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The 5 Key Criteria That Makes a Super App, Super!

“Super App” is a term coined by Blackberry founder, Mike Lazaridis, defining it as “a closed ecosystem of many apps that people would use every day because they offer such a seamless, integrated, contextualized and efficient experience.” He envisioned a collection of apps that serve people’s multipurpose needs, seated in one mega platform. As prophesied, the age of super apps has already taken over our lives. 

The digital transformation across the globe and the rising demands of end users has pushed developers to create the ultimate “ecosystems of various offerings. ”Super apps or ‘digital front-doors’ have further evolved to a mass marketplace, offering a variety of products and services made possible by in-house technologies or through third-party integrations.

One of the leaders the Super app realm is WeChat, initially an instant messaging app that transformed into an ecosystem of services including but not limited to taxi booking, virtual wallets, payment channel, hotel reservations and of course, gaming.

Map of the WeChat mini program Ecosystem

Similar super apps have sprung up over the past years, starting off as a single use focused app and that eventually morphs into a multi-purpose mega platform that offers a variety of services that addresses people’s needs. 

 Contenders to WeChat are the likes of Grab, Gcash, Paymaya, Gojek, MPT4U in Asia Pacific, Tata in India, Yandex Go for Europe and Careem in Dubai. There are a wide number of tech companies aiming to be THE ultimate super app. Even The Facebook Company, with their purchase of WhatsApp depicts its ambition to bite into Super app market pie.

 So what makes a super app really super? We’d say it has to do with the elements and characteristics of being able to provide an all-in-one or one-stop-shop capabilities to end users. The more service or functionality being offered by a mobile app, providing convenience to end users, the higher its level of superpower.

Let’s deep dive into the the 5 characteristics of a super app:

  1. Super apps are the ultimate go-to app on the phone

The ease of use and search of products and services in an all-in-one app holds more value to end users because it is convenient and saves time. Imagine it as another home copy of your home screen where you can get to all the services you need to sort out your daily life within just one app! e-Wallet, check. Bills payment, check. Games, check.

Grab
  1. Has at least one service or function that has a high open rate

Super apps like Gojek and Grab started off as a ride-sharing app and each added functions such as instant messaging and e-wallet. Gcash started off as a mobile wallet and payment center, and now offers multiple verticals in-app. Whatever a super app was initially built for, it was doing its ‘job’ superbly, allowing them to morph into an ecosystem of offerings.

Gojek vs. Grab
  1. Easy access to end users’ wallet

Why let your end users keep money in another app when you could have direct access to their wallet? This is an important function being done by many apps with the ambitions of being a super app, even such as the likes of eCommerce platforms Lazada and Shoppe launching their own e-wallet function that enables ease of access to payments for their users.

Lazada Wallet
  1. Open and welcome to partnerships with other platforms

Super apps are like your malls with multiple shops offering various services. The very reason why they are what they are is their ability to be open to collaborations and partnerships. Their app structure allows for other platforms to be seamlessly integrated within the ecosystem they have built. Gamification platforms like Goama enjoy partnerships in over 24+ countries across the globe, providing a highly curated library of addictive games.

  1. To sum it up, from a business perspective, a super app provides much value to businesses in general

The capabilities of a super app can increase growth, and engagement. Additionally, having lots of services that cater to different needs of consumers will help with retaining users.

It is no secret, Goama loves super apps and integrates seamlessly with one, providing the fun aspect that retains the end user on that super app, lengthening end user time spent while they are not using the key service that the super app provides. It is entertainment within reach, without having to install multiple game apps on their phone. 

End users simply need to tap into the super app and they will have access to high quality casual gaming. Goama also provides monetization opportunities through game tournaments that makes end users hooked on further.

Super apps are here to stay, and ever ready to serve end users’ multipurpose needs. What about you? What do you enjoy about the super app that you are using?

Source:

https://www.techinasia.com/heck-super-app

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Blog

The Rise and Rise of Mobile Gaming And The Need for Gamification

Mobile gaming is serious business, in fact, it is a phenomenon. The global gaming market is estimated to have reached over $152 billion, where 45% of that comes directly from mobile games. That’s over $68.5 billion!

Just last year in 2020, the year of the Covid-19 pandemic, the mobile gaming industry saw a spike of over $77.2 billion in revenue just in that year alone. Even though the pandemic has caused grave impact worldwide, destroying businesses across several industries, the gaming industry just keeps thriving and thriving.

Total Mobile Game Revenues CAGR 2019-2023

Mobile games have accounted for over 33% of app downloads, 74% of consumer spend and over 10% of all time spent in-app. The mobile gaming industry is at its peak with no signs of slowing down. With the covid-19 pandemic causing an increase in smartphone penetration around the world, and network providers working around the clock to provide affordable data cost for easier access to mobile gaming, we are experiencing a massive increase in the number of mobile gamers across the globe.

global smartphone users

Over 90% of millennials prefer smartphones over gaming PCs, laptops and other gaming devices. According to GameAnalytics, just in the first quarter of 2020, the number of mobile gamers grew from 1.2 billion people to 1.75 billion per month.

From casual games to the rise of hyper-casual games that are easy and quick to download, competitive and fun, mobile gaming is the rave even amongst older demographics. Today, the average age of a mobile gamer is 36.3 with one-third of all gamers are between the ages of 36-50 years old. Gender split is also now at 50% female and 50% male. The current demographic studies are definitely changing the traditional perception of gamers.

The choice of mobile games are abundant in the Google Play Store and iOS App Store, but according to App Annie, a popular App Analytics and App Market Data tool, casual games are leading the global download growth rankings, with over 45% year on year increase.

What is the real definition of casual games? Why and how does it become popular in the mobile gaming scene? Well, in short – casual games are designed for everyone and anyone. It has few rules with simpler game mechanics. There is a certain level of competition that appeals, either to beat their record or to advance the leaderboard amongst their circle of friends. The psychology of casual games also makes it addictive because it’s supposed to be easy and relaxing and provides a sense of accomplishment. The tendency for gamers to conquer the game then becomes personal.

Casual games rely on a free-to-play model that has numerous monetization strategies but mostly mobile developers and investors earn by monetizing through in-app purchases and in-game ads. For marketers, 2020 saw a significant drop in the cost to acquire new players – bringing down an average lead cost to $1.47 ( a 66% decrease from 2019). However, it is still expensive to acquire a paying user for casual games, which suggests that monetizing users through ads will still be a focus of many mobile app developers.

With the billions of U.S. dollars generated from revenues coming from mobile gaming, it is easy to perceive that entering the mobile gaming industry is lucrative and holds many opportunities to convert millions of gamers to be potential customers for your products and services. The recent rise in hyper-casual gaming that’s worth over $2 billion has introduced into the audience pool a massive 100 million new mobile players, and that’s rapidly increasing.

If you already have a live mobile app currently, is it wise (or let alone necessary) to set up a new team to create a branded game just so that you can tap into the mobile gaming market? If you do not have a mobile app just yet, does it mean that you ought to nose dive into creating a game app just so that you can grab a share of the pie? Well, it all depends on your resources really. While it is a mammoth of a project to undertake, it is not impossible, and it might even scale your business one way or another.

Luckily, our team at Goama have thought hard and well on this and through that our engagement platform was born which enables our partners to create, connect and engage with millions of gamers across the globe for your app and/or brand through casual eSports.

We offer our platform, which consists of a wide variety of highly curated casual games that are competitive, fun and addictive, to be hosted within your currently running app – which in turn allows you to re-engage with your dormant app users and provide  them a new environment within your “own home”.

For brands who wish to have access to the audience pool of millions of mobile gamers, we offer an interactive and immersive brand campaign experience that allows you to interact with new and existing consumers. You can be certain that with Goama you are providing dynamic engagement at each step of the campaign where we provide the tools and flexibility for you to build a game with multiple levels of customisation and product placement opportunities, where players can compete to win rewards. You are also able to drive desired user behaviours post-game with attractive calls to actions.

The sky’s the limit with what you can achieve in the mobile gaming market. The question is, are you ready to get started?

Contact us at sales@goama.com to discuss on gamifying your app, or if you want to build a game for your brand.

You can find out more about how we can gamify your app here, or help you build a game here.

By Jean Bautista

Edited by Tengku Wazir Aziz

Sources:

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

https://www.businessofapps.com/insights/mobile-gaming-industry-statistics-and-trends-for-2021/

https://www.is.com/community/blog/mobile-gaming-trends/

https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-gaming-statistics

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Blog Press

A Game for Gamers by Gamers – Goama Powers Razer Cortex Instant Games

Razer launches with more than 100 games, including the all-exclusive Sneki Snek Adventure that features fan-favourite sustainability mascot, Sneki Snek. Gamers can compete in a range of tournaments for a chance to win Razer Silver.

USA 13 Aug 2021 – Razer, the world’s leading lifestyle brand for gamers, announced the launch of Cortex Instant Games Tournament, focused on instantly playable casual games, powered by Goama – a gamification platform and provider of a vast library of highly curated casual and hyper casual games and tournaments. 

Goama delivers an advanced gamified environment turning any app into a gamified powerhouse unleashing opportunities to engage users, increase new user acquisition and retain existing ones. Razer’s instant games are playable directly from the Razer Cortex app on Android, so players don’t have to do additional downloads. Each of the hosted tournaments offers tiered levels of Razer Silver prizes, which are redeemable for a variety of Razer hardware, accessories and digital rewards.

“We are proud to be working with Razer to create more ways for players to improve their gaming skills and be rewarded for their performance,” said Taro Araya, CEO of Goama.

Cortext Instant Games will host 4 to 6 tournaments concurrently, with 100 more games available for free-play access to a wide variety of genres. Each of the hosted tournaments offers tiered levels of Razer Silver prizes, which are redeemable for a variety of Razer hardware, accessories and digital rewards.

Additional casual games and tournaments will constantly be added and rotated onto the platform spurring competition among players. With Razer gamers dubbed as “hardcore gamers”, this partnership makes an interesting one to watch.

“Razor fans are hardcore gamers,” Sr. Director for Razer Mobile Software, Quyen Quach said. “But I really believe that gamers play differently on different screens. So you might be a really hardcore gamer on a console or PC, and then you’re waiting in line somewhere and you just want to pick up a quick challenge somewhere, and you will do that on your phone. With Razer Cortex Instant Games, we have an interesting intersection of casual gamers and core gamers. We really feel like hyper casual games are something that cuts across all those demographics. It’s so easy to pick up that everybody can understand it. And for the core gamer, it’s more about the competition. It’s about seeing where you are on the leaderboard.”

Released simultaneously with Cortex Instant Games Tournaments, Razer also launches the first ever Sneki Snek game that features Razer’s iconic, environmentally conscious mascot that will run charity tournaments – echoing Goama’s stance to Doing Good Through Gaming.

Sneki Snek Adventure challenges players to steer Sneki Snek away from poisonous obstacles and grab seeds to plant trees to score bonus points. With a real-time leaderboard pitting players against each other, players compete to conquer the top spot for a chance to win Razer Silver prizes. All proceeds generated from Sneki Snek Adventure will be donated directly to Conservation International as part of Razer’s continued commitment towards sustainable practices and reducing its global footprint. 

“A session might last a few seconds, or it might last 30 minutes, depending on how good you are,” Quach said. “And we’re seeing that, although most of the game session times are pretty short, we have about 20% of users that are somewhere from 15 minute to 30 minute game sessions. So they’re playing it over and over, and they want to move up the leaderboards.”

Razer is seeing a lot of people coming in through this system who are new to Razer so far, Quach said. It’s widening the funnel of players who could eventually stick around and spend more money on Razer products.

“This is their introduction to Razer,” she said. “The Razer ecosystem can mean cool gear for anybody, from having a pink headset to a Star Wars mouse or keyboard. Gaming’s demographic is changing before our eyes.”

As featured in – Razer Bloomberg Venture Beat michapx7 That’s Gaming Invision Community Inside Digital Gamesutra Pocket Tactics Inside Voice Report Door Techspot Jioforme Persberichten Gamepress Truth Daily Techbeezer Hitechglitz Slashgear Businesswire Jackofalltechs IQStockmarket Pixel Magazin Swift Headline Mid Florida Newspapers Myket Today Spot On Michigan Techno Senior Flipboard

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Blog

MGS Expand: Fireside Chat: From Markets To Team Members – All You Need To Know About Expansion

Taro Araya, the CEO of Goama, and William Bao Bean, the General Partner of SOSV, were featured in a Mobile Game Association webinar yesterday, July 15th, 2021, on the topic from Markets To Team Members – Everything You Need To Know About Expansion. In this session, you’ll get insights on a B2B2C approach for market expansion, piggybacking on super-apps, opportunities for startups, cross-border expansion opportunities, choosing local partners, and building the right team for expansion efforts.

If you were unable to attend, here’s a quick video recap. Enjoy watching! ^_^

For more information, you may visit the following websites:

SOSV Website: SOSV: https://sosv.com/

Goama Website: https://goama.com

Facebook Page: https://www.facebook.com/goamaofficial 

Instagram: https://www.instagram.com/goamaofficial/

Youtube: https://www.youtube.com/channel/UCHPLZ33WN35Fvos7LU3_q3w

Twitter: https://twitter.com/goamaofficial

About Mobile Growth Conference Series

MGS EXPAND is an intimate one-day, developer, publisher, and marketer-focused conference where you can connect with and learn from mobile app and online marketing professionals.

Expanding is a tricky business. Get insights on how to achieve better brand awareness, localize correctly for new markets, and expand into new territories. Our lineup consists of industry leaders who are experts in expansion, branding, and localization.

With lectures, panels, and numerous opportunities for networking, MGS EXPAND has everything you need to make 2021 a successful year for both you and your company!

For more details: https://www.mobilegrowthassociation.com/events/expand

Categories
Blog

Rise in mobile gaming and the opportunity for brand engagement.

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Gamers have it good in 2021. In fact, gaming has never been in such a healthy position, with an array of consoles to choose from these days alongside handheld devices such as smartphones. Gaming is now a big part of everyday culture in today’s modern world. It’s only going to go from strength to strength, too.

One aspect of gaming which has really kicked on in recent times is mobile gaming. We all have access to a smartphone in the modern world, therefore opening up an array of gaming possibilities in the process. This all comes despite the release of a sophisticated console such as a PlayStation 5, with smartphone gaming offering something different to a console gaming experience. It looks like mobile gaming is here to stay, ultimately.

So, how does this all translate to a brand’s engagement? Here at Goama we provide brands with the exciting opportunity to freshly engage with various segments of the audience using mobile games. 

Goama’s Platform

We offer a unique competitive casual gaming platform that is hosted on leading super apps such as Rappi, Gcash, Cricbuzz spanning from Latin America to South East Asia. These games can be customised for the brand paving the way for branding and advertising. Coupled with multiple CTAs, it will guarantee a unique  form of engagement with your brand’s current audience and attract a new segment.

 Custom games created for Foodpanda and Snickers

Several brands such as Snickers, Foodpanda have already reaped the rewards from such campaigns. It enabled these brands to engage with audiences averaging over 15mins per user. If you want to have a fresh dose of engagement with your audiences, contact us via www.goama.com 

 

Source: https://www.harrogate-news.co.uk/2021/02/05/mobile-gaming-to-do-even-better-in-2021/

For more information, you may visit the following websites:

Website: https://goama.com

Facebook Page: https://www.facebook.com/goamaofficial

Instagram: https://www.instagram.com/goamaofficial/

Youtube: https://www.youtube.com/channel/UCHPLZ33WN35Fvos7LU3_q3w

Twitter: https://twitter.com/goamaofficial

 

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Categories
Blog

Is the increasing popularity in mobile games an opportunity for brand engagement?

The full extent of mobile gaming growth in 2020 following surges of engagement during COVID-19 lockdowns is finally becoming apparent, with The NPD Group releasing its Deconstructing Mobile & Tablet Gaming report in collaboration with Sensor Tower.

Per the report, of the 303.7 million mobile users across the US and Canada in 2020, 238.7 million are active mobile gamers.

This is up 12% over 2019’s 214 million, a considerable growth increase from previous years, as the number of mobile games rose only 5% from 2017 to 2018, and only 2% from 2018 to 2019.

Additionally, the average number of hours per week spent playing games on a smartphone or tablet rose to eight hours in 2020 from six in 2019, with NPD again attributing this increase to the pandemic — in fact, 35% of the mobile gamers in the US and Canada that the NPD surveyed said that COVID-19 lockdowns had led them to engage with mobile games more frequently.

Mobile gaming rose across all age groups, with the number of gamers ages 45 and older rising 17% year-over-year, the 25 to 44 age group rising 13%, the two to 12 age group rising 9%, and the 13 to 24 age group rising 3%.

The NPD Group additionally reported that all mobile gaming genres saw revenue growth in 2020, though the specific revenue numbers have yet to be compiled, with The NPD Group saying they would be available by early next week. Last year, the NPD Group reported mobile gaming revenue of over $11.8 billion.

Goama offers multiple game customization options, branding and advertising opportunities, and multiple CTAs enabling users to interact with you. These are driven through sponsored tournaments with a selection of competitive casual games hosted on leading superapps such as Rappi, Gcash, Cricbuzz across globe from Latin America to South East Asia. 

Goama’s Platform

Brands such as Snickers and Foodpanda have already benefited from such campaigns. It enabled these brands to engage with audiences averaging over 15mins per user. Goama’s exceptional growth resulted in being featured as one of the 100 startups to showcase at CES 2021 by Taiwan Tech Arena.

To get onboard this exciting opportunity, contact us at https://goama.com

Custom games created for Snickers

For more information, you may visit the following websites:

Website: https://goama.com

Facebook Page: https://www.facebook.com/goamaofficial 

Instagram: https://www.instagram.com/goamaofficial/

Youtube: https://www.youtube.com/channel/UCHPLZ33WN35Fvos7LU3_q3w

Twitter: https://twitter.com/goamaofficial

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Blog

500 Startups: Global Launch Singapore Batch 1 Demo Day Graduation Recap

29th January 2021 – Goama graduated from the 4-month accelerator program with Demo Day. There are total of 8 graduate companies hailing from different countries successfully pitched to a room of active and accredited investors, resulting in follow-up investor meetings and networking. Watch out for the presentations of the 8 graduate companies. ^o^

For more information, you may visit the following websites:

Website: https://goama.com

Facebook Page: https://www.facebook.com/goamaofficial 

Instagram: https://www.instagram.com/goamaofficial/

Youtube: https://www.youtube.com/channel/UCHPLZ33WN35Fvos7LU3_q3w

Twitter: https://twitter.com/goamaofficial

About 500 Startups

500 Startups is a venture capital firm on a mission to discover and back the world’s most talented entrepreneurs, help them create successful companies at scale, and build thriving global ecosystems. It is one of the most active venture capital firms in the world.

Since its inception in Silicon Valley, 500 Startups has invested in over 2,300 companies via its 5 global funds and 15 thematic funds dedicated to either specific geographic markets or verticals. Its 100+ team members are located in 20 countries around the world in order to support the 500 Startups global portfolio of investments which spans more than 75 countries.

Notable investments in the 500 portfolio include Credit Karma, Twilio, Canva, Grab, Bukalapak, The RealReal, Talkdesk, Knotel, Udemy, and Ipsy.

Beyond providing seed capital, 500 supports startups via their Seed Accelerator Programs which emphasize digital marketing, customer acquisition, lean startup practices, and fundraising for pre-Seed companies. 500 Startups further contributes to the development of innovation ecosystems by supporting startups and investors through educational programs, events, conferences, and partnerships with corporations and governments around the world.

For more information, please visit 500.co

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Blog

Will Apple’s iOS 14 Disrupt Mobile Advertising? – Goama Mobile News

The past two decades have seen Internet penetration and engagement skyrocket. As a result, targeted personalized advertising has become the largest revenue stream for data-driven tech companies like Google and Facebook. Within the mobile ecosystem, in-app advertising has become a key source of revenue for app developers, including game makers.

More mobile game publishers and developers than ever are relying on in-game ad revenues, particularly those active in more casual genres (especially hypercasual). For example, Outfit7 (publisher of My Talking Tom) generated six times more revenue from ads than from game publishing in 2019.

Apple’s recent iOS 14 announcement is poised to completely change how advertising on mobile works. The update will see Apple revoking its identifier for advertisers (IDFA),
making it practically impossible for businesses to track end-user behaviour on iOS device (both via web browsers and in apps).

Without contextual insights from this tracking data, it will be challenging for publishers and developers to deliver targeted ads that fit users’ preferences. As a result, companies may face higher user acquisition costs and returns on investment may be far lower.

At Apple’s WWDC event, it was announced that iOS 14 would behave in the same way as iOS 11 and iOS 12. Apple announced a new rule requiring apps on Apple devices to obtain explicit user consent before using the device ID to track and associate. This requires apps to ask users for permission before tracking them with an advertiser’s app identifier, known as IDFA.

The outcome for publishers and advertisers?

There are grave predictions about disruptive consequences for publishers. Ads are the main source of income for most publishers, particularly when it comes to smaller publishers. Adobe and PageFair report says ad blockers would cost publishers about $22 billion in revenue loss this year.

This real threat of ad revenue losses forces publishers to think about other ways of making money:

  • Less free content. It is possible that a big part of publishers, who currently offer free content in exchange for displaying ads, will turn to paywalls. Publishers could also switch from the web into their own mobile apps, where ads will not be blocked or transferred to social media apps such as Facebook.
  • The growth of native ads. The mobile ecosystem will start a shift from script-based ads to so-called “native ads” that will avoid the blocking system. 

Moreover, Apple said it would allow users to disclose their approximate location with apps rather than their precise location. This means apps will not be able to identify exactly where you are. Last year, Apple enabled users to give over their location once so that apps won’t track users as they go.

Conclusion:

Make sure you are prepared for iOS 14 and the new privacy regulations by Apple because the iOS 14 ad blocking will change the future of mobile advertising. While the industry comes together to discover a solution that defends user privacy, others look for a sustainable future for advertisers and developers. 

credits: scaleo

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About Goama

Is a casual engagement solution that turns any digital platform into a gaming powerhouse to boost engagement, reduce the cost of acquisition and increase brand awareness.

Driven by a rock n’ roll team of more than 100 years of combined experience in digital space and gaming, spanning across 10 countries, we are dedicated to delivering fresh games on our competitive platform every week. Our key partners in over 17 countries are driving in excess of 2 million minutes of game time per week.

Categories
Blog

Estimated 2.5 billion mobile gamers by end of the year 2020 – Goama Mobile News

The number of mobile users in 2020 is believed to be on track to hit 3.5 billion, which is around 45 percent of the world’s total population.

In 2020, the total number of smartphone users worldwide will reach 3.5 billion, representing year-on-year growth of +6.7%. By 2023, there will be 4.1 billion smartphone users globally,
growing at a 2018-2023 CAGR of +6.2%. Much of the growth will be driven by emerging regions.

Active Smartphones and 5G-Ready Smartphones

Across the world, there will be 4.2 billion smartphones in active use in 2020, with a year-on-year growth of +6.3%. By 2023, the number of total active smartphones in use will reach 4.8 billion. Among all active smartphones, 199.7 million will be 5G-ready by 2020, representing impressive year-on-year growth of +1,214.7%. By 2023, there will be 2.1 billion 5G-ready smartphones globally, accounting for 42.7% of all active smartphones. The global number of 5G-ready smartphones will grow at a strong three-year CAGR (2020-2023) of +117.9%.

Mobile Game Revenue Forecast

In 2020, global mobile game revenues will grow to $77.2 billion, a year-on-year growth of +13.3%. By 2023, global mobile game revenues are set to cross the $100 billion line, reaching
$102.8 billion. In 2020, $38.8 billion in revenues—or 50.2% of the total global mobile game revenues—will come from the iOS platform. Revenues generated by mobile games downloaded from Google Play will reach $27.9 billion, 36.1% of the total market. Mobile game revenues from all third-party Android stores will account for the remaining $10.6 billion,
13.8% of the total.

From Hypercasual to Hybrid-Casual

The era of hypercasual on mobile is branching out into exciting new areas. Mobile advertising analytics company ironSource concluded at Gamefest 2018 that the hypercasual
genre is effectively a funnel for converting mobile players into mobile (game) payers by analyzing the aggregated data of 2.5 billion users in ironSource’s network over two years.

Hypercasual’s dramatic popularity spike between 2017 and 2020 led to an oversaturation of players, aggravated further by the increasing number of companies entering the space.
These factors—along with a lack of viable, long-term monetization for the genre—have led many publishers to rethink their hypercasual strategies.

One approach many companies have adopted is retaining the core principles and mechanics of hyper-casual game design but adding a layer of meta-design elements to increase the
lifetime value (LTV) of players, as exampled by Archero. This strategy shift led to the emergence of hybrid-casual games.

The hybridity of this new genre is twofold:

• Gameplay: While the games remain casual at their foundation, meta-game elements from
core genres—such as action-based role-playing games (ARPGs) and deck builders—are
added to the mix.

• Monetization: New ways to play lead to new ways to pay, including bundles and direct
purchases, as well as the ad-based revenues popular in the hypercasual space.

credits: newzoo

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About Goama

Is a casual engagement solution that turns any digital platform into a gaming powerhouse to boost engagement, reduce the cost of acquisition and increase brand awareness.

Driven by a rock n’ roll team of more than 100 years of combined experience in digital space and gaming, spanning across 10 countries, we are dedicated to delivering fresh games on our competitive platform every week. Our key partners in over 17 countries are driving in excess of 2 million minutes of game time per week.

Categories
Blog

Unprecedented growth in China’s HTML5 games market: WeChat Mini Game revenue up 18% – Goama Mobile News

With new reports of unprecedented growth, HTML5 games have secured their place as the hottest way to enter the Chinese gaming market. In the first half of 2020, WeChat Mini Games – one of the biggest HTML5 platforms – experienced a surge in revenue of 18 percent.

At a conference in August, WeChat product manager Li Qing shared insights on user growth, attributes, and popular genres in the Mini Games ecosystem. We have summarized key points below to help developers redefine their strategy for the ever-growing and changing Chinese gaming industry.

H5 User Footprint: 1 Billion and Counting

Since China’s biggest social media platform introduced Mini Games in 2017, the total number of registered users has exceeded one billion. This number has grown continuously over the past six months, indicating that mobile users – experienced gamers or not – are embracing the new WeChat mini-game model as a way to have fun on their phones.

With the steady release of new HTML5 games, alongside the optimization of existing ones, WeChat predicts an even faster growth rate for its Mini-Games business in the second half of 2020.

H5 User Attributes: The Pool Just Got a Lot Bigger

Data from WeChat highlights important differences between HTML5 game and app store game players, a key insight being that only a small percentage overlap.

For developers, this means complementary app and H5 strategies can help games reach a far greater audience than ever possible in the past.

Lifestyle.

Given their click-and-play nature, Mini Games appeal strongly to intermittent users who want to explore a game before committing to it. Once they’ve had a taste, they can go straight from your HTML5 game to an app store and download the full version.

Gender.

Where the male-to-female ratio for traditional mobile games is about 6:4 (see gender distribution for mobile gamers in China), WeChat Mini Games have proven more attractive to the female user base with a ratio of 5:5.

With mobile gaming market revenue for 2020 forecasted to hit 6 billion USD for China alone, Asia’s growing female gamer segment is becoming an increasingly important target audience.

Age.

HTML5 games give developers access to a wider age range of players. Data from the past six months shows that two out of three mini-game players are over the age of 30—in contrast to one out of two for traditional mobile games.

Location.

HTML5 games give wider access to the China mobile user population as a whole compared to apps. The market share of mini-game users in tier 3-5 cities now exceeds 58 percent, compared to 39 percent for Chinese mobile gaming apps (see distribution of Chinese gamers by city tier).

The HTML5 games market is attracting users who weren’t gamers before and expanding China’s player pool. It can be concluded that these users prefer Mini Games to game apps, which require a stable internet connection, more phone storage, and higher performance.

H5 Genres: Puzzle and Simulation among the Most Popular

Puzzle and simulation games are the most popular HTML5 game genres, attracting 600 and 500 million users respectively, and bringing in combined revenue of more than 2.2 billion RMB.

The strategy and RPG category account for over 300 million users and 2 billion RMB in revenue.

Also announced at the conference was the expansion of WeChat Mini Games’ physical cache to 200 megabytes, giving developers more room to experiment and allowing users to experience games of higher quality and greater variety.

Now is the Time to Leverage China’s HTML5 Games

For foreign game developers, the HTML5 games market paves a uniquely hassle-free path into the Chinese market—with immense commercial value and scalability.

If you already have games in China, getting them on the H5 platform is key to sustaining and enhancing your success: on top of bringing in their own revenue, HTML5 games can attract new users and drive downloads for your mobile games.

If you are outside China and you want to harness the power and potential of HTML5 games in your platform/superapp to drive engagement contact us

credits: https://www.pocketgamer.biz/

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About Goama

Is a casual engagement solution that turns any digital platform into a gaming powerhouse to boost engagement, reduce the cost of acquisition and increase brand awareness.

Driven by a rock n’ roll team of more than 100 years of combined experience in digital space and gaming, spanning across 10 countries, we are dedicated to delivering fresh games on our competitive platform every week. Our key partners in over 17 countries are driving in excess of 2 million minutes of game time per week.

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