Hyper-casuals are dominating the free charts in the app stores
  11. 11. are our clients : )apps are hyper-casual 9/10 7/10 COMPETITION AMONG HYPER-CASUALS IS VERY HIGH AS THEY ARE USUALLY AT THE TOP OF GAME CHARTS Source: Appannie
  12. 12. 3. Competition in hyper-casual in fact is increasing
  13. 13. HYPER-CASUAL PUBLISHERS ARE OUTBIDING EACH OTHER. IT GETS HARDER TO GET HIGH MARGIN PROFITABILITY Source: Tenjin CPI
  14. 14. 4. There’s still space for new movers in hyper-casual
  15. 15. BEFORE 2018 THERE WERE ONLY 3 MAIN PUBLISHERS FOR HYPER-CASUAL GAMES
  16. 16. 2018 & 2019 HAS INTRODUCED MANY MORE PLAYERS
  17. 17. ADDITIONALLY, SMALL TEAMS ARE FINDING SUCCESS BY WORKING WITH ESTABLISHED PUBLISHERS
  18. 18. 5. By now there’s a known recipe for hit hyper-casual game
  19. 19. 01. Snackable 04. Forgiving 02. Youtubable 05. Innovative 03. Clear goals THE HYPER-CASUAL HIT RECIPE AS DEFINED BY VOODOO PUBLISHING
  20. 20. SNACKABLE
  21. 21. YOUTUBABLE
  22. 22. CLEAR GOALS
  23. 23. FORGIVING
  24. 24. INNOVATIVE
  25. 25. 6. Hyper-casuals hacked the game development process
  26. 26. Game Creative TRADITIONAL GAME DEVELOPMENT APPROACH CENTERS ON GAME DEVELOPMENT
  27. 27. Game (v1) CreativeGame (v2) DEVELOPERS NEED TO WORK ON SEVERAL ITERATIONS OF THE GAME BEFORE THEY CAN START UA TEST
  28. 28. DUE TO LIMITED RESOURCES DEVELOPMENT STUDIO CAN WORK ON 1-3 GAMES AT A TIME
  29. 29. Creative Game HYPER-CASUAL HACKED THE SYSTEM: CREATIVES ARE MIMICKING THE (YOUTUBABLE) GAMEPLAY
  30. 30. Creative Game HYPER-CASUALS ARE WORKING ON THE CREATIVES FIRST AND IN CASE OF SUCCESS CARRY ON TO THE GAME DEVELOPMENT
  31. 31. HYPER-CASUAL TEAM CAN WORK ON 50 CREATIVES A WEEK AND THEN CONVERT SUCCESSFUL ONES INTO APPS
  32. 32. Creative with great KPIs No game that fits creative UNSEEN PROBLEM #1: THERE ARE MIGHT BE NO GAME THAT FITS A GREAT CREATIVE
  33. 33. No fitting creative Game UNSEEN PROBLEM #2: THERE ARE MIGHT BE NO CREATIVE THAT FITS A GREAT GAME
  34. 34. 7. With hyper-casual developing games at much lower costs they want much more affordable tools when creating hyper-casual apps
  35. 35. FREE FACEBOOK ALLOWS TO RESEARCH CREATIVES AND GAME CONCEPTS
  36. 36. FREE TOOLS LIKE GAME ANALYTICS ALLOWS TO ANALYZE APP METRICS
  37. 37. FREE TENJIN ALLOWS TO CALCULATE AD REVENUE LTV, ROI OF ADVERTISING CAMPAIGNS AND TEACHES HOW TO USE IT
  38. 38. Thank you! Roman Garbar @roman_garbar roman@tenjin.com Questions? Shoot me an email at roman@tenjin.com

×