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Operating Vietnamese
Games in China

Chris Liu
Head of China Department
China Market
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
US$9.2 billion
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
Platforms
Social Game
• Tencent Qzone: 500million
• Sina Weibo Games: 60 million
• Renren: 150 million
• Kaixin:130 million
Web-game
• Duowan, 4399,
3366,17173
We chose Tencent Qzone
Data Analysis
New VIP and paying rate          New Install paying rate




           1-30 day churn rate
Localization-User Interface
• Fertilizer pricing

• New Pet design
VIP, Pop-ups & Gifts




• Daily Sign-in
• Online gift
• VIP by level
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
Marketing
• Baidu Web Union
• Tencent GDT
6 Points to get you started
• Pricing
• User Interface
• Functions: Popups, marriage, gifts, help
  friend pay
• Local Culture
• Data Analysis
• VIP
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
Operating Vietnamese Games in China

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Operating Vietnamese Games in China

  • 1. Operating Vietnamese Games in China Chris Liu Head of China Department
  • 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
  • 8.
  • 9. Data Analysis New VIP and paying rate New Install paying rate 1-30 day churn rate
  • 11. • Fertilizer pricing • New Pet design
  • 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
  • 14. Marketing • Baidu Web Union • Tencent GDT
  • 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