1 The Chinese hand Tour market overall revenue is expected to be flat with the United States.
2 in the third party payment platform increasingly reliable and high-end fever-level games led by the U.S. and China, the two market users have increased consumer spending.
3 compared to the same period last year, the Chinese market in January, the cost and revenue of the tour is relatively flat, but the U.S. market because of saturation caused average revenue growth slow.
4 The developers of both countries should pay more attention to effective profit models and focus on those who have strong purchasing power, thus independently in a market that is increasingly competitive and has a free game everywhere.
Specifically, let's look at what the report says:
In 2014, the world's hand travel earnings are expected to reach 21.6 billion U.S. dollars, of which the U.S. market will account for 3.2 billion U.S. dollars, an increase of about 6.7% from last year, with user 242 million, while the Chinese market accounted for 3 billion U.S. dollars, compared with last year's 1.4 billion dollar year-on-year growth of about 114%, with 266 million users.
The increase in China's hand travel market is mainly due to the popularity of smartphones, smartphones can be a more affordable hand-travel device than computers or other ports, especially Android handsets with a very large market share, while the gains in the two-China market have increased because users are increasingly accustomed to free value-added services , and is willing to try to buy apps later.
In terms of user consumption, the more assured Third-party payment system and the middle and high-end fever-level games appear so that both users in the hands of the travel cost more. The difference is that saturation in the US market has led to a decrease in the number of users, and a small influx of new users that has reduced user conversion rates from 5.2% to 5%.
But the Chinese market because of some casual games such as Candy Crush Saga, the number of hand-play and paid buyers increased, conversion rate from 2.4% last year to 2.9%, according to the analysis is because the construction cost of leisure games is small, but the game itself easy to use.
In terms of marketing expenditure, the report compares a single installation cost (costs per Install the marketing cost of each user installation of an application company) with the average user revenue (Average Revenue per user earns each additional income). We can see that from 2013 to 2014, the United States market in the Q1 time period of a small increase in the cost of a single installation, but the average user revenue is basically flat. The cost of the Chinese market soared in January 14, and in March it fell sharply, with revenues falling from 229 in February to 163, although revenues were 63% higher than costs by March, but they were less stable.
According to SuperData's analysis, the U.S. tour CPI growth is mainly due to the tyrants issuers of some of the marketing model, but in the not optimistic environment, the application store appears excessive saturation. And China's low-end consumers, because they are very fond of leisure games, for the growth of ARPU made a contribution. But the biggest profit for China's hand market is always the social whale players, known as whales, who don't necessarily buy games, but affect their friends ' spending and gaming habits.