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Rappi wants to be a ‘super Asian app’ in Latin America

  • Inspired by Asian super apps, such as Tencent’s, Rappi’s new entertainment offer seeks to keep you in the app as long as possible.

If you live in China almost everything you want to do in your day to day you can do it through the screen of your smartphone. Buy the supermarket, pay for your services, communicate, request a transport, see a concert, go to the cinema or play something casual, and all this can be done from the same application, or two at the most. In contrast, if you live in Latin America, chances are you have at least 20 different apps on your phone, according to eMarketer; However, some firms like Rappi seek to change this by becoming “super apps”.

Although Rappi came to the market in 2015, with a limited offer for food delivery or supermarket products, it has added other types of services in recent years. It is currently possible to ask a Rappi delivery man to bring you something you forgot where you are, to walk your dog or to buy clothes and pay for services, and from yesterday, now you can also see live concerts, listen to music in streaming and playing video games.

The similarity of Rappi’s offer to what is now offered by the so-called Asian “super apps” such as We Chat, Ali Pay, Line, Grab or Go-Jek from Indonesia is almost a decal, and it is true, the Colombian unicorn seeks to replicate this model in Latin America supported by an offer of entertainment and transaction services, without leaving the same screen.

“Rappi is building something that goes beyond a single category and there is no direct competitor to this, at least in this part of the world, in the end, it is intuitive to have everything in the same app as the super apps in Asia. Instead of having several watered apps, you find a single ecosystem with the capacity to transact and with the last mile that arrives at the door of your house, “said Sebastian Ruales, director of new business at Rappi, who explained that in technology, I had been developing this entertainment integration project for a year.

Ruales explained that the business model of this new offer of services seeks to feed its same ecosystem of transactions and last-mile deliveries and for which it has consolidated a base of 30 million subscribers in 10 countries.

Although Ruales did not share the percentage of commission with which the signature of each of the live events remains, or live purchases made in the now “super app”, the manager explained that the games part currently works under a partnership scheme with Singapore’s casual gaming provider, Goama, so – for now – it is not open for independent developers to use Rappi as a window.

“The company is based in Singapore and works with companies in Southeast Asia and with them we started to stock up on these games and curate the content we started to have and today we have 150 games and growing (…) The sky is the limit, no we are going to stay with a single business model; we will continue learning and as we grow it is not off the table to look for game developers who can develop for us or have access to other types of companies, ”he said.

Goama operates in 17 countries and generates around two million hours of gaming per week in each of its markets, according to public information from the company.

In the vertical of concerts and live events, Ruales shared that the business works in two ways: The first model is based on sponsorships that brands can make for an event, and in which Rappi charges a fee for the use of its platform, Or if the relationship is direct between the artist or speaker and Rappi, the latter charges a percentage and the rest is for the creator of the experience.

As a measure of success, when looking at the first year of operation, Ruales estimates that one way to measure it would be for this new vertical to generate new users in the base business model that is the transaction for deliveries and sales.

“If we manage to tie entertainment and leisure with conversions and commerce, you have something spectacular because we are going to have the last mile and also entertainment. This we are trying to achieve and it is the path that we are going to seek to follow, ”he said.

Do ‘super apps’ work outside of China?

The consultancy Kagan describes that there are two types of super apps, those that are developing services enabled on a base business, usually a payment platform of their own, or those that allow third parties to develop and integrate them, such as WeChat or Baidu.

Kagan’s report warns that the most important thing about these apps is that they do not depend on a third party to process payments- Rappi has had Rappi Pay since 2018- and due to the Asian context, it has been seen that this type of development works well regionally and when connectivity is not prevalent in the country.

“Super apps have worked in delimited regions of Asia, such as China. India has theirs and Southeast Asia theirs, but they all share some cultural things, “the report quoted.

For its part, KPMG suggests that the next decade will be one of growth for this category with increasingly consolidated applications under the same company, and the challenge is how banks will be able to add value to process their transactions.

“The big question is how banks understand how to give value to their services in a world dominated by super apps,” the consultant quoted.

An example of app consolidation in the western world is the increasingly fragmented services of the big tech companies – mostly banned in China – such as the Facebook app family or the various Google services.

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Rappi launches entertainment hub including games, music streaming and live events in Latin America

  • Rappi is launching three new services focused on entertainment within the same app;
  • Rappi Music will work as a subscription streaming service;
  • Rappi Live Events will bet on paid tickets for live concerts, in exchange for greater interaction;
  • With Rappi Games, the platform will offer more than 150 games, with scores and rankings among the players.

Colombian startup Rappi rolled out this Wednesday a range of new entertainment services to keep users on the platform. The new features, Rappi Games, Rappi Live Events and Rappi Music come as Rappi’s latest effort to enhance its superapp strategy.

“With this launch, we make our customers’ lives even easier by providing a platform where consumers can listen to their favorite music and buy their groceries, all in the same app, and without leaving their home,” Sérgio Saraiva, Rappi’s president in Brazil, stated in a press release. “Further covering this entertainment aspect, we make new functions available to all users of our superapp, both customers and partners who want to think of new ways to bring content and leisure to consumers.”

With Rappi Games, the platform will offer more than 150 games, with scores and rankings among the players. During 3 months of tests, Rappi hit 266 thousand unique users and 3.5 million games played weekly, according to the company. Partnered with Goama, one of the industry leaders in providing hyper-casual games.

“We aim to make Rappi’s technology transformative for our customers, always innovating and thinking about what they want. This launching is in line with our strategy to cover different verticals, going beyond the delivery of food, products and services,” said Saraiva.

Rappi Live Events will work as a live streaming platform such as YouTube and Instagram, but the company’s strategy is to bet on paid tickets for live concerts, in exchange for greater interaction, similar to a virtual meet & greet. Rappi expects to hold more than 50 monthly events, including paid and free lives. The service will also offer direct purchases within the app, so digital influencers will be able to sell products featured in the lives directly through the platform.

The music venture, through Rappi Music, will work as a subscription streaming service, allowing users to download, share, and create playlists. The company claimed to have developed its own streaming system, fully created in Latin America. Without disclosing prices, the subscription can be paid online or discounted from the user’s credits in the app.

According to Saraiva, users, which are currently mainly at home, are seeking options that combine entertainment and technology.

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Social distancing affects mobile gaming tremendously, the trend is getting higher this year 2020

While social-networking sites are reporting massive spikes in use due to social distancing, the vast majority of that growth is less from users scrolling through feeds. Instead, people are leveraging messaging services such as Facebook Messenger and WhatsApp. It’s clear that direct communication with friends and family members is essential.

Consumers’ attention across the globe has turned from outward spaces to the internal spaces of the home, as we all start operating our daily lives within four walls and within the confines of technology – such as our work, communication with others, etc. But what we are looking for has also changed.

The need for access to digital services like email, internet, Zoom and Slack. Vodafone is reporting a 30% increase in data usage but notes that much of it is coming from people working from home. Streaming video overall is also up (20%), demonstrating our need for entertainment at this time.

What we found, however, is that more people are turning to mobile games for entertainment than ever before. Some 85% of consumers are playing mobile games for relief, according to the Coronavirus Impact Survey to the EMEA and LATAM regions, conducted in late March. Respondents ranged from 14 to 74, but most in EMEA were in the 25-54 age group.

Global Games Market accdg. to Newzoo

This is due mostly to the popularity of social gaming, hyper-casual games and free-to-play role-playing games – the very types of games that consumers are turning to now, to not only release stress but to connect with other people online. And they’re doing it every day, nearly half (47%) of respondents are now playing mobile games on their smartphone every day.

Some are sticking with the tried-and-true: 31% of respondents are playing mobile games that they already enjoy, just more often. But there are plenty that are branching out and downloading new ones: 32% of mobile users surveyed are playing new games on their phones.

How are they learning about these new games and being compelled to download them, and then, in many cases, spend money on in-game purchases? Or, in some cases, clicking on ads from brands to learn more about their products or services? The mobile app user acquisition landscape has grown accordingly, and advertising opportunities abound with all of the attention now being paid to this channel.

So as we shift into a new world, turn your attention to one of the few media channels that are receiving more attention, not less: mobile gaming. This channel is only going to increase in importance. While mobile game downloads shot up especially this year 2020.

With the rise of hyper-casual game services which provides engagement through super apps, mobile gaming is not only for entertainment but also a boost for business initiatives, particularly for ads & brand recognition. To know more contact us using this link

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Foodpanda Mobile Tournament Powered by Goama List of Winners

[vc_row][vc_column][vc_column_text]Here we compile the list of winners for the Foodpanda Mobile Tournament powered by Goama

WEEK 3 (22nd June – 28th June 2020)

WEEK 4 (29th June 2020 – 5th July 2020)

WEEK 5 (6th July 2020 – 12 July 2020)

WEEK 6 (12th July 2020 – 19TH July 2020)

WEEK 7 (20th July 2020 – 26TH July 2020)

WEEK 8 (27th July 2020 – 2nd August 2020)

WEEK 9 (3rd August 2020 – 9th August 2020)

WEEK 10 (10th August 2020 – 16th August 2020)

WEEK 11 (17th August 2020 – 23rd August 2020)

WEEK 12 (24th August 2020 – 31st August 2020)

WEEK 13 (31st August 2020 – 6th September 2020)

WEEK 14 (7th September 2020 – 14th September 2020)

WEEK 15 (15th September 2020 – 21st September 2020)

WEEK 16 (21st September 2020 – 27th September 2020)

WEEK 17 (28th September 2020 – 4th October 2020)

Every week this list will be updated with the winners, so stay tuned and watch this space!

How to join?

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. From 24 August 2020 onwards, You must be an active foodpanda Rider ( who has done 25 orders and attain 0 no-shows during the tournament period) to be eligible to redeem the prize.
FOODPANDA-GOAMA-RANKING

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

3. 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

Follow us on:

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Twitter@goamaofficial
Instagram@goamaofficial[/vc_column_text][/vc_column][/vc_row]

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Foodpanda Mobile Tournament Week 5 Winners Announcement

Another week has passed and a new set of winners emerged!

We are excited to announce the new set of 40 winners of last week’s Foodpanda Mobile Tournament powered by Goama which held on 6 July 2020 and ended on 12 July 2020, 23:59 pm.

Again we would like to send a big thank you to everyone who participated in the tournament and tried their best to get the highest scores possible! ????

The winners will win away prizes as follow: 

PARTICIPANT’S NAMERANKINGWINNINGS
likazora1$50
pegojaji2$40
Gerald Lam3$40
tohojedu4$30
wusifuti5$30
pulemobi6$30
lewuvaho7$20
fanufupi8$20
Suhaimi bin Saaipi9$20
roninulo10$20
Tee Kian Lim11$10
Parmadi bin kunim12$10
DERRICK KOH13$10
lecawike14$10
texaxuzo15$10
hiruzisa16$10
sigawuhe17$10
nawasixe18$10
bowitube19$10
HungKeeBoon20$10
necojida21$5
deciguwi22$5
xovahuvu23$5
kixatalo24$5
lucuxuwu25$5
jesihano26$5
Ang soon lee27$5
Tan Kovan28$5
Hsieh chia che29$5
sejefefu30$5
gihoxuhe31$5
Teoh Chee Hooi32$5
sanagoju33$5
xexijecu34$5
xehibecu35$5
sepumedu36$5
xucatuvu37$5
pezesico38$5
ninicugu39$5
daripago40$5

HOW TO CLAIM YOUR PRIZE?

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 HERE

THIS WEEK WE WILL HAVE AN ANOTHER TOURNAMENT!

How to join?

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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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

[/vc_column_text][/vc_column][/vc_row]

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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.

104224820_2336909533277841_3532349424606

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
Instagram: @goamagames

 

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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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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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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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