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How do Japanese gamers find new game?

How do Japanese gamers find new game?

A latest data conducted in January 2016 from over 1,000 Japanese mobile gamers! How did these gamers consider themselves? (N=1,014) This sample group could be considered as a representative average gamer group. How often did these gamers play games? (N=1,014) People in this sample group are true gamers. How did these gamers find new games? (N=1,014) How are these answers different from your imagination? What were the major information services they used for game play?  (N=1,014) Are you surprised? How much did they spend on mobile games per month? (N=519) This may help you do price setting in your F2P games for Japanese market. *Please be noted that only 519 out of…

Do you know all top 10 mobile game markets?

Do you know all top 10 mobile game markets?

Maybe you know who are the top 3 or top 5 mobile game markets. Do you know top 3 mobile game markets count for 66% of global market? Do you know top 6 mobile game markets counts for 79% of global market? Do you know top 10 mobile game markets counts for 87% of global market? Do you know who are the top 10 mobile game markets?  2015 Game total ($B) Mobile game ($B) Global market share (mobile game only) Ranking China 22.2 6.4 23% 1 Japan 12.3 6.2 22% 2 USA 22 6 21% 3 Korea 4 1.8 6% 4 UK 3.5 1 4% 5 Germany 3.7 0.8 3%…

China will become more difficult for foreign games

China will become more difficult for foreign games

Although Chinese game market is exploding and is now one of the biggest market of video games, it may also be one of the most tough markets for foreign game developers and publishers to enter. Chinese government announced last week that all digital products, including books, photos, music, map, animation, videos and games, can only be published in China by companies with 100% Chinese shareholders. In the past, foreign game developers or publishers can choose to build up a joint company with more than 50% Chinese shareholders in the company, which means foreigner companies were able to keep certain level of control in business operation in China so far, but…

“Gacha” troubles in Japan

“Gacha” troubles in Japan

“Gacha” has been a traditional way for consumers to collect specific characters or items under uncertain/certain probability. Now it’s also one of the most popular ways for game developers to design monetization mechanism in video games. However, there are more and more complaints to online games on “Gacha” mechanism in the past years. In last week, it’s reported on TV (Fuji) and newspaper (Yomiuri) that more than 2,000 users signed a complaint document and submitted it to Consumer Department of Japanese government for the problem that they didn’t get the top characters in a mobile game called “Gran Blue Fantasy” even though they spent a lot in spite of the announcement…

The six secrets of monetization in mobile games by SWRVE

The six secrets of monetization in mobile games by SWRVE

The great ideas from Tom Farrell and originally published by SWRVE are edited and summarized. To read through the original report is highly recommended. The original article: https://www.swrve.com/resources#whitepapers If you are in games, your business depends on engaging, retaining and monetizing app users. Failure is not option. Secret (1): An impressive game and successful user acquisition is NOT enough The critical question is “how can your game lead a sufficient number of players to the spending point while maintaining retention rate.” How to make it happen? Invest equal amount of game development and user acquisition in testing, optimizing game economy, marketing campaigns and extras. Secret (2): Conversion is king Measure. Successful…

LUDICIOUS Zurich Game Festival 2016

LUDICIOUS Zurich Game Festival 2016

After Pocket Gamer Connects London 2016, I flied directly from London to Zurich, Switzerland. The temperature was 0°C, which is so “Warm” for me who live in Finland. Zurich is a big and beautiful city with 2 million population in its metropolitan located at the north side of Alpine. The major industry is banking. The surprising thing is the high living cost there. A Burger King set costs 15CHF and a bowl of Japanese noodle (Ramen) costs 22CHF comparing to the same burger set costing 6 EUR and Ramen costing 15 EUR in Helsinki. ※Historical building as the conference hall. LUDICIOUS Zurich Game Festival is oriented quite differently from Pocket Gamer…

Test marketing service: A case demonstration

Test marketing service: A case demonstration

Testing your games before entering the market is always an important way to control the risk. Especially in big mobile game markets such as Japan or China (both takes 25% share of global mobile game market), a proper and critical test marketing evaluate the performance of your game and ensure the success in that market. Sidora Marketing provides a 10-member team composed of professional Japanese gaming media journalists, game producers and game players with long playing experience to help you evaluate your game for Japanese market in an efficient and effective way with a reasonable price. Please e-mail us for further details: info [at] sidora.fi. Here we demonstrate an example…

Pocket Gamer Connects London 2016

Pocket Gamer Connects London 2016

It was -27 degree Celsius when I left Jyväskylä, Finland, on 17th January for London to attend Pocket Gamer Connects London. When I arrived at London, I felt it like summer and I was so moved that my fingers can survive without gloves, even it was just 3 degrees Celsius! Under sunny days and “warm” temperature, Pocket Gamer Connects London was held on 18th and 19th January 2016. Pocket Gamer Connects is organized by Steel Media and it’s planned to have 4 conferences: January in London, April in Bangalore, June in Vancouver and September in Helsinki. The average number of attendees is around 1,500 to 2,000. This conference focuses on…

The first symposium style Xmas event in Jyväskylä game industry was held successfully on 4th December 2015

The first symposium style Xmas event in Jyväskylä game industry was held successfully on 4th December 2015

Although the time for planning, organizing and preparing was as short as 3 months, the organization team still brought extremely impressive achievement. The number of final attendees were up to 170. The organizer team made it to invite 5 speakers, including Mr. Teemu Närhi, CEO of Fingersoft, Mr. Antti Lax, Game Designer of PlayRaven, Mr. Kari Silvennoinen, Business Intelligence Lead of RedLynx, Mr. Teemu Saarelainen, Head of Game of PLAYA, and Mr. Matti Karhulahti from IGDB, and also have 10 booths for game development teams to demonstrate their games in the event hall free of charge. The event was composed of an exhibition of game development teams, a symposium style…