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Foodpanda Mobile Game Tournament Winners Announcement

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ATTENTION EVERYONE! ARE YOU READY?

We are super excited to announce the 74 winners of the foodpanda Mobile Game Tournament powered by Goama (Week 3 – 22nd June – 28th June)

CHECK THE LIST BELOW FOR THE WEEK 3 WINNERS, CONGRATULATIONS!

Name Rank Winnings
hatekiki 1 $50
navaxuce 2 $30
Tan Kovan 3 $30
pulemobi 4 $30
jewukobu 5 $30
tidijimu 6 $20
Krisen 7 $20
sejefefu 8 $20
gexobogu 9 $20
Goh pei xuan sellah 10 $20
sepumedu 11 $20
lewuvaho 12 $20
vitedici 13 $20
manofinu 14 $20
fanufupi 15 $20
rejurezu 16 $20
Ang soon lee 17 $20
kawuxavo 18 $20
Wallace 19 $20
Gerald Lam 20 $20
Tee Kian Lim 21 $10
Muhammad Haikal Bin Zulkifli 22 $10
wusifuti 23 $10
xikezela 24 $10
tebawigu 25 $10
goforabi 26 $10
likazora 27 $10
necojida 28 $10
supahewo 29 $10
Hafiz 30 $10
kubadofi 31 $10
cajejigu 32 $10
cecizena 33 $10
bujahavo 34 $10
toxebise 35 $10
gifonesi 36 $10
tizicodu 37 $10
jipanobu 38 $10
Muhammad Firdaus Abdul Aziz 39 $10
civapufa 40 $10
xugituge 41 $10
hilezugo 42 $10
diretupe 43 $10
pixepuga 44 $10
damegaje 45 $10
lucuxuwu 46 $10
rejupilo 47 $10
nezoxije 48 $10
deciguwi 49 $10
tomeneli 50 $10
kuzerudi 51 $10
bokavebi 52 $10
mahihuwi 53 $10
August 54 $10
mosajudu 55 $10
texaxuzo 56 $10
xijugavi 57 $10
pegojaji 58 $10
waxamipu 59 $10
bucefule 60 $10
gegomero 61 $10
zeluhuta 62 $10
Cheah Kooi hai 63 $10
jotodele 64 $10
puwinojo 65 $10
tugigeta 66 $10
sicamajo 67 $10
jesihano 68 $10
dahorebe 69 $10
nosopizo 70 $10
huworesi 71 $10
buwikege 72 $10
dibucano 73 $10
vuxoticu 74 $10


Your prizes will be paid to you from foodpanda, the Friday after the tournament announcement. You must be an active foodpanda rider (who has done 1 order within the tournament period) to be eligible to redeem the prize if you win. If you haven’t register as a rider click
HEREHOW TO CLAIM YOUR PRIZE?

YOU DIDN’T WIN IN THE TOURNAMENT? FRET NOT!

No worries you can still join for this week!

Steps and Mechanics

1. You must be an active rider who completed at least 1 order during the week of the tournament in order to claim your cash prize.

The tournament starts on Monday and ends on Sunday.

2. You can win weekly! You will be able to see how much you’ve won for the week via the game’s leaderboard.

The prizes are dynamic,  with the highest scorers winning up to $50 for the week.

FOODPANDA-GOAMA-RANKING

3. Upon clicking the link, you must input your Rider ID

4. The cash prize will be given to you by the succeeding Friday after the tournament.

Onboarding with FOODPANDA is super easy!

CLICK HERE TO GET STARTED!

PLAY HERE AND WIN CASH REWARDS

LEARN MORE ABOUT THIS PROMOTION

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Uncategorized

Foodpanda Mobile Game Tournament is BACK! – Goama Blog

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Good news!

The foodpanda mobile game tournament powered by Goama is now back! This time, we have five different exciting games for you to choose from.

Starting 22nd of June 2020 onwards foodpanda riders who have completed at least 1 order during the week of the tournament have a chance to win up to $50.00 every week!

We will be awarding up to 74 riders each week- the higher your score, the higher your prize!

Steps and Mechanics

1. You must be an active rider who completed at least 1 order during the week of the tournament in order to claim your cash prize. The tournament starts on Monday and ends on Sunday.

2. You can win weekly! You will be able to see how much you’ve won for the week via the game’s leaderboard. The prizes are dynamic,  with the highest scorers winning up to $50 for the week.

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3. Upon clicking the link, you must input your Rider ID, as seen in the image below. No Rider ID, no prize.

4. The cash prize will be given to you by the succeeding Friday after the tournament.

So what are you waiting for? Invite your friends to join and play now!

Onboarding with us is super easy!
CLICK HERE TO GET STARTED! 

PLAY HERE

LEARN MORE

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Twitter@goamagames
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Categories
Blog

The Anatomy of a Hyper-Casual Mobile Game – Goama Blog

Hyper casual games are simple, easy-to-understand gaming experiences that provide immediate, instant satisfaction for players. They’re also a mobile monetization phenomenon. The background and benefits of producing hyper-casual is known to many, but this section covers the main points that will get anyone up to speed.

Simple, short and satisfying

Hyper casual games are designed for instant fun. Anyone can launch and play within a matter of seconds and without a tutorial, as the games feature minimal controls and mechanics. Hyper casual games are snackable, allowing players to idle away a few minutes while waiting for a coffee, traveling, or relaxing at home, while also being challenging — making for a replayable and addictive experience.

Fun for everyone

Getting away from the “gamer” label has proven powerful. Hyper casuals have mass appeal that transcends audiences across different ages, genders, and cultures. In fact, today’s mobile gamer is more likely to be female — women represent 55% of the market — and over the age of 30. This audience gravitates to hyper casual, avoiding hardcore, gamer-centric titles.

A loyal following

Hyper casual addicts are fiercely loyal to the format, which partly explains the rise in what has been an underutilized model of monetization. Hyper casual developers commonly advertise their further catalog of apps among their titles, sending users from one experience to the next. Push notifications are also heavily deployed to engage and send users to their next game.

A new way to monetize

Hyper casuals shook the industry by making in-app ad revenue mainstream. The bulk of hyper-casual mobile games studio revenue comes from players watching ads, which are served at a high frequency (making them part of the experience). Ads can be shown at volume because the levels are short and challenging, meaning more opportunities to show adverts when a player fails or progresses.

Driving down CPIs

The cost to acquire users must be low in order for ad revenue to make sense. “Hyper casuals are reliant on very low CPIs,” Thiago Monteiro, Director of Growth at Peak, observed in a recent panel at Mobile Spree, “as soon as an audience gets too expensive, they need to step out.”

Speed and momentum are paramount

Hyper casuals are produced fast, iterated quickly and dumped if they don’t perform. For publishers, getting a game from ideation to testing to updates could take as little as six weeks, or even less in some cases. Soft-launches are used to test and see what sticks, and then high-volume marketing turns potential high-performers into hits. The apps are then optimized over time, with additional features circulated across app titles.

Data-obsessed

Above all, decisions made in hyper-casual mobile games are made with one thing in mind: data. Hyper casual only works with a performance-driven mindset and marketers must be willing to experiment with all types of formats to see what works, using only data to evaluate their decisions.

WANT TO KNOW MORE HOW HYPER CASUAL MOBILE GAMING CAN HELP YOUR COMPANY? CONTACT US

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Blog

How has COVID-19 affected hyper-casual gaming apps?

THE GLOBAL PANDEMIC HAS UPENDED SOCIETIES AND ECONOMIES EVERYWHERE

What has been the impact on hyper-casual gaming? Our first look suggests that COVID-19 has significantly contributed to driving more users to the genre. Cumulative install and session data for six countries from Adjust reveals how stay-at-home orders have increased interest in hyper casuals throughout the pandemic.

Install & session rate during COVID-19 season
source: adjust

KEY FINDINGS

Installs across the globe rose as users were social distancing at home. For the period December 2019 to March 2020 — installs more than doubled (103%) globally. The highest increase was observed in China — which grew 3.5x in four months (December through March).

As installs rose, sessions ballooned to match. Compared to December 2019, which had already exceeded one billion sessions, hyper-casual sessions increased a further 72% in March. China led the pack with an increase of over 300%. Other countries also made their mark: Germany saw a 69% increase in March compared with December 2019. For the same period, Korea saw a 152% increase and Japan saw a 137% increase.

An examination of the ratio of paid vs. organic installs shows the opposite dynamic as the number of apps installed from paid advertising declined 26% from 80% in October 2019 to 59% in March 2020. Ironically, organics come out the winner, showing that people stuck at home are more willing to browse and experiment.

WHAT IS NEXT?

The challenge going forward will be sustainability and growth prospects for the hyper-casual genre after social distancing eases. Will new users continue to flock toward the genre? And will the broader trend of growing ad inventory be reversed as the overall economy picks up, allowing key metrics and methods to revert back to their pre-crisis mean? Will margins suffer from this drop?

Nothing is for certain, but it does appear as though the business model of hyper casuals is here to stay. This will no doubt have implications for mobile marketers from other verticals, as the overall trend toward optimization and automation takes hold.

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Categories
Blog

Hyper-casual mobile gaming in 2020: Charting the rise of a blockbusting genre

THE NEXT BIG THING

Mobile gaming is emerging as the prime pastime for app users. With record numbers of consumers practising social distancing amid COVID-19, many people are using their downtime to discover new games or binge on old favourites. Adjust data on global gaming demonstrates just how significant that has been in the first quarter of 2020, with consumer spending, app engagement and downloads all jumping to record highs.

People across the globe are now spending more time than ever playing games. Perhaps more significantly, people are also engaging with advertising more. It’s a trend that has played to the strengths of hyper casual’s unique monetization model. This report provides insights into how hyper-casual games have fared in the recent past, and what could be in store for the future.

One of the popular hyper-casual games, Gems Shooter is a game of accuracy and strategy

Hyper casual mobile games saw hypergrowth in Q1 2020: Globally, installs more than doubled from December 2019 to March 2020. But users didn’t just download more hyper-casual games; they also played them more often. Adjust data reveals sessions grew by a whopping 72% in March. Unsurprisingly, March was the month when the lockdown went into full force, and also the period that saw sessions in many countries skyrocket. Confined to their homes, users needed no convincing to download and play hyper-casual games.

Attractive CPIs are everywhere: Despite a 35% decrease in costs, acquiring hyper-casual users in the U.S. ($0.42 at the end of March) came in at the high end of the scale. However, marketers can expect the highest conversion rates (17%) from users in this region. During the same period, costs in APAC declined sharply to tie with EMEA at around $0.20. Globally, CPIs are much lower, averaging $0.17 in Q1 2020.

IPMs are off the charts: Globally, total installs per 1,000 impressions increased by 18.2% from Q4 2019 to Q1 2020. This indicates users are more engaged with ads and more likely to take action as a result of viewing them.

Advertising provides a positive impulse: Predictably, sessions for hyper-casual games are short (1.56 per user per day) and stickiness is moderate (11% for hyper-casual mobile games compared to 24% for all other games combined). However, this is the game experience the genre was built to deliver.

Panda Sling’s gameplay and simple mechanics make it very addicting

Significantly, hyper-casual games can display more ads than gameplay within a minute and still hold the attention of their audience and generate significant revenues. It would seem that it pays for marketers to show more ads. But users have their limits. Data indicates four ads per minute is too much of a good thing. Many games fall below that – missing out on an opportunity to make more money from showing the optimal number of ads to their audiences.

Benchmarks matter: An examination of ARPU distribution shows that hyper-casual games should strive to make at least $0.13 per user. But marketers can also aim higher. The top 25% of hyper-casual games pull in users that generate $0.23, and the top 10% make an impressive $0.30, or more than 2x the money compared to the median.

HYPER CASUAL MOBILE GAMES EXPLODE AND EVOLVE

Globally, mobile gaming is well on track to being a $100 billion market, with some estimates suggesting mobile gaming will generate revenues of $95.4 billion by 2022, accounting for 41% of a total global games market worth $196 billion. 1

The monstrous growth of mobile gaming has been powered by incredibly popular and massively addictive games such as hyper casuals, a game type that has exploded since it broke onto the scene in late 2017. This phenomenally popular genre is made up of lightweight games that are instantly playable and infinitely replayable. The combination of simple game mechanics and minimalistic design ensures a “tap-to-play” experience that is highly engaging.

During the COVID-19 pandemic crisis, City Protector has been one of the best hyper casual mobile games


This dynamic also defines how this unique gaming genre makes money — relying on ad monetization for 95% of its revenues. 2 It also begs the question of whether hyper-casual games are a genre at all. Some argue that hyper-casual games are, in fact, a business model, cleverly blending the best ad experience and the most engaging mechanics to appeal to the broadest category of players. In practice, these simple games allow players to pay for in-game resources, microtransactions and other items with attention. The outcome is a highly engaged player and a valuable user base that accepts and appreciates commercials.

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Categories
Blog

COVID-19’s Impact on Mobile Gaming: Consumer Engagement Skyrocketed as Revenues Exceed $77 Billion in 2020

Meanwhile, the global number of smartphone users will grow +6.7% year on year to 3.5 billion in 2020, presenting a new pool of players and payers for the years to come.

In this article, we’ll dive deeper into these numbers, while also sharing our thoughts on the impact of the ongoing COVID-19 outbreak (in terms of mobile game revenues and smartphone usage). Finally, we’ll present our mobile market forecasts from 2020 through 2023.

Lockdown Has Led to Consumers Engaging with Mobile Gaming More Than Ever

National/regional lockdowns and travel bans across the globe have led to a significant increase in consumer engagement with mobile games, especially in mobile-first markets such as Asia, the Middle East, and Latin America.

Simply put, mobile’s portability and accessibility have solidified the platform’s dominance even further this year, partially due to a spillover effect from Internet cafes in certain markets (again, mostly in Asia).

What’s more, we’ve seen a slight increase in tablet usage in Q1 2020—the first instance of growth in almost two years. China, which was in strict lockdown throughout the entire quarter, drove the increase.

This Strong Engagement Will Trickle into Increased Revenues and it is proven

Naturally, the rise in playing time will lead to revenue growth for mobile gaming. But as it is infamously challenging to convert mobile players into payers, engagement growth will by far outpacing revenue growth—especially on Android, the dominant OS in many emerging markets.

Growth in direct consumer spending is also somewhat offset by the increasingly popular in-game-advertising (IAA) business model. Nevertheless, we forecast the market to reach $77.2 billion by 2020. An increased interest in gaming due to COVID-19-related lockdown measures is a primary driver.

In terms of the app stores generating these revenues, Apple and Google’s duopoly on the market still holds, but third-party-app-store revenues are growing faster:

  • Apple’s App Store will generate $38.8 billion in mobile game revenues this year (+10.3% year on year), accounting for just over half of all mobile game revenues worldwide.

  • Game revenues from Google Play, meanwhile, will hit $27.8 billion (+15.0% year on year) in 2020, claiming 36.0% of the global revenues.

  • The remaining $10.6 billion will come from third-party Android app stores (+20.5% year on year). Google Play is banned in China, so the lion’s share of third-party revenues is driven by the Chinese market.

Future Outlook: Mobile Gaming on Track for Its First 100-Billion-Dollar Year

The mobile games market will continue to grow and cross the $100-billion mark in 2023. By then, we forecast the mobile games market to grow with a +10.8% CAGR (2019-2023) to $102.8 billion.

Hardware Manufacturers Face New Obstacles, But Active Devices and Users Are Still Increasing Fast

In the past few months, leading mobile manufacturers such as Samsung, Xiaomi, and Vivo have delayed new product releases due to the pandemic. With factories around the world grinding to a halt, the lockdown has disrupted the supply chain, which negatively affects the manufacturing and distribution of mobile hardware.

5G Rollout Will Be More Impacted, But the Future Still Looks Bright For The Upcoming Tech Connectivity

The extent to which the pandemic will disrupt 5G’s rollout globally is still difficult to gauge, but it seems it will be somewhat impacted. In many Western markets, carriers expect delays for 5G network deployments; yet, governments in Asia are still pushing hard for national rollouts.

credits: https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/

Categories
Press

eSports apps aim to hook users into playing the long game

“You don’t build a plane and then start flying. You build a plane while you’re flying it. That’s what an entrepreneur does.”

Taro Araya knows a thing or two about building a plane while flying into uncharted skies. A Japanese national born in Colombia, he worked for Swedish telecom infrastructure company Ericsson in Bangladesh, built an agritech startup in Myanmar, and then founded a “Netflix of games” which has notched up 470,000 subscribers in the emerging markets of Asia and Latin America.

Goama Games, also known as Go|Games, gives subscribers ad-free access to hundreds of top-rated games which would be too expensive to play otherwise. But this is only one part of its business model.

For scaling and monetization, it also has a B2B2C (business-to-business-to-consumer) model. Partners can host games on their apps by embedding Goama. This helps partners raise their engagement with users, while Goama increases its reach and revenue sources. Partnerships also help with payments.

  • Subscription-based gaming and e-sports apps have been trying to gain traction in India, especially amid the lockdown
  • Goama’s value proposition comes from the 2,000 games in its library, which gives subscribers a rotating list of 400 games

Digital payment apps, telecom companies, and on-demand delivery companies are among Goama’s partners. A new focus area this year has been to enable ‘super apps’ to host casual esports tournaments. It has already signed deals with four super apps and five more are in the pipeline.

Goama’s gaming tournaments crossed 480,000 monthly active users in April. This was also the month when covid-19 lockdowns led to such a surge in traffic that its servers went down, says Araya. While that was a “nice problem” to have, it also interrupted Goama’s search for B2B partners in India to scale up in a country with a massive mobile user base. But it’s live in 16 countries currently in various forms.

Taro, whose father is Japanese and mother Colombian, did part of his schooling in the US before returning to Colombia where he set up a car repair shop while still at college. “My hobby was painting cars and this turned into a company with 22 employees.”

He later joined Ericsson after a short stint with an HR consulting firm from which he got fired. “I can take advice but I’m not the best person to take orders,” explains Taro.

For Ericsson, he worked in Colombia, Panama and Jamaica, before moving to Bangladesh as VP of sales and marketing. He left this “cushy ex-pat job” to launch his first startup, Miaki, with a Bangladeshi partner who funded it. It gave free call time to users for consuming ads from brands, which in turn gave telcos an extra revenue track.

After a wave of terrorist attacks in Bangladesh in 2015 and 2016, Araya shifted to Myanmar. There he spun out an agritech startup, Village Link, that provided information, services and products to farmers. But he found it hard to crack monetization and eventually diluted his stake in that too.

Around that time, he roped in Wayne Kennedy as a co-founder. Kennedy had quit his job as director with Myanmar telco Ooredoo. The plan was to acquire a value-added services business in Myanmar, but it didn’t pan out.

Then they took the plunge into subscription gaming in 2017. “We piggybacked on my other organizations which had connections in the region for telcos. That’s how we started doing monetization. And suddenly it took off,” says Araya, who has moved to Singapore now.

Goama raised funding last year from global VC fund SOSV as part of its Taiwan-based Mobile Only Accelerator (MOX). William Bao Bean, the general partner at SOSV, likes Goama’s business model. It’s a smart play where the B2C subscriptions provide validation and keep the engine running while the B2B model is built up.

“You’ve got to find a business model and charging model that makes sense for the market. Just because something works in the US doesn’t mean it’s going to work in Asia, especially for low to medium-income consumers,” says Bao Bean.

Subscription-based gaming and esports apps have been jostling with one another to gain traction in India, especially after the COVID lockdowns. Amazon has just made gaming available at no extra cost to Prime members, albeit with a limited selection. Bengaluru-based Mobile Premier League focuses on esports along with access to about 40 games.

Goama’s value proposition comes from the 2,000 games in its library, which gives subscribers a rotating list of 400 games. It’s also far more affordable than ‘game passes’ from the likes of Microsoft, Apple, and Sony. The monthly price of a PlayStation Plus subscription dropped to Rs. 499 recently, but that’s still steep for a mass-market consumer.

Araya hopes that the association with Bao Bean will help him scale his venture to heights he’s yet to experience as a serial entrepreneur. Coincidentally, after the deal was signed with SOSV, he and Bao Bean discovered they went to the same high school in the US. It’s a small world.

credits: MINT[/vc_column_text][stm_spacer height=”40″][/vc_column][/vc_row]

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