Gismart’s Tamara Feiman looks into the hyper-casual games market in China and analyze what works, what doesn’t, and what one should keep in mind about the differences, big or small, between the Chinese and Western markets.
I'd like to go through some of the basic differences of Asia VS European mobile games. Analysis about what is successful in which territory, what are the key success components, what type of genre with what type of features are dominating each of the markets, what would it take for a European successful mobile game to be successful in Asia and vice virca. Also, I would like to look into if flows of mobile content from one territory to the other is happening, will happen or what it would need to do for this to happen.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
A simple overview I gathered for My company's dive into the business and thought that can be useful for those who want to know about the future of a small mobile game company in this amazingly growing industry.
Digital Business in Japan_Feb 2014: Japan-Israel Business Summit, Tel AvivLevi Shapiro
This document provides an overview of digital media, business culture, and generational trends in Japan. It discusses dimensions of Japanese culture according to Hofstede's model and contrasts Western versus Japanese artwork. Generational differences are examined, with younger generations described as more digital native. Mobile gaming is a major industry in Japan, with social games and genres like card battles very popular. Network integration and high spending on mobile content are drivers of the gaming market. Successful mobile games in Japan localize marketing and target popular genres and female players.
An invited presentation at the Game & Creative Contents Networking Bangkok 2014. A quick overview of the Thai Game Industry.
A directory of Thai Companies are provided in the given handbook from the event, so I have not included the list here.
Currently our Thai Game Software Industry Association is working on a new Directory. Once it is done, I'll include the link to the directory.
I'd like to go through some of the basic differences of Asia VS European mobile games. Analysis about what is successful in which territory, what are the key success components, what type of genre with what type of features are dominating each of the markets, what would it take for a European successful mobile game to be successful in Asia and vice virca. Also, I would like to look into if flows of mobile content from one territory to the other is happening, will happen or what it would need to do for this to happen.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
A simple overview I gathered for My company's dive into the business and thought that can be useful for those who want to know about the future of a small mobile game company in this amazingly growing industry.
Digital Business in Japan_Feb 2014: Japan-Israel Business Summit, Tel AvivLevi Shapiro
This document provides an overview of digital media, business culture, and generational trends in Japan. It discusses dimensions of Japanese culture according to Hofstede's model and contrasts Western versus Japanese artwork. Generational differences are examined, with younger generations described as more digital native. Mobile gaming is a major industry in Japan, with social games and genres like card battles very popular. Network integration and high spending on mobile content are drivers of the gaming market. Successful mobile games in Japan localize marketing and target popular genres and female players.
An invited presentation at the Game & Creative Contents Networking Bangkok 2014. A quick overview of the Thai Game Industry.
A directory of Thai Companies are provided in the given handbook from the event, so I have not included the list here.
Currently our Thai Game Software Industry Association is working on a new Directory. Once it is done, I'll include the link to the directory.
AppFlood: A Game Developers Guide to Getting into ChinaPapayaMobile
This document provides guidance for game developers looking to expand into Asia, with a focus on China. It outlines that China has the largest mobile gaming market, expected to be worth $3.6 billion by 2017. To succeed in China, developers must localize their games for the Chinese market, get their apps featured in Chinese app stores, implement user acquisition strategies through partners like Qihoo360 and Tencent, and set up payment methods for in-app purchases. Case studies are provided showing how localization and these distribution strategies helped games like Ski Safari and Plants vs Zombies greatly increase their user bases and revenues in China.
This document summarizes MyGamez's mobile game publishing services in China. It discusses that China has the largest mobile games market globally but also presents regulatory challenges ("weird"), demanding game stores, and high risks of copying and low revenue shares for publishers. MyGamez aims to help foreign game developers minimize these risks and hassles by being the first publisher to offer a single SDK model for China, providing fast time to market of 1-2 months along with strong marketing support and a fair business model.
Innovation of a different kind in the traditional toys marketDudi Peles
This document discusses the evolution of the video game and toy industries over several decades. It notes that while new toys are introduced every year, the major players in the toy industry have not changed in decades. In contrast, the video game industry has seen significant changes and consolidation, with a few major companies now dominating the market. It suggests that new technological developments are driving structural changes in industries, creating new opportunities for entrepreneurs.
Based in Beijing, China with offices and partnerships throughout the world, Yodo1 has a strong track record of bringing great games to gamers in China and all over the world.
Background to Investing in Video Games. Presented to the Austin Open Angel N...Frank Coppersmith
The document discusses opportunities in the game creation industry. It begins with an overview of GameSalad, a tool that allows developers to create games for multiple platforms without coding. It then provides statistics on the game industry and market segments. There is a brief history of video games from the 1970s to present, focusing on trends and major companies. Examples are given of the Austin, Texas game industry. The document outlines areas of upheaval in gaming brought about by social, mobile, and free-to-play models. It discusses new revenue sources like in-app purchases and advertising. In closing, it argues gaming remains a significant investment opportunity.
Play+ - Turn on the Android Market in ChinaAlex Liu
As a mobile developers you may be interested in China's Android market but have had trouble figuring out how to enter. Now Play+ provide an open platform, an incredible effective way for this.
The document discusses Zapak Gameplex, a gaming franchise opportunity in India offered by Zapak, a subsidiary of Reliance Group. Key points include:
- Zapak dominates the gaming market in India and has a presence across the gaming value chain.
- The franchise opportunity allows investors to open and operate Zapak Gameplex gaming cafes, which provide gaming PCs, merchandise, food and beverages.
- Franchisees keep 70% of revenue from game packs and 40% from merchandise/peripheral sales. Operational costs are the franchisee's responsibility.
- Initial estimated costs are 625,000-800,000 INR depending on number of PCs
How To Get a Game License and Publish Your Game in China | AppInChinaTodd Kuhns
Unlike in other countries, publishing an iOS or Android mobile game in China is not as simple as uploading it to the Apple App Store or Google Play and checking a couple of boxes.
Before your game can be published in China for profit, you will likely need a Chinese government-issued game license (ISBN) before you can distribute your app.
But do YOU really need a game license? And how can game developers and publishers get one? This brief video from AppInChina will show you how.
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya Mobile has helped numerous global game developers launch and localize titles in China across various app stores and platforms.
"Китай: как выйти на один из крупнейших мобильных рынков" - Крис Хенейдж (Chr...Procontent.Ru Magazine
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya has helped numerous global game developers launch and localize titles in China.
Live Mobile: "China: What does take to enter the world's largest mobile marke...Андрей Акимов
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya has helped numerous global game developers launch and localize titles in China.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Gdc14 yodo1 how ski safari become a chinese hit v2Wagner Au
Ski Safari, an indie game developed by Defiant Development, saw limited success when first launched internationally in 2012, earning around 35,000 downloads. After partnering with Yodo1 to help localize the game for China, Ski Safari saw explosive growth, reaching over 6.5 million downloads in its first 3.5 months and earning $1,351 per day. Yodo1 helped further optimize the game's monetization strategy and content to better suit the Chinese market, driving downloads up to 70 million users and revenue up to $14,500 per day. Working with Yodo1 helped Defiant Development achieve much greater success in China than they ever anticipated for Ski Safari.
Gdc14 yodo1 how ski safari become a chinese hit v2Wagner Au
Ski Safari, an indie game developed by Defiant Development, saw limited success when first launched internationally in 2012, earning around 35,000 downloads. After partnering with Yodo1 to help localize the game for China, Ski Safari saw explosive growth, reaching over 6.5 million downloads in its first 3.5 months and earning $1,351 per day. Yodo1 helped further optimize the game's monetization strategy and content to better suit the Chinese market, driving downloads up to 70 million users and revenue to $14,500 per day. Working with Yodo1 helped Defiant Development achieve much greater success in China than they ever anticipated for Ski Safari.
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
More Related Content
Similar to China first: Growing hyper-casual games in Asian market
AppFlood: A Game Developers Guide to Getting into ChinaPapayaMobile
This document provides guidance for game developers looking to expand into Asia, with a focus on China. It outlines that China has the largest mobile gaming market, expected to be worth $3.6 billion by 2017. To succeed in China, developers must localize their games for the Chinese market, get their apps featured in Chinese app stores, implement user acquisition strategies through partners like Qihoo360 and Tencent, and set up payment methods for in-app purchases. Case studies are provided showing how localization and these distribution strategies helped games like Ski Safari and Plants vs Zombies greatly increase their user bases and revenues in China.
This document summarizes MyGamez's mobile game publishing services in China. It discusses that China has the largest mobile games market globally but also presents regulatory challenges ("weird"), demanding game stores, and high risks of copying and low revenue shares for publishers. MyGamez aims to help foreign game developers minimize these risks and hassles by being the first publisher to offer a single SDK model for China, providing fast time to market of 1-2 months along with strong marketing support and a fair business model.
Innovation of a different kind in the traditional toys marketDudi Peles
This document discusses the evolution of the video game and toy industries over several decades. It notes that while new toys are introduced every year, the major players in the toy industry have not changed in decades. In contrast, the video game industry has seen significant changes and consolidation, with a few major companies now dominating the market. It suggests that new technological developments are driving structural changes in industries, creating new opportunities for entrepreneurs.
Based in Beijing, China with offices and partnerships throughout the world, Yodo1 has a strong track record of bringing great games to gamers in China and all over the world.
Background to Investing in Video Games. Presented to the Austin Open Angel N...Frank Coppersmith
The document discusses opportunities in the game creation industry. It begins with an overview of GameSalad, a tool that allows developers to create games for multiple platforms without coding. It then provides statistics on the game industry and market segments. There is a brief history of video games from the 1970s to present, focusing on trends and major companies. Examples are given of the Austin, Texas game industry. The document outlines areas of upheaval in gaming brought about by social, mobile, and free-to-play models. It discusses new revenue sources like in-app purchases and advertising. In closing, it argues gaming remains a significant investment opportunity.
Play+ - Turn on the Android Market in ChinaAlex Liu
As a mobile developers you may be interested in China's Android market but have had trouble figuring out how to enter. Now Play+ provide an open platform, an incredible effective way for this.
The document discusses Zapak Gameplex, a gaming franchise opportunity in India offered by Zapak, a subsidiary of Reliance Group. Key points include:
- Zapak dominates the gaming market in India and has a presence across the gaming value chain.
- The franchise opportunity allows investors to open and operate Zapak Gameplex gaming cafes, which provide gaming PCs, merchandise, food and beverages.
- Franchisees keep 70% of revenue from game packs and 40% from merchandise/peripheral sales. Operational costs are the franchisee's responsibility.
- Initial estimated costs are 625,000-800,000 INR depending on number of PCs
How To Get a Game License and Publish Your Game in China | AppInChinaTodd Kuhns
Unlike in other countries, publishing an iOS or Android mobile game in China is not as simple as uploading it to the Apple App Store or Google Play and checking a couple of boxes.
Before your game can be published in China for profit, you will likely need a Chinese government-issued game license (ISBN) before you can distribute your app.
But do YOU really need a game license? And how can game developers and publishers get one? This brief video from AppInChina will show you how.
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya Mobile has helped numerous global game developers launch and localize titles in China across various app stores and platforms.
"Китай: как выйти на один из крупнейших мобильных рынков" - Крис Хенейдж (Chr...Procontent.Ru Magazine
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya has helped numerous global game developers launch and localize titles in China.
Live Mobile: "China: What does take to enter the world's largest mobile marke...Андрей Акимов
This document discusses Papaya Mobile, a social gaming company founded in 2008 that has raised $22 million. It has over 100 employees with offices in San Francisco, London, and Beijing. Papaya Mobile operates a social gaming network and platform that allows users to discover games, find friends to play with, and share content. The company also operates AppFlood, a cross-promotion network that allows mobile game developers to buy and sell excess traffic. Papaya has helped numerous global game developers launch and localize titles in China.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Gdc14 yodo1 how ski safari become a chinese hit v2Wagner Au
Ski Safari, an indie game developed by Defiant Development, saw limited success when first launched internationally in 2012, earning around 35,000 downloads. After partnering with Yodo1 to help localize the game for China, Ski Safari saw explosive growth, reaching over 6.5 million downloads in its first 3.5 months and earning $1,351 per day. Yodo1 helped further optimize the game's monetization strategy and content to better suit the Chinese market, driving downloads up to 70 million users and revenue up to $14,500 per day. Working with Yodo1 helped Defiant Development achieve much greater success in China than they ever anticipated for Ski Safari.
Gdc14 yodo1 how ski safari become a chinese hit v2Wagner Au
Ski Safari, an indie game developed by Defiant Development, saw limited success when first launched internationally in 2012, earning around 35,000 downloads. After partnering with Yodo1 to help localize the game for China, Ski Safari saw explosive growth, reaching over 6.5 million downloads in its first 3.5 months and earning $1,351 per day. Yodo1 helped further optimize the game's monetization strategy and content to better suit the Chinese market, driving downloads up to 70 million users and revenue to $14,500 per day. Working with Yodo1 helped Defiant Development achieve much greater success in China than they ever anticipated for Ski Safari.
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
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The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
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Data Collection and Analysis with GenAI enables organizations to gather, analyze, and visualize vast amounts of supplier data, identifying key performance indicators and trends. Predictive analytics forecast future supplier performance, mitigating risks and seizing opportunities. Supplier segmentation allows for tailored management strategies, optimizing resource allocation. Automated scorecards and reporting provide real-time insights, enhancing transparency and tracking progress. Collaboration is fostered through GenAI-powered platforms, driving continuous improvement. NLP analyzes unstructured feedback, uncovering deeper insights into supplier relationships. Simulation and scenario planning tools anticipate supply chain disruptions, supporting informed decision-making. Integration with existing systems enhances data accuracy and consistency. McKinsey estimates GenAI could deliver $2.6 trillion to $4.4 trillion in economic benefits annually across industries, revolutionizing procurement processes and delivering significant ROI.
Penify - Let AI do the Documentation, you write the Code.KrishnaveniMohan1
Penify automates the software documentation process for Git repositories. Every time a code modification is merged into "main", Penify uses a Large Language Model to generate documentation for the updated code. This automation covers multiple documentation layers, including InCode Documentation, API Documentation, Architectural Documentation, and PR documentation, each designed to improve different aspects of the development process. By taking over the entire documentation process, Penify tackles the common problem of documentation becoming outdated as the code evolves.
https://www.penify.dev/
The Rising Future of CPaaS in the Middle East 2024Yara Milbes
Explore "The Rising Future of CPaaS in the Middle East in 2024" with this comprehensive PPT presentation. Discover how Communication Platforms as a Service (CPaaS) is transforming communication across various sectors in the Middle East.
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...Paul Brebner
Closing talk for the Performance Engineering track at Community Over Code EU (Bratislava, Slovakia, June 5 2024) https://eu.communityovercode.org/sessions/2024/why-apache-kafka-clusters-are-like-galaxies-and-other-cosmic-kafka-quandaries-explored/ Instaclustr (now part of NetApp) manages 100s of Apache Kafka clusters of many different sizes, for a variety of use cases and customers. For the last 7 years I’ve been focused outwardly on exploring Kafka application development challenges, but recently I decided to look inward and see what I could discover about the performance, scalability and resource characteristics of the Kafka clusters themselves. Using a suite of Performance Engineering techniques, I will reveal some surprising discoveries about cosmic Kafka mysteries in our data centres, related to: cluster sizes and distribution (using Zipf’s Law), horizontal vs. vertical scalability, and predicting Kafka performance using metrics, modelling and regression techniques. These insights are relevant to Kafka developers and operators.
Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
Building API data products on top of your real-time data infrastructureconfluent
This talk and live demonstration will examine how Confluent and Gravitee.io integrate to unlock value from streaming data through API products.
You will learn how data owners and API providers can document, secure data products on top of Confluent brokers, including schema validation, topic routing and message filtering.
You will also see how data and API consumers can discover and subscribe to products in a developer portal, as well as how they can integrate with Confluent topics through protocols like REST, Websockets, Server-sent Events and Webhooks.
Whether you want to monetize your real-time data, enable new integrations with partners, or provide self-service access to topics through various protocols, this webinar is for you!
DECODING JAVA THREAD DUMPS: MASTER THE ART OF ANALYSISTier1 app
Are you ready to unlock the secrets hidden within Java thread dumps? Join us for a hands-on session where we'll delve into effective troubleshooting patterns to swiftly identify the root causes of production problems. Discover the right tools, techniques, and best practices while exploring *real-world case studies of major outages* in Fortune 500 enterprises. Engage in interactive lab exercises where you'll have the opportunity to troubleshoot thread dumps and uncover performance issues firsthand. Join us and become a master of Java thread dump analysis!
A Comprehensive Guide on Implementing Real-World Mobile Testing Strategies fo...kalichargn70th171
In today's fiercely competitive mobile app market, the role of the QA team is pivotal for continuous improvement and sustained success. Effective testing strategies are essential to navigate the challenges confidently and precisely. Ensuring the perfection of mobile apps before they reach end-users requires thoughtful decisions in the testing plan.
WWDC 2024 Keynote Review: For CocoaCoders AustinPatrick Weigel
Overview of WWDC 2024 Keynote Address.
Covers: Apple Intelligence, iOS18, macOS Sequoia, iPadOS, watchOS, visionOS, and Apple TV+.
Understandable dialogue on Apple TV+
On-device app controlling AI.
Access to ChatGPT with a guest appearance by Chief Data Thief Sam Altman!
App Locking! iPhone Mirroring! And a Calculator!!
2. ABOUT GISMART
✦ Two primary product areas:
music entertainment apps and hyper-casual games
✦ 20+ products in the portfolio
✦ Offices in London and Minsk.
Representatives in China and Japan
✦ Publishing and investment program
LONDON
MINSK
3. Top Free Charts -> Games -> Arcade
•US store (iOS) •China store (iOS) •Japan store (iOS)
16. Retention
Day 1-40%
Day 7
By increasing your day7 by 1% your are getting 10 times more rather
than increase the same amount in your day1
Low margins
19. Monetization
Besides, traditional to western markets types of advertising, you can
consider adding other formats, in-app purchases and subscription.
21. User Acquisition
• “bullet comments”
• Live action
*One more thing: remember that your creative needs to be
relatable, so make sure you choose the right actors for your
target audience!
(more than 76% of 200 top grossing games are RPG, while 53% is MMORPG and around 20% is Strategy) - Honor of Kings = Arena of Valor (western). Casual Arcade - 4%traditionally been dominated by core strategy and multiplayer RPGs,
Art complexity
In 2018 Tencent generated around 77.8 billion yuan revenue from mobile gaming alone.
Because of Google ban that applies to its products incl, google play market and firebase that most of developers are using as an analytical tool.
“Another challenge that some Android app developers might be facing in China is that software copyright and approval may be required if the developer is trying to launch Android apps with IAP (in-app purchases). There have been cases where an app without IAP was launched on China's Android Stores, but you will need a local partner who has very close relationships with those Android Stores to assist you.”
More than 200 stores but Top-15 stores for coverage 95%
To protect your IP SC
In China, there are four key advertising channels to acquire app users, including Tencent, with its WeChat and QQ brands; Bytedance (TikTok and Toutiao); Alibaba; and Baidu, China’s answer to Google. Between them, they account for 77 per cent of time spent online in China, and most of their systems are in Chinese since they mostly serve local advertisers. They have not expected to serve western advertisers, so they have not developed English language versions of their systems.
Android
ISBN
Software copyright
iOS (still defined)
Software copyright (for promotion)
Ads only
hyper casual games now account for around 60% of game installs from the Apple App Store in China
Chinese players are also into hyper-casual
To really engage:
- personally relatable to what they see
- Adjust the content accordingly
The victory meant that the 23-year old Li was not only the first woman and first Chinese player to win a Hearthstone Grandmasters tournament, but the first woman to win a tournament at the sprawling BlizzCon event. Li walked away with the Hearthstone trophy and $200,000 in prize money.