3. Contents:
1.The China Market
2.Platforms in China: Why we chose Tencent
3.Data Analysis: Boring but Essential
4.Localization: VIP, Popups, and Gifts
5.Lessons Learned
5. Quick Points
• 20-35% Growth, internet penetration ~33%
• Micro-client games: less than 50MB, compared to more than
1GB for a typical client-based game.
• Web games: This segment was expected to hit over US$1
billion in 2013, from US$800 million last year.
• More than 60% of China’s online games revenues
comes from MMOGs
Challenges
• Difficult to enter
• Aging populating
• Cut-throat competition
6. Platforms
Social Game
• Tencent Qzone: 500million
• Sina Weibo Games: 60 million
• Renren: 150 million
• Kaixin:130 million
Web-game
• Duowan, 4399,
3366,17173
12. VIP, Pop-ups & Gifts
• Daily Sign-in
• Online gift
• VIP by level
13. Important lessons
Super Fish food
Chinagame: Pay (0.5RMB)
MyFish: None
Breed fish
Chinagame Normal: pay Special: pay
MyFish- Normal: free Warrior: pay
Extend Fish Life
Chinagame : 4 RMB
MyFish: Fish lives forever
Super Fish Food/ Banana
Chinagame : 0.5 RMB for 12 hours
Sky Garden: 0.2 RMB for 72 hours
15. 6 Points to get you started
• Pricing
• User Interface
• Functions: Popups, marriage, gifts, help
friend pay
• Local Culture
• Data Analysis
• VIP
16. Quick Points
• 20-35% Growth, internet penetration ~33%
• Micro-client games: less than 50MB, compared to more than
1GB for a typical client-based game..
• Web games: This segment was expected to hit over US$1
billion in 2013, from US$800 million last year.
• More than 60% of China’s online games revenues
comes from MMOGs
Challenges
• Difficult to enter
• Aging populating
• Cutthroat competition