This document provides an overview of the Vietnam mobile games market. It discusses key details about the market size and growth rate, popular genres, and characteristics of gamers in Vietnam. Some of the main points covered include:
- The Vietnam mobile games market was worth $215 million in 2016 and grew 18% that year.
- Card battle, MMORPG, and ARPG games are the most commonly released genres.
- The typical Vietnamese gamer is aged 16-34, owns a smartphone, and prefers casual games with 2D graphics over hardcore games.
- Mobile prepaid phone cards remain the most popular payment method for in-game purchases.
The document discusses the rise of gaming, especially mobile gaming, over recent decades and accelerated growth during the COVID-19 pandemic. It analyzes Twitter conversation data to identify key gaming need states like socializing, normalizing routines, and passing time. Differences are observed between Southeast Asian countries in fulfilling these needs through gaming. The document then provides recommendations for brands to connect with gaming audiences by sponsoring esports or addressing the identified need states.
The global digital gaming market is forecasted to reach $272.2 billion by 2022, growing at a CAGR of 18.98% from 2016. The mobile gaming segment currently generates the most revenue, followed by console and PC games. Key trends driving growth include the shift to digital distribution, use of communication tools and virtual credits for monetization, adoption of AR/VR technologies, the rise of esports, and a growing number of women and non-millennial gamers. North America represents a major market, supported by increasing incomes, internet penetration, and interest in esports. Leading companies like Electronic Arts are focusing on esports and mobile gaming to capitalize on these trends.
The document is an introduction to the Digital Marketing Yearbook 2007 published by ADMA. It provides an overview of ADMA as an industry group that promotes digital marketing in Asia. It highlights some key statistics on digital marketing and online usage in various Asian countries. It also provides a case study on how Adidas used online games to promote the FIFA World Cup 2006 through approaches involving flash games and massively multiplayer online games.
This document analyzes the Vietnam game market. It finds that the market size was $243 million in 2013, is forecast to grow 50-70% by 2017, and is dominated by mobile games. Role playing games are most popular and profitable. The top publishers are VNG, Garena, VTC and FPT. Opportunities exist due to growing internet and smartphone use, while challenges include game cloning, licensing issues, and competition from China.
The document discusses a business plan for a mobile game center platform. It begins with an analysis of the mobile gaming market, which is growing rapidly especially on Android and tablet devices. It then introduces a service that would provide mobile and PC games to users through various channels like websites and apps. The service would include social features, payment options, and tools for users, developers and administrators. Finally, it outlines a marketing plan to promote the platform, targeting users aged 12-35, with a phased approach using different channels over time.
Vietnam mobile game market in review 2018 and h1 2019Nguyen Minh Quang
Vietnam has a growing mobile game market, reaching $365 million in revenue in 2018. The market is dominated by esports and casual games, though MMORPGs generate the most revenue. Top games include PUBG Mobile, Free Fire, and League of Legends: Wild Rift. The market experienced a downturn in 2018 when telco card payments were shut down, decreasing revenues by 60-70%. Local game development is growing but still focuses on casual games monetized through ads. ESports and game streaming are rising trends in Vietnam.
Japan‘s Social Gaming Market 2013: Status Quo & Key Trends (Insert Coin Tokyo...Dr. Serkan Toto
This document summarizes the status and key trends of Japan's social gaming market according to an industry expert. It describes Japan's unique social media landscape dominated by local networks like Mixi and GREE. The social gaming market is large and fragmented among many providers. Some key trends include the growth of smartphones and tablets driving the app economy and chat apps, a card battle genre fatigue, rising user acquisition costs, and international expansion. Regulation and diversification are also trends in Japan's social gaming industry.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
The document discusses the rise of gaming, especially mobile gaming, over recent decades and accelerated growth during the COVID-19 pandemic. It analyzes Twitter conversation data to identify key gaming need states like socializing, normalizing routines, and passing time. Differences are observed between Southeast Asian countries in fulfilling these needs through gaming. The document then provides recommendations for brands to connect with gaming audiences by sponsoring esports or addressing the identified need states.
The global digital gaming market is forecasted to reach $272.2 billion by 2022, growing at a CAGR of 18.98% from 2016. The mobile gaming segment currently generates the most revenue, followed by console and PC games. Key trends driving growth include the shift to digital distribution, use of communication tools and virtual credits for monetization, adoption of AR/VR technologies, the rise of esports, and a growing number of women and non-millennial gamers. North America represents a major market, supported by increasing incomes, internet penetration, and interest in esports. Leading companies like Electronic Arts are focusing on esports and mobile gaming to capitalize on these trends.
The document is an introduction to the Digital Marketing Yearbook 2007 published by ADMA. It provides an overview of ADMA as an industry group that promotes digital marketing in Asia. It highlights some key statistics on digital marketing and online usage in various Asian countries. It also provides a case study on how Adidas used online games to promote the FIFA World Cup 2006 through approaches involving flash games and massively multiplayer online games.
This document analyzes the Vietnam game market. It finds that the market size was $243 million in 2013, is forecast to grow 50-70% by 2017, and is dominated by mobile games. Role playing games are most popular and profitable. The top publishers are VNG, Garena, VTC and FPT. Opportunities exist due to growing internet and smartphone use, while challenges include game cloning, licensing issues, and competition from China.
The document discusses a business plan for a mobile game center platform. It begins with an analysis of the mobile gaming market, which is growing rapidly especially on Android and tablet devices. It then introduces a service that would provide mobile and PC games to users through various channels like websites and apps. The service would include social features, payment options, and tools for users, developers and administrators. Finally, it outlines a marketing plan to promote the platform, targeting users aged 12-35, with a phased approach using different channels over time.
Vietnam mobile game market in review 2018 and h1 2019Nguyen Minh Quang
Vietnam has a growing mobile game market, reaching $365 million in revenue in 2018. The market is dominated by esports and casual games, though MMORPGs generate the most revenue. Top games include PUBG Mobile, Free Fire, and League of Legends: Wild Rift. The market experienced a downturn in 2018 when telco card payments were shut down, decreasing revenues by 60-70%. Local game development is growing but still focuses on casual games monetized through ads. ESports and game streaming are rising trends in Vietnam.
Japan‘s Social Gaming Market 2013: Status Quo & Key Trends (Insert Coin Tokyo...Dr. Serkan Toto
This document summarizes the status and key trends of Japan's social gaming market according to an industry expert. It describes Japan's unique social media landscape dominated by local networks like Mixi and GREE. The social gaming market is large and fragmented among many providers. Some key trends include the growth of smartphones and tablets driving the app economy and chat apps, a card battle genre fatigue, rising user acquisition costs, and international expansion. Regulation and diversification are also trends in Japan's social gaming industry.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Globalise Your Games Asia 2015: Game Monetisation EuropeStephanie Llamas
An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions:
1. All of Asia is the same.
2. China's mobile market is a cash cow.
3. Southeast Asia is the next big thing.
1) The document provides an overview of the mobile game markets in China and Vietnam, comparing their development paths and key metrics.
2) China's mobile game market is much larger than Vietnam's, with over 1.2 billion mobile users in China compared to 134 million in Vietnam. However, Vietnam's market is growing rapidly.
3) The document outlines trends in the two markets such as rising revenues and user numbers. It also analyzes the industry chains and discusses opportunities and challenges in Vietnam compared to China's more developed market.
The document discusses opportunities for gaining brand awareness in China's gaming business. It suggests partnering with esports associations, players, and sponsors to promote gaming brands. Specific opportunities mentioned include working with the Association of China E-sports, prominent esports players who have large fan bases, and leveraging platforms like WeChat stores, Taobao stores, digital TV, and advertising agencies. Esports associations in China are organized similarly to formula racing teams, and esports players have career spans comparable to formula one drivers.
The document discusses VNG's plans to market their online game "Thanh Van Chi". It analyzes the current market situation and VNG's strengths, weaknesses, opportunities, and threats. The target market is identified as students aged 15-24 in cities. Strategies include expanding the game's community and releasing a mobile version. Tactics include hosting an autumn cosplay festival with voting and releasing details about the mobile version.
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014Bom Bin
The document provides an overview of the Vietnam mobile game market. It states that Vietnam has the largest mobile game market in Southeast Asia based on revenue, and is ranked 6th largest in Asia and 25th globally. The mobile game segment in Vietnam is growing rapidly, with a 37.3% compound annual growth rate between 2013-2014, almost 3.5 times the overall industry growth rate. Two top mobile games in Vietnam are described: iGa, a mobile shooting game launched in 2013 with over 900,000 players and peak daily users of 36,000; and Ngo Khong Truyen Ky, the number 1 MMORPG with over 495,000 players and peak daily users of 23,500.
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
Smartions China in Your Hands - Casual Connect Kiev 2013Smartions
This document provides an overview of key considerations for mobile game developers looking to publish and monetize games in China. It discusses China's large mobile gaming market and Android dominance. It covers regulations around game licenses and restrictions on foreign games. Distribution requires working with a Chinese partner or using a Variable Interest Entity structure. Games need localization of language, graphics, and cultural references. Monetization relies on free-to-play with in-app purchases calibrated for China. Integration of Chinese social networks and payment services like Alipay and WeChat Pay is important for discovery and transactions. Publishing involves distributing on fragmented app stores in China like MyApp rather than Western stores. Ongoing brand protection is also a concern given piracy issues.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
ABHISHEK_BAPNA_Inmobi_How to win app market in ChinaPocket Gamer Biz
1) The Chinese mobile gaming market is growing rapidly with over 500 million Android phones and over 200 app stores driving high install volumes.
2) User acquisition in China requires optimizing game size for mobile data constraints and leveraging promotions on popular app stores and social platforms like WeChat.
3) User retention in China is improved through localization of themes, characters, and gameplay to Chinese culture as well as use of leaderboards, daily bonuses, and restricted gameplay to encourage continued engagement.
4) Monetization in China is optimized through use of a single page in-game store, low cost entry-level IAP prices calibrated to China, and restricting gameplay to prompt IAP purchases.
Global Social Gaming Market is Estimated to Reach $36.7 Billion by 2024, Says...Priya sharma
Global Social Gaming Market is estimated to reach $36.7 Billion by 2024; growing at a CAGR of 15.2% from 2016 to 2024. Social games are internet-based games that require social interaction with other players of same online group.
ADWAYS Session 1. Are you looking for new revenue sources? Here, Vietnam coul...ADWAYS KOREA
This document discusses opportunities for entering the mobile game market in Vietnam. It provides an overview of the Vietnamese mobile gaming landscape, including key metrics on internet and device usage. Specific points covered include the growth potential and relatively low competition level compared to developed markets. The document also outlines important considerations for success such as working with reliable local partners, using appropriate payment and marketing methods, and being aware of local regulations. Overall, it argues that Vietnam represents an attractive market for expanding mobile game revenue with support from an experienced local partner like Adways Vietnam.
GDC 2013:Differences between China & West:The Opportunity for mobile games in...Mobote
The document summarizes key differences between the Chinese and global mobile game markets. It notes that console games are unpopular in China, while MMORPGs, browser games, and now mobile F2P games have boomed. Chinese mobile games focus more on operations like promotions to increase spending versus product improvements. Hardcore players dominate revenues in China. Localization, distribution channels, payment methods, and monetization also differ from Western markets. The document provides an overview of trends in China and opportunities for Western games to succeed by adapting to the Chinese market.
The online games industry in China is relatively new, only around 10 years old. It grew out of widespread piracy and low disposable incomes. There have been three waves of online games in China - licensing/portals, MMORPGs and communities, and web/social network games. Online games have become mainstream media for youth in China and are regulated similar to Korea. Popular genres include MMORPGs from Korea and China, which follow an 80/20 rule, as well as games from Blizzard like Warcraft and Starcraft. Major Chinese online game companies include Sohu, Sina, Netease, and Shanda. Games make money through free-to-play models with virtual
- Massive is a leading in-game advertising network established in 2002 with over 110 game titles and 824 ad campaigns from 223 clients.
- Video games have become a major entertainment medium, surpassing the film industry in revenue. The audience is primarily males aged 13-34 with above average incomes.
- Dynamic in-game advertising allows ads to be customized by game, language, location, and updated in real-time, providing interactivity and engagement that increases advertising effectiveness.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
With the explosive growth of mobile games, many developers have shifted focus almost exclusively to mobile projects. Where does this leave social games? Is it still possible for developers to succeed on Facebook or other social networks? This session will offer insights for developers from the publisher’s perspective, as well as highlight key considerations in making your game into a global hit.
More Related Content
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Globalise Your Games Asia 2015: Game Monetisation EuropeStephanie Llamas
An overview of the digital games market in Asia. It includes overviews of mobile, f2p and social games and clarifies three misconceptions:
1. All of Asia is the same.
2. China's mobile market is a cash cow.
3. Southeast Asia is the next big thing.
1) The document provides an overview of the mobile game markets in China and Vietnam, comparing their development paths and key metrics.
2) China's mobile game market is much larger than Vietnam's, with over 1.2 billion mobile users in China compared to 134 million in Vietnam. However, Vietnam's market is growing rapidly.
3) The document outlines trends in the two markets such as rising revenues and user numbers. It also analyzes the industry chains and discusses opportunities and challenges in Vietnam compared to China's more developed market.
The document discusses opportunities for gaining brand awareness in China's gaming business. It suggests partnering with esports associations, players, and sponsors to promote gaming brands. Specific opportunities mentioned include working with the Association of China E-sports, prominent esports players who have large fan bases, and leveraging platforms like WeChat stores, Taobao stores, digital TV, and advertising agencies. Esports associations in China are organized similarly to formula racing teams, and esports players have career spans comparable to formula one drivers.
The document discusses VNG's plans to market their online game "Thanh Van Chi". It analyzes the current market situation and VNG's strengths, weaknesses, opportunities, and threats. The target market is identified as students aged 15-24 in cities. Strategies include expanding the game's community and releasing a mobile version. Tactics include hosting an autumn cosplay festival with voting and releasing details about the mobile version.
Toàn cảnh thị trường game mobile Việt Nam 3 quý đầu 2014Bom Bin
The document provides an overview of the Vietnam mobile game market. It states that Vietnam has the largest mobile game market in Southeast Asia based on revenue, and is ranked 6th largest in Asia and 25th globally. The mobile game segment in Vietnam is growing rapidly, with a 37.3% compound annual growth rate between 2013-2014, almost 3.5 times the overall industry growth rate. Two top mobile games in Vietnam are described: iGa, a mobile shooting game launched in 2013 with over 900,000 players and peak daily users of 36,000; and Ngo Khong Truyen Ky, the number 1 MMORPG with over 495,000 players and peak daily users of 23,500.
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
Smartions China in Your Hands - Casual Connect Kiev 2013Smartions
This document provides an overview of key considerations for mobile game developers looking to publish and monetize games in China. It discusses China's large mobile gaming market and Android dominance. It covers regulations around game licenses and restrictions on foreign games. Distribution requires working with a Chinese partner or using a Variable Interest Entity structure. Games need localization of language, graphics, and cultural references. Monetization relies on free-to-play with in-app purchases calibrated for China. Integration of Chinese social networks and payment services like Alipay and WeChat Pay is important for discovery and transactions. Publishing involves distributing on fragmented app stores in China like MyApp rather than Western stores. Ongoing brand protection is also a concern given piracy issues.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
ABHISHEK_BAPNA_Inmobi_How to win app market in ChinaPocket Gamer Biz
1) The Chinese mobile gaming market is growing rapidly with over 500 million Android phones and over 200 app stores driving high install volumes.
2) User acquisition in China requires optimizing game size for mobile data constraints and leveraging promotions on popular app stores and social platforms like WeChat.
3) User retention in China is improved through localization of themes, characters, and gameplay to Chinese culture as well as use of leaderboards, daily bonuses, and restricted gameplay to encourage continued engagement.
4) Monetization in China is optimized through use of a single page in-game store, low cost entry-level IAP prices calibrated to China, and restricting gameplay to prompt IAP purchases.
Global Social Gaming Market is Estimated to Reach $36.7 Billion by 2024, Says...Priya sharma
Global Social Gaming Market is estimated to reach $36.7 Billion by 2024; growing at a CAGR of 15.2% from 2016 to 2024. Social games are internet-based games that require social interaction with other players of same online group.
ADWAYS Session 1. Are you looking for new revenue sources? Here, Vietnam coul...ADWAYS KOREA
This document discusses opportunities for entering the mobile game market in Vietnam. It provides an overview of the Vietnamese mobile gaming landscape, including key metrics on internet and device usage. Specific points covered include the growth potential and relatively low competition level compared to developed markets. The document also outlines important considerations for success such as working with reliable local partners, using appropriate payment and marketing methods, and being aware of local regulations. Overall, it argues that Vietnam represents an attractive market for expanding mobile game revenue with support from an experienced local partner like Adways Vietnam.
GDC 2013:Differences between China & West:The Opportunity for mobile games in...Mobote
The document summarizes key differences between the Chinese and global mobile game markets. It notes that console games are unpopular in China, while MMORPGs, browser games, and now mobile F2P games have boomed. Chinese mobile games focus more on operations like promotions to increase spending versus product improvements. Hardcore players dominate revenues in China. Localization, distribution channels, payment methods, and monetization also differ from Western markets. The document provides an overview of trends in China and opportunities for Western games to succeed by adapting to the Chinese market.
The online games industry in China is relatively new, only around 10 years old. It grew out of widespread piracy and low disposable incomes. There have been three waves of online games in China - licensing/portals, MMORPGs and communities, and web/social network games. Online games have become mainstream media for youth in China and are regulated similar to Korea. Popular genres include MMORPGs from Korea and China, which follow an 80/20 rule, as well as games from Blizzard like Warcraft and Starcraft. Major Chinese online game companies include Sohu, Sina, Netease, and Shanda. Games make money through free-to-play models with virtual
- Massive is a leading in-game advertising network established in 2002 with over 110 game titles and 824 ad campaigns from 223 clients.
- Video games have become a major entertainment medium, surpassing the film industry in revenue. The audience is primarily males aged 13-34 with above average incomes.
- Dynamic in-game advertising allows ads to be customized by game, language, location, and updated in real-time, providing interactivity and engagement that increases advertising effectiveness.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
With the explosive growth of mobile games, many developers have shifted focus almost exclusively to mobile projects. Where does this leave social games? Is it still possible for developers to succeed on Facebook or other social networks? This session will offer insights for developers from the publisher’s perspective, as well as highlight key considerations in making your game into a global hit.
Similar to G-NEXT Global Week - Martin Ha (Seoul, Sep 2017) (20)
1. EVERYTHING TO KNOW ABOUT
VIETNAM MOBILE GAMES MARKET
- The insight true of data 2016 -
Speaker: Martin Ha | September, 2017 | ha.trunghieu2803@gmail.com
2. I am happy
Nice to know you!
Mar$n Ha
Travel gamer
• 9 years experience in internet products, game business and copywriting.
• Co-founder of 2 start-up internet companies.
• Current business director of SohaGame, VCCorp.
• Expertise in negotiation, creative thinking, critical thinking & UI-UX design.
3. Outline
I. Vietnam mobile games market overview
II. Way to win
Q/A
1. Who is the gamers?
2. What the gamers play?
3. What the gamers love?
4. How they pay?
5. Some secrets
1. Market overview
2. The Big-6 in SEA
3. The competition
4. Reasons of fast-closing games
6. I. Vietnam mobile games market overview
Vietnam Mobile games market insight 6 Source: GameK-Vietnam mobile games market report 2016
7. I. Vietnam mobile games market overview
Southeast Asia BIG-6 group mobile games market
Vietnam Mobile games market insight 7
• Southeast Asia total market value of mobile games: $1300 million USD
• Indonesia, Thailand, Vietnam are making up 60% the whole SEA market revenue.
• In 2016, Big-6 group had annual equal growth from 20-30%. Indonesia reached the highest
growth rate (116%), Singapore grew at the lowest rate (9%).
Source: Newzoo report 2016
8. I. Vietnam mobile games market overview
Vietnam Mobile games market insight 8
• Market revenue in 2016: $215 million USD
• The growth rate in 2016 reached 18% (in comparison with 52.5% in 2015).
Source: GameK-Vietnam mobile games market report 2016
10. I. Vietnam mobile games market overview
Vietnam Mobile games market insight 10
• Vietnam is the most competitive game market in Southeast Asia.
• There were 216 new mobile games released in 2016, grew 51% compared to 2015.
However, the revenue has only increased by 18%.
• 2 new games released every 3 days.
Source: GameK-Vietnam mobile games market report 2016
Number of new mobile games released in 2016
11. I. Vietnam mobile games market overview
Vietnam Mobile games market insight 11
• 148 games closed in 2016.
• 75 new games released in 2016 and were closed within the first year, approximate 35% in total.
• The highest rate was Card battle with 27 games (38%), followed by ARPG with 13 games (36%)
Source: GameK-Vietnam mobile games market report 2016
Number of closed games in 2016 by genres.
12. I. Vietnam mobile games market overview
Reasons of fast closing games in Vietnam?
Vietnam Mobile games market insight 12
• Blockbusters from China.
• Big titles but failed in localization.
• Legal barriers. (TTV Online had to close 9 over 11 games in 2016)
• Competition of too many games in a same time.
Source: GameK-Vietnam mobile games market report 2016
14. II. Way to win
1. No more PC/Web games
Vietnam Mobile games market insight 14 Source: GameK-Vietnam mobile games market report 2016
• 293 games were published in 2016:
• 216 mobile games
• 64 web game
• 13 PC games
15. II. Way to win
2. Know the gamers - Who are they?
Vietnam Mobile games market insight 15
• Mobile subscribers: 124.7 million (131% of population)
• Smartphone users: 67 million (72% of population)
• 62% of population from 16-34 yo owns smartphone
• Current 22 million gamers on mobile. Male 47/ Female 53.
Source: Wearesocial.sg
16. II. Way to win
2. Know the gamers - What they play?
Vietnam Mobile games market insight 16
Hardcore or Casual?
17. Vietnam Mobile games market insight 17
• 212 mobile games were published
in 2016:
• 70 Card battle
• 42 MMORPG
• 36 ARPG
• 30 Casual games
• 15 SLG
• 8 MOBA
• 7 Shooting
Source: GameK-Vietnam mobile games market report 2016
II. Way to win
2. Know the gamers - What they play?
18. Vietnam Mobile games market insight 18
Top Casual trending games:
• PvP Shooting (iGà - SohaGame)
• Fashion (Ngôi Sao Thời Trang - VNG)
• Dancing (Audition mobile - VTC)
• Sport (Top Eleven - Global)
• SLG (Clash Royale - Global)
II. Way to win
2. Know the gamers - What they play?
19. Vietnam Mobile games market insight 19
The theme?
II. Way to win
2. Know the gamers - What they love?
20. Vietnam Mobile games market insight 20
Chinese stories Manga Western
II. Way to win
2. Know the gamers - What they love?
21. Vietnam Mobile games market insight 21
The graphic?
II. Way to win
2. Know the gamers - What they love?
22. Vietnam Mobile games market insight 22
2D or 3D?
II. Way to win
2. Know the gamers - What they love?
23. Vietnam Mobile games market insight 23
II. Way to win
2. Know the gamers - What they love?
24. Vietnam Mobile games market insight 24
II. Way to win
2. Know the gamers - What they love?
25. Vietnam Mobile games market insight 25
II. Way to win
2. Know the gamers - What they love?
26. Vietnam Mobile games market insight 26
II. Way to win
2. Know the gamers - What they love?
27. Vietnam Mobile games market insight 27
II. Way to win
2. Know the gamers - What they love?
28. Vietnam Mobile games market insight 28
II. Way to win
2. Know the gamers - What they love?
29. Vietnam Mobile games market insight 29
II. Way to win
2. Know the gamers - What they love?
30. Vietnam Mobile games market insight 30
II. Way to win
2. Know the gamers - What they love?
31. Vietnam Mobile games market insight 31
• Mobile prepaid phone card is still the most popular payment method to games.
Source: GameK-Vietnam mobile games market report 2016
II. Way to win
2. Know the gamers - How they pay?
32. Vietnam Mobile games market insight 32
Top monetization functions:
• Lucky draw for high-end items/weapons/cards
• Upgrading system
• Outfit display (Wings, pets, horses)
• Fashion
II. Way to win
2. Know the gamers - What they pay most?
33. Vietnam Mobile games market insight 33
• Short stories
• Simple beginner’s guild
• Community connection
...
II. Way to win
3. Other secrets