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Operating Vietnamese Games in China
Chris LiuHead 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
PlatformsSocial Game• Tencent Qzone: 500million• Sina Weibo Games: 60 million• Renren: 150 million• Kaixin:130 millionWeb-game• Duowan, 4399,3366,17173
We chose Tencent Qzone
Data AnalysisNew Install paying rate
1-30 day churn rate
New VIP and paying rate
Localization-User Interface
• Fertilizer pricing
• New Pet design
VIP, Pop-ups & Gifts
• Daily Sign-in• Online gift• VIP by level
Important lessonsSuper Fish food Chinagame: Pay (0.5RMB) MyFish: None
Breed fishChinagame Normal: pay Special: pay MyFish- Normal: free Warrior: pay
Extend Fish LifeChinagame : 4 RMBMyFish: Fish lives forever
Super Fish Food/ BananaChinagame : 0.5 RMB for 12 hoursSky 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