SlideShare ist ein Scribd-Unternehmen logo
1 von 27
Downloaden Sie, um offline zu lesen
Hyper-casual 2.0.Is hyper-casual dead?
What we can tell based on the
data?
Source: AppAnnie
Questions?
What is the situation?
Growth in Hyper-casual
What is behind?
Challenges?
Where is it going?
Source: Data Magic Rocks
1/1/2018 2/1/2018 3/1/2018 4/1/2018 5/1/2018 6/1/2018 7/1/2018 8/1/2018 9/1/2018 10/1/2018 11/1/2018 12/1/2018 1/1/2019 2/1/2019 3/1/2019
Action: Arcade 5.80% 5.50% 5.40% 5.30% 5.20% 6.20% 6.30% 6.00% 6.20% 6.00% 6.00% 6.20% 5.70% 5.70% 5.90%
Action: Other 6.10% 5.40% 5.00% 4.60% 4.60% 4.40% 4.50% 4.30% 4.00% 4.10% 4.20% 4.40% 4.40% 4.40% 4.50%
Action: Racing 5.50% 5.50% 5.30% 5.00% 4.80% 4.60% 5.00% 4.70% 4.30% 4.10% 4.20% 4.00% 3.90% 4.10% 4.10%
Action: Runner 4.30% 4.30% 4.10% 3.90% 3.90% 4.20% 4.00% 3.90% 3.50% 3.30% 3.30% 3.40% 3.50% 3.50% 3.60%
Action: Shooter 5.90% 6.00% 6.60% 6.50% 5.90% 5.60% 5.60% 5.50% 5.00% 5.00% 4.90% 5.20% 4.80% 4.90% 4.80%
Action/MMORPG 2.40% 2.90% 2.60% 2.80% 2.80% 2.90% 3.00% 3.00% 2.90% 2.80% 2.90% 2.50% 2.70% 2.50% 2.50%
Battlers: Other 1.90% 2.10% 2.00%
Board Games 3.40% 3.30% 3.20% 3.10% 3.10% 3.00% 3.00% 2.90% 2.80% 2.80% 2.90% 2.80% 2.80% 2.80% 2.60%
Casino (excl. Slots) 3.30% 3.20% 3.10% 3.00% 3.10% 3.20% 3.60% 3.50% 3.20% 3.50% 3.50% 3.20% 2.90% 2.90% 2.80%
Clicker 3.50% 3.60% 4.10% 3.90% 3.90% 3.80% 3.70% 3.50% 3.60% 3.60% 3.50% 3.30% 3.60% 3.80% 3.70%
Crafting and Building 2.80% 2.80% 2.80% 2.70%
Entertainment: Other 5.30% 5.10% 4.80% 4.50% 4.30% 4.10% 4.10% 4.10% 4.00% 4.40% 4.70% 4.50% 4.20% 4.10% 4.60%
Fighting Battlers 2.80% 2.70% 2.70% 2.70% 2.60% 2.60% 2.90%
Games for Kids 4.40% 4.10% 4.10% 3.90% 3.80% 4.20% 4.40% 4.10% 3.70% 3.70% 3.70% 3.80% 3.80% 3.90% 4.00%
Hypercasual
7.70% 7.50% 7.60% 8.10% 8.90% 8.60% 8.30% 8.50% 7.90% 7.80% 8.20% 7.70% 7.40% 7.40% 7.70%
Match-3 5.60% 5.30% 5.20% 5.10% 4.90% 5.00% 5.00% 4.80% 4.60% 5.20% 4.90% 4.40% 4.70% 5.40% 5.10%
MMO Strategy 4.00% 3.80% 3.70% 3.50% 3.50% 3.20% 3.10% 3.20% 3.10% 2.90% 2.90% 2.90% 3.00% 3.00% 3.00%
Non-Casino Card Games 4.20% 3.80% 3.60% 3.60% 3.70% 3.50% 3.40% 3.40% 3.30% 3.20% 3.20% 3.20% 3.30% 3.40% 3.40%
Party Battlers 4.10% 4.20% 4.00% 4.20% 4.40% 4.50% 4.40% 4.00% 3.70% 3.60% 3.70% 3.70% 3.50% 3.50% 3.80%
Puzzles (excl. Match-3) 6.70% 6.20% 6.00% 5.90% 6.20% 6.10% 6.20% 5.90% 5.50% 5.70% 6.10% 5.90% 6.30% 6.10% 5.80%
Quest 2.60% 3.60% 3.80% 4.00% 3.80% 3.60% 3.50% 3.00% 2.90% 3.40% 3.40% 2.90% 3.00% 3.00%
RTS 3.90% 3.90% 3.90% 3.50% 3.60% 3.60% 3.50% 3.70% 3.50% 3.40% 3.40% 3.30% 3.10% 3.20% 3.20%
Slots 4.40% 4.40% 4.20% 4.10% 4.00% 3.70% 3.60% 3.60% 3.70% 3.60% 3.60% 3.40% 3.40% 3.50% 3.50%
Soccer 2.40% 2.50% 3.00% 2.80% 2.30% 2.20% 2.20% 2.30% 2.10% 2.00% 2.00% 2.00%
Sport (excl. Soccer) 4.60% 4.60% 4.50% 4.50% 4.20% 4.10% 4.20% 4.00% 3.90% 3.90% 4.30% 4.10% 3.90% 5.00% 4.20%
Storytelling (Visual
Novel) 3.00% 2.70% 2.70% 2.80% 2.80% 2.80% 2.80% 3.00%
Time Managers 4.80% 4.80% 5.50% 4.80% 4.60% 4.70% 4.60% 4.40% 4.10% 4.00% 4.50% 4.30% 4.20% 4.40% 4.40%
Category performance (worldwide,% in downloads)
Source: Apptopia
Changes in hyper-casual
Source: Data Magic Rocks
Changes in hyper-casual
Growth?
Cross-promotion?
Really hyper-casual?
Growth trends
Source: Emarkete, February 2019, April 2019
Source: Tenjin report 2018
CPI benchmarks (Android 2018)
Source: Tenjin report 2018
CPI benchmarks (iOS 2018)
Source: AppAnnie, US, Google Play
Quality of mobile games
What is behind?
Hyper-casual as warm-up to IAPs
Where is this going?
Challenges -Crowded market
Source: https://www.deconstructoroffun.com/blog/2019/1/16/2019-predictions-2-hyper-casual-games-perfect-hybrid-monetization
● Downloads still growing
● QoQ downlods growth slows
down due to not many fresh
Hyper-casual titles
● Major publishers are experiencing pressure
finding new and fresh titles that can replicate
their past successes.
Hyper-casual market has matured at a rapid pace and both market entry and staying
power is now harder.
Challenge -Monetization
- Focus on both ad and IAP monetisation has resulted in the
emergence of hybrid monetisation models, so as to
generate greater overall revenues from Hyper-casual titles.
- Playgendary improved IAP revenues by +70% (+$5.5m)
Q3/Q4 2018 with
“Kick the Buddy” and “Tomb of the Mask”.
- Hyper-casual core + subscription,
- Cracking IAPs for Hyper-casuals:
- “No Ads”
- “No Ads” subscription
- Premium Currency - Game Economy
- Premium Currency - Skins
- Premium Currency - Consumables
Source: https://www.deconstructoroffun.com/blog/2019/1/16/2019-predictions-2-hyper-casual-games-perfect-hybrid-monetization
Challenge -Content Evolution -Voodoo
2017:
2018:
2019:
Challenge -Content Evolution -Voodoo
39%, 14.6%42%, 18.2%29.5%, 7.6% 28%, 7.4%
Currently on Soft-launch
Burst Race,
Vincent Bourcois
Swerve, Driving, Jumping
VOODOO
Museum Heist,
Jie Yang
Puzzle, Avoiding
LION STUDIOS
Dinosaur IO
Geisha Tokyo Inc.
IO, Breaking, Fighting
NEW RELEASE!
Train Taxi
Say Games (627->5)
Puzzle, Collecting, Turning
NEW RELEASE!
Paper.io vs Paper.io 2
Paper.ioPaper.io 2
Changes:
- Controls
- More Positive Feedback
- Better Progress Viz
- Difficulty curve (faster gameplay)
- NO PvP yet.
Paper.io 2 -monetization
There are 3 ads and 1 IAP in the game:
- A banner ad at the bottom of the screen at all times.
- An interstitial ad after you die.
- A rewarded ad that revives you 1 time during the game.
- One IAP to remove ads.
- NO subscription
- NO IAPs for additional Life
- NO IAPs for customizations (skins)
Hyper-casual success factors (Publisher)
● CPI < LTV (now: high CPIs)
● It also is important to have a strong pipeline of new games to keep the user coming back.
● Voodoo has 3 3 titles in the top 10 downloaded games in the US store. An average user
who downloads a Voodoo game may go on to play 3, 4 or even more of their titles
(cross-promotion).
● Smart approach to soft launching (decrease communication with ext. dev, fast creatives
creation, start with D1 & move fwd)
Iterate!
● Start with a humble prototype
● Focus on a core mechanic’s fun factor
● Without great gameplay, there is no use for more sophisticated features
Working
prototype
Finished
game with only
core features
Launch
Finding fun
Update 1:
additional features
Next updates
and so on
Leave it
Performing
well?
Y N
Well performing
Casual games
5 seconds
30 seconds
2 minutes
10 minutes
Hour
Day
Week
Month
(Tapping) Core Behaviour
(Complete Level) Core Behaviour
(Collect Currency) Core Behaviour
(Purchase Items) Metagame
(Hourly Bonus Event) Metagame
(Daily Rewards) Metagame
(Weekly Sale) Late Game
(Monthly Event) Late Game
Hyper-casual will move towards Arcade games
https://www.youtube.com/watch?v=8MVEN24OONM
Conclusion -why Huuuge extended to casuals?
1. Arbitrage business model is disappearing. Hyper-casual is becoming very crowded > CPI is
going up. Ad networks are becoming saturated with ads for hyper-casual games, causing
the effective cost per mille (eCPM) to go down. As a consequence, the ad monetization
opportunity for hyper-casual games is diminishing
2. Small amount opportunities for IAPs monetisation (no economy) due to little extended core
loop
3. Very young audience hard to monetize w/ IAPs.
Questions?

Weitere ähnliche Inhalte

Was ist angesagt?

Sorare $4M Seed Deck
Sorare $4M Seed DeckSorare $4M Seed Deck
Sorare $4M Seed DeckNicolas Julia
 
Startup Investing 101 for Angels with FoundersHK | Edith Yeung
Startup Investing 101 for Angels with FoundersHK | Edith YeungStartup Investing 101 for Angels with FoundersHK | Edith Yeung
Startup Investing 101 for Angels with FoundersHK | Edith YeungEdith Yeung
 
2023 Gaming Report.pdf
2023 Gaming Report.pdf2023 Gaming Report.pdf
2023 Gaming Report.pdfdigitalinasia
 
Navigating the Three stages of the Mobile Game Marketing Lifecycle
Navigating the Three stages of the Mobile Game Marketing LifecycleNavigating the Three stages of the Mobile Game Marketing Lifecycle
Navigating the Three stages of the Mobile Game Marketing LifecycleEric Seufert
 
GDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesGDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
 
Hyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - VoodooHyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - VoodooGameAnalytics
 
Games Analytics and players segmentation
Games Analytics and players segmentationGames Analytics and players segmentation
Games Analytics and players segmentationmichele de meo
 
ClassPass Company Preso- Prerana Shenoy
ClassPass Company Preso- Prerana ShenoyClassPass Company Preso- Prerana Shenoy
ClassPass Company Preso- Prerana ShenoyPrerana Shenoy
 
SolChicks pitch deck: $77M for blockchain gaming
SolChicks pitch deck: $77M for blockchain gamingSolChicks pitch deck: $77M for blockchain gaming
SolChicks pitch deck: $77M for blockchain gamingPitch Decks
 
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...Eric Seufert
 
Discord Company Presentation
Discord Company PresentationDiscord Company Presentation
Discord Company PresentationJoshuaLiddle
 
Coinbase presentation by Edwin
Coinbase presentation by EdwinCoinbase presentation by Edwin
Coinbase presentation by EdwinEdwin Stanley
 
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
 

Was ist angesagt? (20)

Top popular NFT games
Top popular NFT gamesTop popular NFT games
Top popular NFT games
 
Sorare $4M Seed Deck
Sorare $4M Seed DeckSorare $4M Seed Deck
Sorare $4M Seed Deck
 
Startup Investing 101 for Angels with FoundersHK | Edith Yeung
Startup Investing 101 for Angels with FoundersHK | Edith YeungStartup Investing 101 for Angels with FoundersHK | Edith Yeung
Startup Investing 101 for Angels with FoundersHK | Edith Yeung
 
2023 Gaming Report.pdf
2023 Gaming Report.pdf2023 Gaming Report.pdf
2023 Gaming Report.pdf
 
Navigating the Three stages of the Mobile Game Marketing Lifecycle
Navigating the Three stages of the Mobile Game Marketing LifecycleNavigating the Three stages of the Mobile Game Marketing Lifecycle
Navigating the Three stages of the Mobile Game Marketing Lifecycle
 
Jago Studios Pitch Deck
Jago Studios Pitch DeckJago Studios Pitch Deck
Jago Studios Pitch Deck
 
GDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesGDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core games
 
Hyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - VoodooHyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - Voodoo
 
Games Analytics and players segmentation
Games Analytics and players segmentationGames Analytics and players segmentation
Games Analytics and players segmentation
 
ClassPass Company Preso- Prerana Shenoy
ClassPass Company Preso- Prerana ShenoyClassPass Company Preso- Prerana Shenoy
ClassPass Company Preso- Prerana Shenoy
 
Zoom Pitch Deck
Zoom Pitch DeckZoom Pitch Deck
Zoom Pitch Deck
 
Good Gaming Investor Deck December
Good Gaming Investor Deck DecemberGood Gaming Investor Deck December
Good Gaming Investor Deck December
 
SolChicks pitch deck: $77M for blockchain gaming
SolChicks pitch deck: $77M for blockchain gamingSolChicks pitch deck: $77M for blockchain gaming
SolChicks pitch deck: $77M for blockchain gaming
 
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...
 
Discord Company Presentation
Discord Company PresentationDiscord Company Presentation
Discord Company Presentation
 
Decentraland Crypto
Decentraland CryptoDecentraland Crypto
Decentraland Crypto
 
Coinbase presentation by Edwin
Coinbase presentation by EdwinCoinbase presentation by Edwin
Coinbase presentation by Edwin
 
Pitch
PitchPitch
Pitch
 
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...
 

Ähnlich wie Hyper-casual 2.0. Is hyper-casual dead? What we can tell based on the data?

Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industryLuc Bourcier
 
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha MitrikeskiThe Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha MitrikeskiJessica Tams
 
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...Lviv Startup Club
 
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...Mihai Gheza
 
Introducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsIntroducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsJames Gwertzman
 
Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Elad Kushnir
 
Revenue Streams for Social Networks
Revenue Streams for Social NetworksRevenue Streams for Social Networks
Revenue Streams for Social NetworksLaurel Papworth
 
Gamification: Engaging and Motivating Your Users
Gamification: Engaging and Motivating Your UsersGamification: Engaging and Motivating Your Users
Gamification: Engaging and Motivating Your UsersVorkspace
 
Octalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayOctalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayYu-kai Chou
 
Offer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusOffer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusAffiliate Summit
 
Massively multiplayer data challenges in mobile game analytics
Massively multiplayer data  challenges in mobile game analyticsMassively multiplayer data  challenges in mobile game analytics
Massively multiplayer data challenges in mobile game analyticsJak Marshall
 
Massively multiplayer data challenges in mobile game analytics
Massively multiplayer data  challenges in mobile game analyticsMassively multiplayer data  challenges in mobile game analytics
Massively multiplayer data challenges in mobile game analyticsJak Marshall
 
Future of Monetizing Social Games
Future of Monetizing Social GamesFuture of Monetizing Social Games
Future of Monetizing Social GamesElvin Li
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyAdam Telfer
 
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...Tackling the Beast in the East: Publishing Your PC Games in China - What You ...
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...Jessica Tams
 
Casual Connect Europe - How To Engage With Your Players!
Casual Connect Europe - How To Engage With Your Players!Casual Connect Europe - How To Engage With Your Players!
Casual Connect Europe - How To Engage With Your Players!Almog Koren
 
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC)
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC) Where is the money in mobile gaming? / Martin Macmillan (Pollen VC)
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC) DevGAMM Conference
 
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
 
TAG: The Mobile Assassination Game - SXSWi 2011
TAG: The Mobile Assassination Game - SXSWi 2011TAG: The Mobile Assassination Game - SXSWi 2011
TAG: The Mobile Assassination Game - SXSWi 2011Mindgrub Technologies
 

Ähnlich wie Hyper-casual 2.0. Is hyper-casual dead? What we can tell based on the data? (20)

Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industry
 
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha MitrikeskiThe Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski
The Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski
 
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...
Олександр Штаченко "Бенчмаркінг – досліджуємо ринок до початку розробки" Game...
 
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...
Trends in Mobile Game Publishing and Monetisation - Mihai Gheza @Games Busine...
 
Introducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsIntroducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOps
 
Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care. Social Casino Q1 2014. Whats going on and why you should care.
Social Casino Q1 2014. Whats going on and why you should care.
 
Revenue Streams for Social Networks
Revenue Streams for Social NetworksRevenue Streams for Social Networks
Revenue Streams for Social Networks
 
Gamification: Engaging and Motivating Your Users
Gamification: Engaging and Motivating Your UsersGamification: Engaging and Motivating Your Users
Gamification: Engaging and Motivating Your Users
 
Octalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for RunwayOctalysis Gamification Workshop for Runway
Octalysis Gamification Workshop for Runway
 
Another test
Another testAnother test
Another test
 
Offer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusOffer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in Focus
 
Massively multiplayer data challenges in mobile game analytics
Massively multiplayer data  challenges in mobile game analyticsMassively multiplayer data  challenges in mobile game analytics
Massively multiplayer data challenges in mobile game analytics
 
Massively multiplayer data challenges in mobile game analytics
Massively multiplayer data  challenges in mobile game analyticsMassively multiplayer data  challenges in mobile game analytics
Massively multiplayer data challenges in mobile game analytics
 
Future of Monetizing Social Games
Future of Monetizing Social GamesFuture of Monetizing Social Games
Future of Monetizing Social Games
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization Early
 
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...Tackling the Beast in the East: Publishing Your PC Games in China - What You ...
Tackling the Beast in the East: Publishing Your PC Games in China - What You ...
 
Casual Connect Europe - How To Engage With Your Players!
Casual Connect Europe - How To Engage With Your Players!Casual Connect Europe - How To Engage With Your Players!
Casual Connect Europe - How To Engage With Your Players!
 
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC)
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC) Where is the money in mobile gaming? / Martin Macmillan (Pollen VC)
Where is the money in mobile gaming? / Martin Macmillan (Pollen VC)
 
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
 
TAG: The Mobile Assassination Game - SXSWi 2011
TAG: The Mobile Assassination Game - SXSWi 2011TAG: The Mobile Assassination Game - SXSWi 2011
TAG: The Mobile Assassination Game - SXSWi 2011
 

Mehr von GameCamp

Practical approach to creative testing and creative optimisation at Google UA...
Practical approach to creative testing and creative optimisation at Google UA...Practical approach to creative testing and creative optimisation at Google UA...
Practical approach to creative testing and creative optimisation at Google UA...GameCamp
 
Creativity and science behind creative testing. creative testing framework an...
Creativity and science behind creative testing. creative testing framework an...Creativity and science behind creative testing. creative testing framework an...
Creativity and science behind creative testing. creative testing framework an...GameCamp
 
How to boost your ASO with data analytics?
How to boost your ASO with data analytics?How to boost your ASO with data analytics?
How to boost your ASO with data analytics?GameCamp
 
8 Types of mobile game and app creatives you should try
8 Types of mobile game and app creatives you should try8 Types of mobile game and app creatives you should try
8 Types of mobile game and app creatives you should tryGameCamp
 
Building the BI system and analytics capabilities at the company based on Rea...
Building the BI system and analytics capabilities at the company based on Rea...Building the BI system and analytics capabilities at the company based on Rea...
Building the BI system and analytics capabilities at the company based on Rea...GameCamp
 
Ad-hoc tasks in the Data Scientist team based on Outfit7 example
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleAd-hoc tasks in the Data Scientist team based on Outfit7 example
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleGameCamp
 
Driving profitability of Google App Campaigns in scale. What is easy, what is...
Driving profitability of Google App Campaigns in scale. What is easy, what is...Driving profitability of Google App Campaigns in scale. What is easy, what is...
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
 
Scaling UA activity - the challenges of growth
 Scaling UA activity - the challenges of growth Scaling UA activity - the challenges of growth
Scaling UA activity - the challenges of growthGameCamp
 
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.GameCamp
 
Growth trends in mobile gaming based on the data
Growth trends in mobile gaming based on the dataGrowth trends in mobile gaming based on the data
Growth trends in mobile gaming based on the dataGameCamp
 
Facebook's and Social Creative Best Practice that worked for Huuuge
Facebook's and Social Creative Best Practice that worked for HuuugeFacebook's and Social Creative Best Practice that worked for Huuuge
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
 
Using Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignUsing Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignGameCamp
 
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...GameCamp
 
In-app offers monetization from basics to advanced technics based on Crazy Pa...
In-app offers monetization from basics to advanced technics based on Crazy Pa...In-app offers monetization from basics to advanced technics based on Crazy Pa...
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
 
Building cost-effective mobile product & marketing app analytics based on GCP...
Building cost-effective mobile product & marketing app analytics based on GCP...Building cost-effective mobile product & marketing app analytics based on GCP...
Building cost-effective mobile product & marketing app analytics based on GCP...GameCamp
 
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...GameCamp
 
Data behind UA
Data behind UA Data behind UA
Data behind UA GameCamp
 
Enabling the growth of the game through performance marketing in 2020
Enabling the growth of the game through performance marketing in 2020Enabling the growth of the game through performance marketing in 2020
Enabling the growth of the game through performance marketing in 2020GameCamp
 
Growth markets in mobile gaming
 Growth markets in mobile gaming Growth markets in mobile gaming
Growth markets in mobile gamingGameCamp
 
LTV measurement and multi-touch attribution
LTV measurement and multi-touch attributionLTV measurement and multi-touch attribution
LTV measurement and multi-touch attributionGameCamp
 

Mehr von GameCamp (20)

Practical approach to creative testing and creative optimisation at Google UA...
Practical approach to creative testing and creative optimisation at Google UA...Practical approach to creative testing and creative optimisation at Google UA...
Practical approach to creative testing and creative optimisation at Google UA...
 
Creativity and science behind creative testing. creative testing framework an...
Creativity and science behind creative testing. creative testing framework an...Creativity and science behind creative testing. creative testing framework an...
Creativity and science behind creative testing. creative testing framework an...
 
How to boost your ASO with data analytics?
How to boost your ASO with data analytics?How to boost your ASO with data analytics?
How to boost your ASO with data analytics?
 
8 Types of mobile game and app creatives you should try
8 Types of mobile game and app creatives you should try8 Types of mobile game and app creatives you should try
8 Types of mobile game and app creatives you should try
 
Building the BI system and analytics capabilities at the company based on Rea...
Building the BI system and analytics capabilities at the company based on Rea...Building the BI system and analytics capabilities at the company based on Rea...
Building the BI system and analytics capabilities at the company based on Rea...
 
Ad-hoc tasks in the Data Scientist team based on Outfit7 example
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleAd-hoc tasks in the Data Scientist team based on Outfit7 example
Ad-hoc tasks in the Data Scientist team based on Outfit7 example
 
Driving profitability of Google App Campaigns in scale. What is easy, what is...
Driving profitability of Google App Campaigns in scale. What is easy, what is...Driving profitability of Google App Campaigns in scale. What is easy, what is...
Driving profitability of Google App Campaigns in scale. What is easy, what is...
 
Scaling UA activity - the challenges of growth
 Scaling UA activity - the challenges of growth Scaling UA activity - the challenges of growth
Scaling UA activity - the challenges of growth
 
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.
 
Growth trends in mobile gaming based on the data
Growth trends in mobile gaming based on the dataGrowth trends in mobile gaming based on the data
Growth trends in mobile gaming based on the data
 
Facebook's and Social Creative Best Practice that worked for Huuuge
Facebook's and Social Creative Best Practice that worked for HuuugeFacebook's and Social Creative Best Practice that worked for Huuuge
Facebook's and Social Creative Best Practice that worked for Huuuge
 
Using Data Science for Behavioural Game Design
Using Data Science for Behavioural Game DesignUsing Data Science for Behavioural Game Design
Using Data Science for Behavioural Game Design
 
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...
 
In-app offers monetization from basics to advanced technics based on Crazy Pa...
In-app offers monetization from basics to advanced technics based on Crazy Pa...In-app offers monetization from basics to advanced technics based on Crazy Pa...
In-app offers monetization from basics to advanced technics based on Crazy Pa...
 
Building cost-effective mobile product & marketing app analytics based on GCP...
Building cost-effective mobile product & marketing app analytics based on GCP...Building cost-effective mobile product & marketing app analytics based on GCP...
Building cost-effective mobile product & marketing app analytics based on GCP...
 
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
 
Data behind UA
Data behind UA Data behind UA
Data behind UA
 
Enabling the growth of the game through performance marketing in 2020
Enabling the growth of the game through performance marketing in 2020Enabling the growth of the game through performance marketing in 2020
Enabling the growth of the game through performance marketing in 2020
 
Growth markets in mobile gaming
 Growth markets in mobile gaming Growth markets in mobile gaming
Growth markets in mobile gaming
 
LTV measurement and multi-touch attribution
LTV measurement and multi-touch attributionLTV measurement and multi-touch attribution
LTV measurement and multi-touch attribution
 

Kürzlich hochgeladen

Android Application Components with Implementation & Examples
Android Application Components with Implementation & ExamplesAndroid Application Components with Implementation & Examples
Android Application Components with Implementation & ExamplesChandrakantDivate1
 
Mobile App Penetration Testing Bsides312
Mobile App Penetration Testing Bsides312Mobile App Penetration Testing Bsides312
Mobile App Penetration Testing Bsides312wphillips114
 
Mobile Application Development-Android and It’s Tools
Mobile Application Development-Android and It’s ToolsMobile Application Development-Android and It’s Tools
Mobile Application Development-Android and It’s ToolsChandrakantDivate1
 
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...nishasame66
 
Mobile Application Development-Components and Layouts
Mobile Application Development-Components and LayoutsMobile Application Development-Components and Layouts
Mobile Application Development-Components and LayoutsChandrakantDivate1
 

Kürzlich hochgeladen (6)

Android Application Components with Implementation & Examples
Android Application Components with Implementation & ExamplesAndroid Application Components with Implementation & Examples
Android Application Components with Implementation & Examples
 
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
 
Mobile App Penetration Testing Bsides312
Mobile App Penetration Testing Bsides312Mobile App Penetration Testing Bsides312
Mobile App Penetration Testing Bsides312
 
Mobile Application Development-Android and It’s Tools
Mobile Application Development-Android and It’s ToolsMobile Application Development-Android and It’s Tools
Mobile Application Development-Android and It’s Tools
 
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...
Satara Call girl escort *74796//13122* Call me punam call girls 24*7hour avai...
 
Mobile Application Development-Components and Layouts
Mobile Application Development-Components and LayoutsMobile Application Development-Components and Layouts
Mobile Application Development-Components and Layouts
 

Hyper-casual 2.0. Is hyper-casual dead? What we can tell based on the data?

  • 1. Hyper-casual 2.0.Is hyper-casual dead? What we can tell based on the data?
  • 2. Source: AppAnnie Questions? What is the situation? Growth in Hyper-casual What is behind? Challenges? Where is it going?
  • 3. Source: Data Magic Rocks 1/1/2018 2/1/2018 3/1/2018 4/1/2018 5/1/2018 6/1/2018 7/1/2018 8/1/2018 9/1/2018 10/1/2018 11/1/2018 12/1/2018 1/1/2019 2/1/2019 3/1/2019 Action: Arcade 5.80% 5.50% 5.40% 5.30% 5.20% 6.20% 6.30% 6.00% 6.20% 6.00% 6.00% 6.20% 5.70% 5.70% 5.90% Action: Other 6.10% 5.40% 5.00% 4.60% 4.60% 4.40% 4.50% 4.30% 4.00% 4.10% 4.20% 4.40% 4.40% 4.40% 4.50% Action: Racing 5.50% 5.50% 5.30% 5.00% 4.80% 4.60% 5.00% 4.70% 4.30% 4.10% 4.20% 4.00% 3.90% 4.10% 4.10% Action: Runner 4.30% 4.30% 4.10% 3.90% 3.90% 4.20% 4.00% 3.90% 3.50% 3.30% 3.30% 3.40% 3.50% 3.50% 3.60% Action: Shooter 5.90% 6.00% 6.60% 6.50% 5.90% 5.60% 5.60% 5.50% 5.00% 5.00% 4.90% 5.20% 4.80% 4.90% 4.80% Action/MMORPG 2.40% 2.90% 2.60% 2.80% 2.80% 2.90% 3.00% 3.00% 2.90% 2.80% 2.90% 2.50% 2.70% 2.50% 2.50% Battlers: Other 1.90% 2.10% 2.00% Board Games 3.40% 3.30% 3.20% 3.10% 3.10% 3.00% 3.00% 2.90% 2.80% 2.80% 2.90% 2.80% 2.80% 2.80% 2.60% Casino (excl. Slots) 3.30% 3.20% 3.10% 3.00% 3.10% 3.20% 3.60% 3.50% 3.20% 3.50% 3.50% 3.20% 2.90% 2.90% 2.80% Clicker 3.50% 3.60% 4.10% 3.90% 3.90% 3.80% 3.70% 3.50% 3.60% 3.60% 3.50% 3.30% 3.60% 3.80% 3.70% Crafting and Building 2.80% 2.80% 2.80% 2.70% Entertainment: Other 5.30% 5.10% 4.80% 4.50% 4.30% 4.10% 4.10% 4.10% 4.00% 4.40% 4.70% 4.50% 4.20% 4.10% 4.60% Fighting Battlers 2.80% 2.70% 2.70% 2.70% 2.60% 2.60% 2.90% Games for Kids 4.40% 4.10% 4.10% 3.90% 3.80% 4.20% 4.40% 4.10% 3.70% 3.70% 3.70% 3.80% 3.80% 3.90% 4.00% Hypercasual 7.70% 7.50% 7.60% 8.10% 8.90% 8.60% 8.30% 8.50% 7.90% 7.80% 8.20% 7.70% 7.40% 7.40% 7.70% Match-3 5.60% 5.30% 5.20% 5.10% 4.90% 5.00% 5.00% 4.80% 4.60% 5.20% 4.90% 4.40% 4.70% 5.40% 5.10% MMO Strategy 4.00% 3.80% 3.70% 3.50% 3.50% 3.20% 3.10% 3.20% 3.10% 2.90% 2.90% 2.90% 3.00% 3.00% 3.00% Non-Casino Card Games 4.20% 3.80% 3.60% 3.60% 3.70% 3.50% 3.40% 3.40% 3.30% 3.20% 3.20% 3.20% 3.30% 3.40% 3.40% Party Battlers 4.10% 4.20% 4.00% 4.20% 4.40% 4.50% 4.40% 4.00% 3.70% 3.60% 3.70% 3.70% 3.50% 3.50% 3.80% Puzzles (excl. Match-3) 6.70% 6.20% 6.00% 5.90% 6.20% 6.10% 6.20% 5.90% 5.50% 5.70% 6.10% 5.90% 6.30% 6.10% 5.80% Quest 2.60% 3.60% 3.80% 4.00% 3.80% 3.60% 3.50% 3.00% 2.90% 3.40% 3.40% 2.90% 3.00% 3.00% RTS 3.90% 3.90% 3.90% 3.50% 3.60% 3.60% 3.50% 3.70% 3.50% 3.40% 3.40% 3.30% 3.10% 3.20% 3.20% Slots 4.40% 4.40% 4.20% 4.10% 4.00% 3.70% 3.60% 3.60% 3.70% 3.60% 3.60% 3.40% 3.40% 3.50% 3.50% Soccer 2.40% 2.50% 3.00% 2.80% 2.30% 2.20% 2.20% 2.30% 2.10% 2.00% 2.00% 2.00% Sport (excl. Soccer) 4.60% 4.60% 4.50% 4.50% 4.20% 4.10% 4.20% 4.00% 3.90% 3.90% 4.30% 4.10% 3.90% 5.00% 4.20% Storytelling (Visual Novel) 3.00% 2.70% 2.70% 2.80% 2.80% 2.80% 2.80% 3.00% Time Managers 4.80% 4.80% 5.50% 4.80% 4.60% 4.70% 4.60% 4.40% 4.10% 4.00% 4.50% 4.30% 4.20% 4.40% 4.40% Category performance (worldwide,% in downloads)
  • 5. Source: Data Magic Rocks Changes in hyper-casual
  • 9. Growth trends Source: Emarkete, February 2019, April 2019
  • 10. Source: Tenjin report 2018 CPI benchmarks (Android 2018)
  • 11. Source: Tenjin report 2018 CPI benchmarks (iOS 2018)
  • 12. Source: AppAnnie, US, Google Play Quality of mobile games
  • 15. Where is this going?
  • 16. Challenges -Crowded market Source: https://www.deconstructoroffun.com/blog/2019/1/16/2019-predictions-2-hyper-casual-games-perfect-hybrid-monetization ● Downloads still growing ● QoQ downlods growth slows down due to not many fresh Hyper-casual titles ● Major publishers are experiencing pressure finding new and fresh titles that can replicate their past successes. Hyper-casual market has matured at a rapid pace and both market entry and staying power is now harder.
  • 17. Challenge -Monetization - Focus on both ad and IAP monetisation has resulted in the emergence of hybrid monetisation models, so as to generate greater overall revenues from Hyper-casual titles. - Playgendary improved IAP revenues by +70% (+$5.5m) Q3/Q4 2018 with “Kick the Buddy” and “Tomb of the Mask”. - Hyper-casual core + subscription, - Cracking IAPs for Hyper-casuals: - “No Ads” - “No Ads” subscription - Premium Currency - Game Economy - Premium Currency - Skins - Premium Currency - Consumables Source: https://www.deconstructoroffun.com/blog/2019/1/16/2019-predictions-2-hyper-casual-games-perfect-hybrid-monetization
  • 18. Challenge -Content Evolution -Voodoo 2017: 2018:
  • 19. 2019: Challenge -Content Evolution -Voodoo 39%, 14.6%42%, 18.2%29.5%, 7.6% 28%, 7.4%
  • 20. Currently on Soft-launch Burst Race, Vincent Bourcois Swerve, Driving, Jumping VOODOO Museum Heist, Jie Yang Puzzle, Avoiding LION STUDIOS Dinosaur IO Geisha Tokyo Inc. IO, Breaking, Fighting NEW RELEASE! Train Taxi Say Games (627->5) Puzzle, Collecting, Turning NEW RELEASE!
  • 21. Paper.io vs Paper.io 2 Paper.ioPaper.io 2 Changes: - Controls - More Positive Feedback - Better Progress Viz - Difficulty curve (faster gameplay) - NO PvP yet.
  • 22. Paper.io 2 -monetization There are 3 ads and 1 IAP in the game: - A banner ad at the bottom of the screen at all times. - An interstitial ad after you die. - A rewarded ad that revives you 1 time during the game. - One IAP to remove ads. - NO subscription - NO IAPs for additional Life - NO IAPs for customizations (skins)
  • 23. Hyper-casual success factors (Publisher) ● CPI < LTV (now: high CPIs) ● It also is important to have a strong pipeline of new games to keep the user coming back. ● Voodoo has 3 3 titles in the top 10 downloaded games in the US store. An average user who downloads a Voodoo game may go on to play 3, 4 or even more of their titles (cross-promotion). ● Smart approach to soft launching (decrease communication with ext. dev, fast creatives creation, start with D1 & move fwd)
  • 24. Iterate! ● Start with a humble prototype ● Focus on a core mechanic’s fun factor ● Without great gameplay, there is no use for more sophisticated features Working prototype Finished game with only core features Launch Finding fun Update 1: additional features Next updates and so on Leave it Performing well? Y N Well performing
  • 25. Casual games 5 seconds 30 seconds 2 minutes 10 minutes Hour Day Week Month (Tapping) Core Behaviour (Complete Level) Core Behaviour (Collect Currency) Core Behaviour (Purchase Items) Metagame (Hourly Bonus Event) Metagame (Daily Rewards) Metagame (Weekly Sale) Late Game (Monthly Event) Late Game Hyper-casual will move towards Arcade games https://www.youtube.com/watch?v=8MVEN24OONM
  • 26. Conclusion -why Huuuge extended to casuals? 1. Arbitrage business model is disappearing. Hyper-casual is becoming very crowded > CPI is going up. Ad networks are becoming saturated with ads for hyper-casual games, causing the effective cost per mille (eCPM) to go down. As a consequence, the ad monetization opportunity for hyper-casual games is diminishing 2. Small amount opportunities for IAPs monetisation (no economy) due to little extended core loop 3. Very young audience hard to monetize w/ IAPs.