The wonderful habits of global hand-play home

Source: Internet
Author: User
Keywords Mobile Internet hand tour Industry watch
Tags computer control data developers development different download environment

The information disclosed in this article comes from chatting with many practitioners in the hand-travel industry. Perhaps this article is suitable for the weekend in the relaxed state of reading, but for the development of domestic travel overseas developers, as the Romans, to understand the different cultural background of the player's habits, help you pry open each other's money bag.

Japanese Keywords: Collection control

Japan has a deep game culture and Game Development Foundation. The latest report shows that the average Japanese player spends 3000 yen a month (about 200 RMB) on hand travel. The Japanese tend to get a lot of stress from recreational games because of the pressure on young people to live under the circumstances. They tend to recharge the game while downloading a game, they don't care about spending on the game and think it's a matter of course to spend money for a favorite game.

Of course, they love collecting cards, everyone is collecting control, which can also explain why the "Million King" in China mediocre performance, and in Japan but the fire is out of hand.

Russian keywords: tablet gamers

APP Annie data shows that the use of tablets and smartphones in Russia's magical country is very different from global data. Players are more likely to choose to play games on the tablet, and the tablet download is much higher than the smartphone download rate. It is not hard to guess, the Nordic environment, harsh climate, made the Russians tall and burly figure, let them in a small smartphone screen to play a game, will not too torture them. This reminds me of the University of the "big" foreign teacher, weekday drink is 1.5L of mineral water, take in hand, and we drink 550ML of mineral water is a concept.

In addition, the CEO of Tap4fun also told the game Teahouse, the Russian player behavior and Chinese players are very similar, so the CP, want to do the development of the tablet game first consider Russia this huge potential market.

Middle East Keywords: not according to the conventional card tyrants

A general summary of the habits of Middle Eastern players, the region's tyrants, hobbies is to buy sports cars, very few people put a lot of time in the direction of mobile games. But the game teahouse from a large number of CP to learn the information is that the Middle East market is often let them catch up, can not penetrate the rules inside. Because of the ARPU value of the data will always let them in raptures, and accompanied by infinite confusion. Occasionally the data is so steep that it is unbelievable. Cy Sister Guess, this may be they do not bad money, occasionally met a few tyrants, suddenly collective ventilation to the game to hit the number of million pieces, taste a fresh. A card leisure game CP also mentioned that the MENA market has 300,000 concurrent users and 11.8 million active users, and the future of this figure has a huge potential for growth, and the other has a social element of multiplayer game is absolutely the most tyrants appetite!

South Korea keywords: fast speed

The mature urban infrastructure of Korea and Japan has made it a inseparable part of people's lives. Their speed has already been upgraded to 4g+,wifi everywhere, public places become the ideal game space. The country's LTE rate is 3 times times faster than every 150M. With the penetration rate of 65%, it is no wonder that every time South Korean friends come to China, they will complain about the Chinese turtle speed network. This is no wonder, imagine, you will easily in non-wifi environment, download a 200M game?

Brazil, India Keywords: download high, pay poor

The South American national game development industry began its rise this year as a powerful emerging market. And the lead is Brazil. This is definitely a continent full of opportunities, the national Network infrastructure construction also entered a new era. The total number of players in the country has been staggering by 40 million, but only 50% have access to the network. Another three points of CP are to be measured repeatedly with wide eyes.

First, while Brazil's global rankings seem optimistic, revenues are far from being offered by other countries, and they are less willing to pay for games; second, the Brazilian government's high taxes, whose labor laws are tough on entrepreneurs. No matter what new hires they hire, they have to pay their salaries plus a 100% tax, this directly results in a much higher cost than in the United States, Canada or Australia; Finally, piracy is a serious problem, so the free model is absolutely tailored for Brazilian players, let them play for free, and then become a loyal player enough! India, the world's most widely recognized software power, is always a pain that the Indians cannot breathe. The world's second-largest population, the computer penetration rate is less than 10%, broadband internet speed is worse than China. Inverse days of the third, computer less even, the speed is still slow heart, can imagine them play mobile games how difficult.

But this year the Indian gaming market is getting more attention, with Disney, Ubisoft and EA all buying or acquiring game developers in India, and Zynga has studios in India. India's local game developers have also been developing well. So what India urgently needs to solve is the problem of computer penetration and the promotion of Internet speed.

Vietnam Keywords: Chinese theme

When it comes to Southeast Asia, it has to mention the country. 2012 Vietnamese game income of 250 million U.S. dollars, light hand travel accounted for 35 million U.S. dollars, and "Pinball Hall" has become a national game in Vietnam. Vietnamese are more familiar with Jin Yong than Chinese. Hand tour users are mainly concentrated in Ho Chi Minh City and Hanoi; Rpgmmo is the most popular, paying subscribers up to 90%, paying a good habit, and mostly iOS users; Vietnamese mobile phone users are more receptive to Chinese games.

Thailand keywords: Gambling

As an important market in Southeast Asia, the 2012 gaming industry has reached 400 million dollars, of which iOS and Android accounted for 30%. The Thai people are born to gamble, similar to "Texas Poker" such as gambling theme games, is always the mainstream market.

Indonesia keywords: Emerging markets, social games

The latest figures show that about One-fourth of Indonesian netizens are keen on online gaming, and nearly half of Indonesian gaming users are opting for mobile-device landing games, which bodes well for emerging market opportunities. Indonesia currently has 160 million mobile users, its users are very distinctive, Indonesians are very willing to communicate, like through playing games to build relationships.

Europe and the United States keywords: Game quality

China does the game is the most good at the operation, players will always have such experience, into a game interface, there will always be a strange bomb box, showing 500 to send 200 and other promotional ads. An American player told me that the purpose of Chinese games is too direct to make money. And the European and American players more value the quality of the game itself. A Chinese game has dug too many "pits" for players to jump inside, Chinese players are always in a game, can rank more forward to the game, charging money, and the European and American players are simply for entertainment spending. European and American Games is not no "pit", they dug the starting point of the pit is not the same as China, there is an American player, recently in the clash of the clan filled 130,000, simply let the human eye tongue-tied.

There are other phenomena that are very interesting, such as in Hong Kong, Candy Crush saga popularity, is not what we can imagine. Often see some old grandpa in the elevator to play two off. And Africa, where people are still solving the problem of food and clothing, the first material needs have not been satisfied, how to play such a spiritual entertainment cultural industry? Australia has three mobile devices per person playing games. New Zealand game consumption index is quite high. In addition, Taiwan recently opened the Google Play online payment function, resulting in a surge in mobile gaming revenue. But Taiwan's game agents are almost swept by a company, so it is difficult to break into the market. In the final analysis, developers and distributors should be in the eyes of the European and American markets, such as Clash of Clan this wonderful game, not in China to do any agency propaganda, but has been in the top 10 of the best-selling list, and their money all hit in the United States. Now the game has 200 million players, and the user's loyalty is very high, has successfully formed a product brand. So no matter how the market trend, the most critical is the quality of the game products to be perfect.

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