Bài chia sẻ của ông Yup Hwang đến từ Pati Games về chủ đề "Phát triển trò chơi di động cho phụ nữ Châu Á" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
1. The document discusses a company called Pati Games that develops mobile games targeted towards Asian women.
2. Pati Games has had success with games like "I Love Coffee" which has over 20 million registered users globally and is popular in Asia on platforms like Line.
3. The document outlines Pati Games' approach to targeting Asian women, which focuses on emotional messaging that taps into women's dreams rather than using logical arguments.
4. It discusses expanding to new game content like a resort-themed game and finding new platform partners to reach more users.
GenITeam is leading asian company specialize in developing mobile games. Games developed by company has received rave reviews at app store and are downloaded by millions of users globally. The company provide one-stop-shop solution to mobile game development.
This document outlines 5 steps for non-Western game developers to achieve success in Western markets: 1) Set up a business overseas for tax and operational benefits, 2) Develop a product tailored for Western audiences through UX design and market research, 3) Localize the product for language and cultural differences to boost conversions by 70%, 4) Distribute through major app stores' centralized payment and tracking systems, and 5) Market effectively using the Western region's large media buying opportunities and lower fraudulent traffic.
The document discusses the OnePlus One smartphone, including its specifications, financial information, and OnePlus's business model. OnePlus aims to eliminate retail and marketing costs and build their brand through social media and online campaigns, with the goal of becoming profitable within 2 years. They hope to offer flagship-level quality at a lower price point than competitors through an emphasis on value and direct sales.
This document introduces Appsplash, which combines app and splash into a new term. It discusses major mobile makers like Samsung, Nokia, Apple and Blackberry. The main mobile operating systems covered are Android, Windows Phone, iOS, and Blackberry OS. For each it provides the company behind it and notes on development.
1. The document discusses a company called Pati Games that develops mobile games targeted towards Asian women.
2. Pati Games has had success with games like "I Love Coffee" which has over 20 million registered users globally and is popular in Asia on platforms like Line.
3. The document outlines Pati Games' approach to targeting Asian women, which focuses on emotional messaging that taps into women's dreams rather than using logical arguments.
4. It discusses expanding to new game content like a resort-themed game and finding new platform partners to reach more users.
GenITeam is leading asian company specialize in developing mobile games. Games developed by company has received rave reviews at app store and are downloaded by millions of users globally. The company provide one-stop-shop solution to mobile game development.
This document outlines 5 steps for non-Western game developers to achieve success in Western markets: 1) Set up a business overseas for tax and operational benefits, 2) Develop a product tailored for Western audiences through UX design and market research, 3) Localize the product for language and cultural differences to boost conversions by 70%, 4) Distribute through major app stores' centralized payment and tracking systems, and 5) Market effectively using the Western region's large media buying opportunities and lower fraudulent traffic.
The document discusses the OnePlus One smartphone, including its specifications, financial information, and OnePlus's business model. OnePlus aims to eliminate retail and marketing costs and build their brand through social media and online campaigns, with the goal of becoming profitable within 2 years. They hope to offer flagship-level quality at a lower price point than competitors through an emphasis on value and direct sales.
This document introduces Appsplash, which combines app and splash into a new term. It discusses major mobile makers like Samsung, Nokia, Apple and Blackberry. The main mobile operating systems covered are Android, Windows Phone, iOS, and Blackberry OS. For each it provides the company behind it and notes on development.
Reverie Corporation Ltd was established in 2011 in Bangladesh and consists of development, art, administration, and marketing teams. The company aims to become a leading global developer of mobile apps and games. It produces games and apps for multiple platforms and delivers quality products to clients worldwide. Reverie Corporation Ltd seeks to help develop the mobile app and game industry in Bangladesh through its experienced and skilled team.
This document discusses mobile app monetization and distribution trends. It provides statistics showing that apps are a dominant media source and that mobile gaming is the top app category. It also discusses that users prefer free apps and don't like ads. The document then summarizes Tapjoy, a platform that allows users to earn coins within apps to exchange for content, and provides Tapjoy's user base, app network, and funding statistics. Lastly, it discusses strategies for app distribution, increasing user retention and engagement, and monetizing apps through direct payments and the Tapjoy platform.
Presentation of key trends across APAC markets and generations as well as actionable strategic implications of these trends on brands’ social media strategies. Video of real people talking about their experiences and what they really think about social connectivity and conducting commerce through social media
This document discusses insights and strategies for mobile game developers targeting young adult gamers. It provides findings from focus groups and a national survey of mobile gamers ages 18-24. The key insights are:
1) Most mobile games among this age group are played for short sessions, so games need to be easy to pick up and put down.
2) Forced social engagement like Facebook invites are ineffective, but competition and word-of-mouth between friends can drive downloads.
3) Only half of young adult mobile gamers have bought a game before, so in-game purchases are important, but must be presented as helpful "tools" rather than "cheats".
4) Advertisements
rReliance lyf digital presence and competition analysis, Digital platforms to use for marketing, Facebook and Twitter strategies and post that can be used !
How reliamce
This presentation summarizes opportunities and challenges in the mobile gaming market. While the market is growing rapidly as smartphones become popular gaming devices, competition is extremely high with over 1,600 new games released per month. To succeed, the presentation recommends developing casual games with simple mechanics and social/interactive elements, following a roadmap of continuous updates and new games, and mitigating risks from competition, technology changes, and the app approval process. Market research and efficient use of resources are keys to competing effectively.
Beyond the Top 10 - Combining Profiling and Mobile Behavioral Data for Easy I...Merlien Institute
The document summarizes a presentation given at the MRMW Chicago conference from May 27-30, 2014. It discusses how mobile behavioral data can provide insights into web and app usage beyond just the top 10 sites/apps. It highlights differences between Android and iOS users demographically, attitudinally, and behaviorally. It also shows how engagement scoring and segment profiling of mobile data can provide customized profiles and targeting.
The document describes a proposed Android application that would allow singers to virtually audition by posting singing videos and receiving votes from users. Singers would be ranked using a probabilistic algorithm based on the number of votes. The application would use Google Firebase for data storage and Flutter for development. It would include features like abuse detection, song information, lyrics display, and voice conversion. The goal is to provide a more convenient virtual platform for singers to gain popularity compared to traditional in-person auditions.
The document analyzes customer psychology based on their Facebook updates and profiles different types of customers. It discusses segmenting customers based on psychographic and demographic factors like age and gender. Specific products are targeted at different segments - smartphones and perfumes target innovators and achievers, MP4 players target youth and strivers, and sunglasses target strivers and experiences. Customer profiles are provided with descriptions of their personality and the product offered to them.
Credentials dari Bounty Favor ini berisikan pengetahuan umum tentang digital marketing (pemasaran digital). berisikan lansekap digital di Indonesia serta peluang-peluang yang dapat dimanfaatkan untuk memasarkan brand / merek Anda.
BountyFavor - Integrated Digital Marketing Services
Aninditya Damayanti
081212398800
This research is conducted with the companies Blend, Sioux, ESPM and with the partnership of ACIGAMES (Industrial and Commercial Association for games in Brazil) on the gaming market in Mobile and Tablets for 2013 in Brazil
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The document summarizes research from a survey of children aged 4-14 and their parents across multiple countries in Southeast Asia and Australia about media consumption habits. Some key findings include:
1) Watching videos such as those on YouTube is the most popular online activity for children, with TV still being the primary media consumed.
2) Mobile phones are the most common device children have access to, and games like Minecraft are consistently popular across the region.
3) Younger children prefer watching cartoons and family movies, while entertainment and funny video content is popular across ages.
4) Parents view advertising as useful but have more concerns about content on YouTube and websites compared to TV. Television ads are seen
Connecting with Plurals and the Mobile Generation | David WebbJessica Tams
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Facebook Engages Consumers Across Mobile Devices with Relevant & Interactive Creative at Scale Driving Results:
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This document provides an overview of strategies for successfully developing mobile games. It discusses focusing on compelling gameplay through addiction loops and monetizing through free-to-play models. Social sharing is also important to achieve virality. Data-driven development is key, using analytics to optimize retention, monetization, and user acquisition. Other tips include iterating on the game design, optimizing the app store listing, soft launching to test, and utilizing user acquisition and public relations. With the right formula of gameplay, monetization, and social features, along with polish and testing, developers can create hit mobile games.
Social Media Indonesia Facebook fanpage march 2015ReinҲ Rein
OLX Indonesia maintained its position as the largest Facebook page in Indonesia in March. Indomie and Samsung had the most engaging fanpages due to Indomie posting a quiz and anticipation around Samsung's new devices. Telkomsel provided the best customer service on Twitter, responding to 90% of posts. Brands can increase their Facebook and Twitter profiles by regularly communicating and interacting with fans.
Asia Expansion: Mobile trends and User Acquisition strategies in Japan and KoreaKen Asakura
This document discusses mobile trends and user acquisition strategies in Japan and South Korea. It provides an analysis of the mobile markets in both countries, noting that card battle games remain popular in Japan while casual games are dominant in South Korea. It also outlines user acquisition strategies for each market, highlighting the importance of incentivized install campaigns using rewards or currency given to users. A case study on a game called "Burn the Rope" shows how incentivized installs drove much higher initial download numbers compared to organic installs. The document is presented by Adways, a mobile marketing company with offices throughout Asia.
Mobile Game Asia 2015 Ho Chi Minh City: Vietnam online mobile game market ins...Hai Mai Thanh
Bài chia sẻ của ông Vương Vũ Thắng đến từ Soha Game về chủ đề "Tổng quan thị trường trò chơi di động tại Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
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Reverie Corporation Ltd was established in 2011 in Bangladesh and consists of development, art, administration, and marketing teams. The company aims to become a leading global developer of mobile apps and games. It produces games and apps for multiple platforms and delivers quality products to clients worldwide. Reverie Corporation Ltd seeks to help develop the mobile app and game industry in Bangladesh through its experienced and skilled team.
This document discusses mobile app monetization and distribution trends. It provides statistics showing that apps are a dominant media source and that mobile gaming is the top app category. It also discusses that users prefer free apps and don't like ads. The document then summarizes Tapjoy, a platform that allows users to earn coins within apps to exchange for content, and provides Tapjoy's user base, app network, and funding statistics. Lastly, it discusses strategies for app distribution, increasing user retention and engagement, and monetizing apps through direct payments and the Tapjoy platform.
Presentation of key trends across APAC markets and generations as well as actionable strategic implications of these trends on brands’ social media strategies. Video of real people talking about their experiences and what they really think about social connectivity and conducting commerce through social media
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1) Most mobile games among this age group are played for short sessions, so games need to be easy to pick up and put down.
2) Forced social engagement like Facebook invites are ineffective, but competition and word-of-mouth between friends can drive downloads.
3) Only half of young adult mobile gamers have bought a game before, so in-game purchases are important, but must be presented as helpful "tools" rather than "cheats".
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The document analyzes customer psychology based on their Facebook updates and profiles different types of customers. It discusses segmenting customers based on psychographic and demographic factors like age and gender. Specific products are targeted at different segments - smartphones and perfumes target innovators and achievers, MP4 players target youth and strivers, and sunglasses target strivers and experiences. Customer profiles are provided with descriptions of their personality and the product offered to them.
Credentials dari Bounty Favor ini berisikan pengetahuan umum tentang digital marketing (pemasaran digital). berisikan lansekap digital di Indonesia serta peluang-peluang yang dapat dimanfaatkan untuk memasarkan brand / merek Anda.
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2) Mobile phones are the most common device children have access to, and games like Minecraft are consistently popular across the region.
3) Younger children prefer watching cartoons and family movies, while entertainment and funny video content is popular across ages.
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4. Extensive experience of mobile social network game
Most famous female game provider in South Korea
Strong network with major platforms in Asia
Introduction - The Company
8. Introduction - Products
1.5 million registeredusers in Korea2.5 million registeredusers in Korea20 million registered users in Global
Non Game User → New Gamer New Gamer → Core Gamer
3 REPRESENTING TITLES OF PATI GAMES FOR WOMEN
9.
10. Target - Global
FEMALES BEAT MALES ON MOBILE GAMING
31%
35%
42%
IN-APP
PURCHACES
TIME 7-DAY
RETENTION
Source) Flurry: Female Gamers Over Index vs. Males on Time, Money and Loyalty
11. Target - South Korea
User by Gender
(Dec. 2012)
63% USER OF ‘I LOVE COFFEE’ IS FEMALE IN KOREA
63%
37%
Females Males
User by Gender
(Dec. 2014)
79%
21%
Females Males
12. Top 7 Countries - DAU
(Oct. 2013)
Target - Asia
‘LINE I LOVE COFFEE’ IS POPULAR WITH ASIAN WOMEN
Taiwan Japan Thailand Hong Kong Indonesia Malaysia Singapore Others
200K