Yury Petyushin presented research on localization ROI and quality for mobile games. The research found:
1. Certain markets like China, Japan, and South Korea are highly profitable for localization, while others have lower or negative ROI.
2. Localizing into additional languages can significantly increase game revenue, but the ROI depends on factors like the language and how popular the game is.
3. Poor localization quality, like errors or incomplete translations, can negatively impact player retention and satisfaction. Up to 62% of players may stop playing or switch to an unlocalized version due to quality issues.
4. A case study of a game called Day R showed strong ROI from localization, with languages like English
How to start working with LTV measurement in mobile gaming? How to move to ad...GameCamp
LTV measurement is one of most important aspects of growth in mobile gaming. How to start working with it? How to start with basic scripts and then move to more advanced strategies, including advanced models
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
How to start working with LTV measurement in mobile gaming? How to move to ad...GameCamp
LTV measurement is one of most important aspects of growth in mobile gaming. How to start working with it? How to start with basic scripts and then move to more advanced strategies, including advanced models
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
What we learned: Idle Miner Tycoon and Idle Factory Tycoon - KolibriGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Idle'. To see more details about our events, follow us on Meetup here: https://www.meetup.com/mobilegamesdev/
About this talk:
Having created one of the most popular idle games on the market, Idle Miner Tycoon (reaching over 100 million downloads), Kolibri shared with us how they built on what they learned from their first title to create their next big hit, Idle Factory Tycoon. In this talk, Nate Barker digs into the details, discussing topics like the different features they used, how they used their season pass, and simple mechanics behind the complex genre.
Hyper-casual in a Hypercompetitive Market - VoodooGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
In this talk, our audience learned just what exactly is Voodoo’s development approach, what their publishing agreement is, what metrics they care about, and the journey of a viral hit (looking specifically at AquaPark).
Kryptomon pitch deck: $10M Series A for NFT-based P2E gamingPitch Decks
Kryptomon is a blockchain-based NFT Play-and-Earn game where Pokémon meets Tamagotchi and CryptoKitties. In this metaverse game, community members play as 'Trainers' of individual monsters.
Founded in April 2021 by Umberto Canessa, the crypto game has demonstrated tremendous growth: bragging over 500,000 social followers and $13 million in NFT transactions in less than 5 months.
Within less than a year of launch, the company raised $10 million in a Series A round led by NFX, with additional backing by PLAYSTUDIOS ($MYPS), Griffin Gaming Partners, Tal Ventures, and Vikram Pandit, former CEO of Citigroup.
Read more: vip.graphics/kryptomon-pitch-deck
See more: bestpitchdeck.com/kryptomon
Circle is a crypto payment company that provides the infrastructure that enables businesses of all sizes to leverage the power of digital currencies and public blockchains for payments, commerce, and financial applications.
The peer-to-peer payments technology startup was founded by Jeremy Allaire and Sean Neville in October 2013, and is best known for being the issuer of the USDC stablecoin ($55 billion in circulation August 2022).
The cryptocurrency operator went public via a SPAC merger deal valued at $9 billion with Concord Acquisition Corp (CND.N), a blank-check firm backed by former Barclays boss Bob Diamond.
Read more: https://bestpitchdeck.com/circle-internet
Backbone pitch deck: $40M for bringing Xbox games to iPhonePitch Decks
Backbone is the brainchild of a young entrepreneur Maneet Khaira, who was working at Google as an intern when he came up with his startup idea for a device that could turn an iPhone into a portable Xbox.
Backbone One is truly the first mobile gaming controller that turns an iPhone into a portable gaming console. Backbone's $40 million Series A investment was led by Index Ventures, with celebrity investors including Kevin Hart, The Weeknd, Post Malone, Amy Schumer, and music producer Christopher Comstock, aka "Marshmello," who previously invested in Backbone's earlier round.
Compact, natural, and comfortable, the Backbone One iOS controller wraps your iPhone in a high-quality gamepad shell that’s satisfying to play, well-constructed, and accompanied by a genuinely useful app. iPhone’s Lightning port automatically pick up connectivity to Backbone One and the companion app has a lot of useful features too. It can capture, edit and upload gaming content as well as supports voice chat with friends that works across any app.
Read more: vip.graphics/backbone-pitch-deck/
See the deck: bestpitchdeck.com/backbone
When I was a kid, I wanted to build a holodeck—the immersive 3D simulation system from Star Trek… so I started making games.
This is a vision of how close we are to a holodeck:
Generative AI
Compositional frameworks
Computational scaling
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
We offer a realistic gaming experience with NFTs. NFT in games unlocks gaming's potential with its realistic approach to trade NFTs within the virtual world.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
What we learned: Idle Miner Tycoon and Idle Factory Tycoon - KolibriGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Idle'. To see more details about our events, follow us on Meetup here: https://www.meetup.com/mobilegamesdev/
About this talk:
Having created one of the most popular idle games on the market, Idle Miner Tycoon (reaching over 100 million downloads), Kolibri shared with us how they built on what they learned from their first title to create their next big hit, Idle Factory Tycoon. In this talk, Nate Barker digs into the details, discussing topics like the different features they used, how they used their season pass, and simple mechanics behind the complex genre.
Hyper-casual in a Hypercompetitive Market - VoodooGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
In this talk, our audience learned just what exactly is Voodoo’s development approach, what their publishing agreement is, what metrics they care about, and the journey of a viral hit (looking specifically at AquaPark).
Kryptomon pitch deck: $10M Series A for NFT-based P2E gamingPitch Decks
Kryptomon is a blockchain-based NFT Play-and-Earn game where Pokémon meets Tamagotchi and CryptoKitties. In this metaverse game, community members play as 'Trainers' of individual monsters.
Founded in April 2021 by Umberto Canessa, the crypto game has demonstrated tremendous growth: bragging over 500,000 social followers and $13 million in NFT transactions in less than 5 months.
Within less than a year of launch, the company raised $10 million in a Series A round led by NFX, with additional backing by PLAYSTUDIOS ($MYPS), Griffin Gaming Partners, Tal Ventures, and Vikram Pandit, former CEO of Citigroup.
Read more: vip.graphics/kryptomon-pitch-deck
See more: bestpitchdeck.com/kryptomon
Circle is a crypto payment company that provides the infrastructure that enables businesses of all sizes to leverage the power of digital currencies and public blockchains for payments, commerce, and financial applications.
The peer-to-peer payments technology startup was founded by Jeremy Allaire and Sean Neville in October 2013, and is best known for being the issuer of the USDC stablecoin ($55 billion in circulation August 2022).
The cryptocurrency operator went public via a SPAC merger deal valued at $9 billion with Concord Acquisition Corp (CND.N), a blank-check firm backed by former Barclays boss Bob Diamond.
Read more: https://bestpitchdeck.com/circle-internet
Backbone pitch deck: $40M for bringing Xbox games to iPhonePitch Decks
Backbone is the brainchild of a young entrepreneur Maneet Khaira, who was working at Google as an intern when he came up with his startup idea for a device that could turn an iPhone into a portable Xbox.
Backbone One is truly the first mobile gaming controller that turns an iPhone into a portable gaming console. Backbone's $40 million Series A investment was led by Index Ventures, with celebrity investors including Kevin Hart, The Weeknd, Post Malone, Amy Schumer, and music producer Christopher Comstock, aka "Marshmello," who previously invested in Backbone's earlier round.
Compact, natural, and comfortable, the Backbone One iOS controller wraps your iPhone in a high-quality gamepad shell that’s satisfying to play, well-constructed, and accompanied by a genuinely useful app. iPhone’s Lightning port automatically pick up connectivity to Backbone One and the companion app has a lot of useful features too. It can capture, edit and upload gaming content as well as supports voice chat with friends that works across any app.
Read more: vip.graphics/backbone-pitch-deck/
See the deck: bestpitchdeck.com/backbone
When I was a kid, I wanted to build a holodeck—the immersive 3D simulation system from Star Trek… so I started making games.
This is a vision of how close we are to a holodeck:
Generative AI
Compositional frameworks
Computational scaling
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
We offer a realistic gaming experience with NFTs. NFT in games unlocks gaming's potential with its realistic approach to trade NFTs within the virtual world.
CapitalHeight Financial Services is a Stock Advisory Company, having a strong hold in providing most authentic and accurate Equity Tips as well as Commodity Tips.
We are a team of highly qualified analysts, who deliver their expertise in providing stock market calls for traders which include Stock Tips, Commodity Tips, MCX Tips, Equity Tips and Intraday Tips.
http://www.capitalheight.com
Choicebroking #equitybazaar: Today, We may witness negative opening in Nifty around 7800 level on back of SGX Nifty and other Asian counters which is trading on mixed note today.
Statistics for optimization project pdf fileShawn1010
This portfolio consists of several stocks and bonds, which have been managed and diversified for optimum returns based on a variety financial and accounting principles.
The index continues to enjoy its Bull Run despite some in between hiccups. After previous week’s consolidation, we had a head start on Monday by opening higher and in couple of days, hastening beyond milestones of 11600 and 11700. However, traders once again chose to take some money off the table and hence, index came off a bit from
When Agile teams begin to deliver products incrementally, new opportunities open up at the portfolio level, delivering strategic business value. However, the traditional approach to portfolio management — which depends upon long-range forecasting and fixed financial controls — breaks down as business environments grow more complex, leaving portfolio managers ill-equipped to reap the potential benefits of their Agile programs.
The GGV Capital Digital Economy Index looks at the IRR of publicly-traded ecommerce companies that are shaping economic performance in consumer industries ranging from ecommerce, fintech, education technology, food technology, wellness and health tech, and more.
Analysis about GDP and Economic Growth in Iran and other countries.
Iran economic growth estimation in 2016-2017
references : IMF and World Bank data + Iran Central Bank
Similar to ROI-driven localization: from pests to heroes (20)
For too many years marketing and sales have operated in silos...while in some forward thinking companies, the two organizations work together to drive new opportunity development and revenue. This session will explore the lessons learned in that beautiful dance that can occur when marketing and sales work together...to drive new opportunity development, account expansion and customer satisfaction.
No, this is not a conversation about MQLs and SQLs. Instead we will focus on a framework that allows the two organizations to drive company success together.
Videos are more engaging, more memorable, and more popular than any other type of content out there. That’s why it’s estimated that 82% of consumer traffic will come from videos by 2025.
And with videos evolving from landscape to portrait and experts promoting shorter clips, one thing remains constant – our brains LOVE videos.
So is there science behind what makes people absolutely irresistible on camera?
The answer: definitely yes.
In this jam-packed session with Stephanie Garcia, you’ll get your hands on a steal-worthy guide that uncovers the art and science to being irresistible on camera. From body language to words that convert, she’ll show you how to captivate on command so that viewers are excited and ready to take action.
Short video marketing has sweeped the nation and is the fastest way to build an online brand on social media in 2024. In this session you will learn:- What is short video marketing- Which platforms work best for your business- Content strategies that are on brand for your business- How to sell organically without paying for ads.
Digital Commerce Lecture for Advanced Digital & Social Media Strategy at UCLA...Valters Lauzums
E-commerce in 2024 is characterized by a dynamic blend of opportunities and significant challenges. Supply chain disruptions and inventory shortages are critical issues, leading to increased shipping delays and rising costs, which impact timely delivery and squeeze profit margins. Efficient logistics management is essential, yet it is often hampered by these external factors. Payment processing, while needing to ensure security and user convenience, grapples with preventing fraud and integrating diverse payment methods, adding another layer of complexity. Furthermore, fulfillment operations require a streamlined approach to handle volume spikes and maintain accuracy in order picking, packing, and shipping, all while meeting customers' heightened expectations for faster delivery times.
Amid these operational challenges, customer data has emerged as an important strategy. By focusing on personalization and enhancing customer experience from historical behavior, businesses can deliver improved website and brand experienced, better product recommendations, optimal promotions, and content to meet individual preferences. Better data analytics can also help in effectively creating marketing campaigns, improving customer retention, and driving product development and inventory management.
Innovative formats such as social commerce and live shopping are beginning to impact the digital commerce landscape, offering new ways to engage with customers and drive sales, and may provide opportunity for brands that have been priced out or seen a downturn with post-pandemic shopping behavior. Social commerce integrates shopping experiences directly into social media platforms, tapping into the massive user bases of these networks to increase reach and engagement. Live shopping, on the other hand, combines entertainment and real-time interaction, providing a dynamic platform for showcasing products and encouraging immediate purchases. These innovations not only enhance customer engagement but also provide valuable data for businesses to refine their strategies and deliver superior shopping experiences.
The e-commerce sector is evolving rapidly, and businesses that effectively manage operational challenges and implement innovative strategies are best positioned for long-term success.
Search Engine Marketing - Competitor and Keyword researchETMARK ACADEMY
Over 2 Trillion searches are made per day in Google search, which means there are more than 2 Trillion visits happening across the websites of the world wide web.
People search various questions, phrases or words. But some words and phrases are searched
more often than others.
For example, the words, ‘running shoes’ are searched more often than ‘best road running
shoes for men’
These words or phrases which people use to search on Google are called Keywords.
Some keywords are searched more often than others. Number of times a keyword is searched
for in a month is called keyword volume.
Some keywords have more relevant results than others. For the phrase “running shoes” we
get more than 80M relevant results, whereas for “best road running shoes for men” we get
only 8.
The former keyword ‘running shoes’ has way more competition from popular websites to
new and small blogs, whereas the latter keyword doesn’t have that much competition. This
search competition for a keyword is called search difficulty of a keyword or keyword
difficulty.
In other words, if the keyword difficulty is ‘low’ or ‘easy’, there won’t be any competition
and if you target such keywords on your site, you can easily rank on the front page of Google.
Some keywords are searched for, just to know or to learn some information about something,
that’s their search intention. For example, “What shoe size should I choose?” or “How to pick
the right shoe size?”
These keywords which are searched just to know about stuff are called informational
keywords. Typically people who are searching this type of keywords are top of a Conversion
funnel.
Conversion funnel is the journey that search visitors go through on their way to an email
subscription or a premium subscription to the services you offer or a purchase of products
you sell or recommend using your referral link.
For some buyers, research is the most important part when they have to buy a product.
Depending on that, their journey either widens or narrows down. These types of buyers are
Researchers and they spend more time with informational keywords.
Conversion is the action you want from your search visitors. Number of conversions that you
get for every 100 search visitors is called Conversion rate.
People who are at different stages of a conversion funnel use different types of keywords.
How to Run Landing Page Tests On and Off Paid Social PlatformsVWO
Join us for an exclusive webinar featuring Mariate, Alexandra and Nima where we will unveil a comprehensive blueprint for crafting a successful paid media strategy focused on landing page testing.With escalating costs in paid advertising, understanding how to maximize each visitor’s experience is crucial for retention and conversion.
This session will dive into the methodologies for executing and analyzing landing page tests within paid social channels, offering a blend of theoretical knowledge and practical insights.
The Pearmill team will guide you through the nuances of setting up and managing landing page experiments on paid social platforms. You will learn about the critical rules to follow, the structure of effective tests, optimal conversion duration and budget allocation.
The session will also cover data analysis techniques and criteria for graduating landing pages.
In the second part of the webinar, Pearmill will explore the use of A/B testing platforms. Discover common pitfalls to avoid in A/B testing and gain insights into analyzing A/B tests results effectively.
The session includes a brief history of the evolution of search before diving into the roles technology, content, and links play in developing a powerful SEO strategy in a world of Generative AI and social search. Discover how to optimize for TikTok searches, Google's Gemini, and Search Generative Experience while developing a powerful arsenal of tools and templates to help maximize the effectiveness of your SEO initiatives.
Key Takeaways:
Understand how search engines work
Be able to find out where your users search
Know what is required for each discipline of SEO
Feel confident creating an SEO Plan
Confidently measure SEO performance
Most small businesses struggle to see marketing results. In this session, we will eliminate any confusion about what to do next, solving your marketing problems so your business can thrive. You’ll learn how to create a foundational marketing OS (operating system) based on neuroscience and backed by real-world results. You’ll be taught how to develop deep customer connections, and how to have your CRM dynamically segment and sell at any stage in the customer’s journey. By the end of the session, you’ll remove confusion and chaos and replace it with clarity and confidence for long-term marketing success.
Key Takeaways:
• Uncover the power of a foundational marketing system that dynamically communicates with prospects and customers on autopilot.
• Harness neuroscience and Tribal Alignment to transform your communication strategies, turning potential clients into fans and those fans into loyal customers.
• Discover the art of automated segmentation, pinpointing your most lucrative customers and identifying the optimal moments for successful conversions.
• Streamline your business with a content production plan that eliminates guesswork, wasted time, and money.
Monthly Social Media News Update May 2024Andy Lambert
TL;DR. These are the three themes that stood out to us over the course of last month.
1️⃣ Social media is becoming increasingly significant for brand discovery. Marketers are now understanding the impact of social and budgets are shifting accordingly.
2️⃣ Instagram’s new algorithm and latest guidance will help us maintain organic growth. Instagram continues to evolve, but Reels remains the most crucial tool for growth.
3️⃣ Collaboration will help us unlock growth. Who we work with will define how fast we grow. Meta continues to evolve their Creator Marketplace and now TikTok are beginning to push ‘collabs’ more too.
Digital marketing is the art and science of promoting products or services using digital channels to reach and engage with potential customers. It encompasses a wide range of online tactics and strategies aimed at increasing brand visibility, driving website traffic, generating leads, and ultimately, converting those leads into customers.
https://nidmindia.com/
4. About Us
Specializing in games and software for 10 years
Top-20 in Eastern Europe
HQ in Samara (Russia), offcies in Dublin, Toronto, Hong Kong
All profitable languages
40 in-house employees
350+ game titles, millions of words, dozens of happy clients
GALA member, active contributor to ISO Standards (11669)
7. Session outline
I. Why do this?
II. THE BIG localization questions
1. Which markets should I target?
2. Which are most profitable for my genre?
3. Does localization (adding languages) add
money?
4. What is ROI for localization into different
LANGUAGES and will it pay off?
5. Can impact of loc quality be measured?
III. The awesome bad case study
IV. Discussion
9. I. WHY: Past similar researches
• CSA – “Can't read won't buy”
• CSA - Return on Localization research (2010)
• Distimo case study – 128% increase in
downloads
• OneSky - app localization ROI ebook, survey-
based guidelines
• Multiple articles of general character
• allcorrect survey of Chinese and Russian
players (10,000 respondents)
10. Research Timeline
Loc Quality
from gamers’
perspective
(10,000+
respondents)
Mobile Games
Markets
Profitability
Index
ROI-driven
localization
research
2015-
2016
16. THE Big Question #2
Which markets are most profitable
FOR MY GAME GENRE?
17. MMORPG market research
• Most data from PrioriData, both GooglePlay and AppStore
• Top 250 “RPG” games from 54 countries in 2016 (3,000
games in total)
• iOS data for China extrapolated to account for
“GooglePlay”
• “Deep dive” into games published in 50-54 countries (134
games)
• Statistical and dispersion analysis, hypothesis testing, etc.
18. Top 10 Markets in RPG
Названия строк Сумма по полю Revenue(#)
china 5058662578
japan 3599784035
usa 1218515265
south_korea 503145277
taiwan 198528325
germany 111753055
united_kingdom 109941382
canada 89721547
australia 66317890
france 64953990
Общий итог 11021323344
Game Revenue
Total
20. Названия строк Доход / загрузки Сумма по полю Revenue(#) Сумма по полю Downloads(#)
china 32,65 5058662578 154942838
japan 27,27 3599784035 132011464
switzerland 9,54 20559072 2154639
singapore 8,79 38406752 4367177
usa 8,03 1218515265 151663400
canada 6,66 89721547 13476904
australia 6,60 66317890 10046387
germany 5,57 111753055 20063856
hong_kong 4,75 55414224 11678214
austria 4,73 8533263 1803724
norway 4,35 8058461 1851591
south_korea 4,32 503145277 116483739
uae 3,89 10176862 2614097
united_kingdom 3,83 109941382 28702845
sweden 3,62 12588308 3481772
new_zealand 3,12 5428474 1739883
denmark 2,89 6934397 2401183
france 2,89 64953990 22510818
netherlands 2,49 10649230 4269055
taiwan 2,36 198528325 84069205
Top RPG Markets by ARPD
Game Rev./download Total revenue Total downloads
21. Top Market: China
• 1 game = 10% of total market (iOS only)
• 3 games = 28% of total market (iOS only)
Игры
Число
стран
Средний
рейтинг
Низший
рейтинг
Высший
рейтинг
Выручка Все
Страны
梦幻西游-全民PK狂欢季 12 101 250 1 2 233 431 297
阴阳师-全区互通现世集结 15 63 195 2 567 293 916
大话西游-全民争霸季火热开战 12 94 217 3 443 954 599
Game
# of
court.
Avrg.
rating
Lowest
rating
Highest
rating
Revenue from
all countries
22. If China is Excluded
Top 20 games
make 77% of Cash
40. ROI East Asia markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
China 4,407,540% 271,155% 89,765% 30,365% 5,336%
Japan 560,278% 135,231% 65,373% 16,442% 1,432%
South Korea 104,258% 20,685% 8,645% 2,985% 403%
Hong Kong 45,918% 16,543% 7,444% 1,711% 50%
Taiwan 27,256% 3,829% -353% -578% -634%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
41. ROI America markets
Top 1-15 Top 16-30 Top 31-60 Top k61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
USA 425,419% 38,222% 17,946% -1,927% -1,194%
Canada 116,084% 8,065% 3,698% -648% -652%
Peru 5,040% 463% 175% 16% -20%
Uruguay 3,579% 649% 236% 38% -20%
Chile 3,127% 426% 51% 17% -47%
Brazil 2,014% -367% -565% -268% -155%
Argentina 896% -575% -344% -307% -186%
Colombia 426% -45% -50% -59% -57%
Mexico 284% -128% -242% -69% -78%
Ecuador -189% -65% -36% -126% -123%
Venezuela -413% -439% -321% -249% -176%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
42. ROI Southeast Asia and Oceania
markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Australia 221,745% 19,543% 12,803% -1,638% -1,413%
Singapore 154,254% 31,856% 11,475% 4,139% 114%
New Zealand 74,065% 19,228% 6,697% -286% -261%
Thailand 7,770% 368% -8% -113% -139%
Malaysia 1,323% 114% 32% -29% -82%
Philippines 859% -168% -190% -122% -87%
Indonesia 319% 3% -346% -104% -71%
Vietnam 219% -217% -488% -292% -144%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
43. ROI European markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
United Kingdom 171,754% 11,616% -2,056% -2,275% -1,695%
Switzerland 46,540% 5,523% 2,263% 354% 33%
Germany 29,077% 1,922% 625% -243% -137%
Ireland 26,119% -174% -3,018% 96% -1,583%
Austria 19,481% 2,881% 402% -173% -139%
France 11,983% 1,292% 144% -263% -114%
Spain 10,772% 565% -606% -198% -132%
Italy 3,108% 293% -82% -124% -71%
Belgium 1,981% 194% -55% -89% -49%
Sweden 1,563% 218% 12% -25% -12%
Netherlands 1,532% 141% 9% -76% -42%
Norway 960% 209% 26% 4% -4%
Denmark 662% 32% -6% -26% -18%
Finland 286% 31% 6% 2% -2%
Portugal 167% -9% -87% -25% -19%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
44. ROI Eastern Europe markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Russia 20,918% 4,329% 924% 154% -15%
Poland 430% -253% -86% -118% -40%
Romania 253% -59% -43% -30% -17%
Czech Republic 222% -2% -18% -7% -6%
Hungary 82% -23% -19% -18% -9%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
45. ROI Middle East markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
Turkey 7,812% -110% -333% -144% -69%
Saudi Arabia 2,372% 48% -124% -122% -53%
UAE 1,981% 240% 138% 32% 6%
Israel 397% 61% 9% -10% -7%
Egypt 2% -72% -63% -14% -13%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
46. ROI others markets
Top 1-15 Top 16-30 Top 31-60 Top 61-120 Top 121-250
Country ROI K1 ROI K2 ROI K3 ROI K4 ROI K5
South Africa 537% 10% -20% 2% -1%
Nigeria 40% 7% -7% -3% -1%
Sri Lanka 5% -1% -5% -4% -3%
Kenya -5% -2% -5% -2% -1%
Pakistan -37% -27% -17% -12% -6%
India -360% -148% -38% -47% -51%
I'm buying
jets
Profit! Let's do it! Is it worth it? 0 or loss
>10,000%
1,000-
10,000%
50%-1,000% 1-50% 0 or -
47. The Future
Now that we’ve created THE ALGORITHM, we’re on the way to
be able to give these numbers for any genre and any market.
48. THE Big Question #5
How LOC QUALITY influences sales and
retention?
56. 0% 20% 40% 60% 80% 100%
Untranslated text
Inaccuracies, incomplete translations
Grammatical
Spelling
Punctuation
Too literal
Doesn't match the original stylistically
Non-standard abbreviations
English terms unlocalized (written in…
Various translations for one term
Censorship
Lack of censorship
Use of memes
Use of game slang
Fonts are poorly chosen or illegible
Unlocalized graphics
What do you think about these localization errors?
I stop playing the game
I switch to the unlocalized version
It annoys me, but I keep playing the localized version
57. Summary of Loc Quality Impact
dtishin@allcorrectgames.com
1. 52-62% will stop playing and tell their friends
about bad quality loс
2. ~60% would pay more for better loc and will
play older version with good loc
3. 70-90% of users prefer localized products
- irrelatively to their level of English proficiency
4. Spelling / grammar / punctuation errors force
~16% Russians and ~27% Chinese to stop
playing game or switch to original
61. Day R Localization ROI
Language ROI Date
English 2,700% May 2017
Korean 1,230% June 2017
Spanish 603% February 2017
German 237% February 2017
Italian 211% June 2017
Brazilian Portugese 55% October 2017
Indonesian -59% June 2017
62. Yury Petyushin
To email me: petyushin@allcorrectgames.com
To work with us: order@allcorrectgames.com
To get involved in research (provide input, stay
informed, etc.): drop an empty email to
order@allcorrectgames.com with subject line “loc
quality research” or give me your biz card
Editor's Notes
Who’s from game dev and game publishing?
Who develops software?
Who buys loc?
Who’s LSP?
Relevant exp: freelance, in-house, head of ops and QA, CIO
GALA – globalization and localization association; TFR – our translation forum, the biggest in Eastern Europe; ISO - representatives of ISO committee for standard of translation quality in Russia
loc is not a cost center. Loc are heroes! loc firms: loc is a cost article, but in reality, it's a part of marketing, so if we could prove that loc is an investment, then we'd be more appreciated (easier to sell, can increase pricing, can explain cost and value of quality)
clients: you need to help your marketing teams to pick markets which bring money
This project is almost 2 yrs old now and started as a small survey of 2K Russian players. After it was presented to GameQA&Loc Forum, people got interested and we decided to proceed (Nintendo, Ubisoft, EA, Wooga, Sony, Zynga, Bigpoint)
1st stab at Chinese market just finished and is presented today
Numbers differ, but around the same.
CPI is around 0,5-$1, ARPU is $20, so good return
Mobile market will grow in the future
These 10 bring 50% revenue
Why Russia invaded this rating? It’s a potlitical question…
Even though avrg CPI is 0,55-$1 and ARPU is $20, those are AVERAGES. Here are highs and lows. But you need 15 langs + 2 variants to enter those
Those are for ALL mobile games. Avrg means nothing. Avrg income in Canada in Canada is decent, but it’s poor
1) Исключили Китай, т.к. нет данных по ГП. Но исключили его только из углубленного "тонкого" анализа. А глобально он присутствует, в рои, например, добавили Китаю искусственные данные по ГП, исходя из статистики других стран по соотношению платформ.
2) Данные по играм на платформах объединены, но рынки не всегда совпадают (они почти всегда не совпадают, но тсс...). Потому что: а) Говностатистика с ПриориДата и не удалось "свести", "склеить" все игры на 100% (Я вот даже сегодня ещё пару склеил, но это уже для следующей презентации) - игры иногда названы настолько по-разному, что не найти "игру-пару" на второй платформе; в) Приори-дата - "живая статистика", т.е. её меняют все реалтайм (я тоже менял как мне нравится - запретов нет), в результате, данные выгрузки за 2016г уже не совпадают с текущими данными (это опять про названия игр - хер найдёшь); Г) Большое Г! У нас рейтинг 250 САМЫХ ЗАРАБАТЫВАЮЩИХ ИГР и поэтому, если игра на части рынков (особенно на китайском) вылетела из ТОП-250, то у нас нет этих данных.
3) Смотрели только 2016г. Ну да. Одним из жанров РПГ. Да. и тут снова ПриориДата. Кто как хочет ,тот так и определяет ММО РПГ. Например куча карточных игр и квестов по известным РПГ
4) Анализировали 134 игры, выпущенных на наибольшее количество рынков (45-54 страны). Потому что эти игры заработали 30% денег. Потому что только по ним есть статистика по языкам (я собирал вручную с ПриориДаты, и если б собрал больше, то было бы больше игр). Но! Наш дисперсионный анализ показал ,что для этих "хорошо_изданных" игр есть корреляция между их позициями в рейтингах стран (ну типа если уж ты хорошо зарабатываешь, то делаешь это хорошо везде). Для игр с малым числом рынков прогнозировать что-либо крайне сложно, т.к. они, возможно, просто не в топ-250 и нет данных. Плюс их позиции по доходности скачут в широчайших пределах.
Поэтому по всему мы не анализировали остальной пул игр (которых, кстати 3200 ,если с китаем, 3050 без него).
ещё у Дениса было мнение ,что по мало_зарабатывающим играм статистика заработка просто подогнана, либо взята слегка с потолка.
5) Основа всех исходных данных - Приори дата. Методы, которые мы использовали - статистическая обработка (с заполнением пробела по Китаю ГП по средним значениям). Основы дисперсионного анализа. Нормализация данных. Корреляционный анализ (на глазок правда, но можно и жёстко проверить). Но я бы этим особо хвастать не стал, т.к. с точки зрения серьёзной науки - это всё стандартные совочки и ведёрки для песочницы и применили мы их весьма слегка. Только-только начали, на пол шишечки.
Ну и более всего мы применяли Методы ОСРЕДНЕНИЯ данных. Линеаризацию.
У нас анализ СТАТИКИ. Мы ничего не делали по Динамике данных. У нас и нет особо ничего, кроме роста загрузок и Дохода за год. Это ещё целая область, в которой можно много сделать, если сделать привязку к дате издания.
6) ещё добавь предположения по Формуле. Про Рои, цену локализации и прочее.
Короче, рынок азиатский
79% рынка – china, japan
85% - если добавить корею и тайвань
Думаю, можно заменить за логотипы
Better to be in the top…
People who don’t sepak Chinese will aprrectiate
По убыванию пузыря: Japan, Usa, South_korea, Taiwan. 86% Дохода. Вместо Тайваня можно взять Германию + UK. См лист Таб5.
Many games are published in 1 country only – that’s China!
They also make A LOT of money
But other segments make money too – the 53-54 segment. 30% of $. Let’s dive into it!
These are COUNTRIES. What about languages?
Is there a correlation between number of langs and revenue? Or is it number of countries that influences revenue?
Obviously, there’s a clear trend here…
There’s not a big difference between being published in 48-52 countries and 52-54.
But the difference grows when you add langs!
Can you add 10 more langs and grow your balls?
Or do you add languages because your balls are big?
Happy to see Russian here!
More data needed
Input needed
Can the impact be measured?
This question is similar to the one 2 slides ago. And results are similar. Small % prefers box and manual loc, and therefore game itself in Original. 70% of them intermediate and up. Again, people want loc. Even if 30% of Chinese speak Eng well.
Will see what it’s like for other langs?
This is dramatically different for 2 markets.
I used to think nobody cares about texts. But they do. 90% of Russians read most of texts!!! 50% all texts!!! Remember: fully immersted. WE’re also a reading nation.
About 40% of Chi read texts. But Chi – LEARNING NEW THINGS and play different roles. So playing itself is more important
Aaron from Facebook asked me “can you measure impact of bad loc”? Yes, you can.
7-13% stop buying your games. Not just this one!!! All of your games! Think LTV
52% of Chi and 62% of Rus will take action
Again, users will take action. Russians are more radical in their behavior than Chi. But again, they like a good loc
27% of Chinese switch or drop. 16% of Russians do too.
Non-standard abbreviations affect understanding. As English terms unocalized. As unlocalized graphics.
Slang and memes are a biggie too.
Lack of censorship is a big and surprising one.
Again, various translation of 1 term – not so much…
They approached us: where should we go? Where’s ROI?
Somebody will say these numbers are small, but it’s 1600 months of avrg salary in TLT, or 33 yrs… Not bad for adding langs. And these are low, he says
Using the formula…
Немецкий считал только Германию и Австрию. Немецкий есть ещё и в других странах, но их не считал. Чтобы посчитать ROI отнимал выручку по этим странам за 2017 год, суммировал все платформы.