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Behind The Great Wall Leo Cui, Founder & CEO A Deep dive into the Chinese Mobile Gaming Market

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Page 1: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Behind The Great Wall �

Leo Cui, Founder & CEO

A Deep dive into the Chinese Mobile Gaming Market �

Page 2: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

BIG DATA MOBILE INTERNET +

China’s largest data service provider for Mobile Gaming � 

Analytics TalkingGame AppCPA Insight Analytics for mobile games Mobile Ad Tracking �  Market Intelligence App Analytics

HOT

Page 3: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

By the end of 2013,

Accessing � 400m+ Smart Devices � 

Serving 5000+ Mobile Games

60,000,000 �  � 

110,000,000 �  � 140,000,000 �  � 

230,000,000 �  � 

400,000,000 �  � 

0 �  � 

100,000,000 �  � 

200,000,000 �  � 

300,000,000 �  � 

400,000,000 �  � 

2012-Feb �  May-12 �  Aug-12 �  Nov-12 �  Feb-13 �  May-13 �  Aug-13 �  Dec-13 � 

Smart � Device � Access � 

Page 4: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

By the end of 2013,

Over � 40% top grossing chart of Appstore � 

Around �  80%+ Midcore & Hardcore mobile games.

Page 5: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Operators CPs Channels AD Networks Publishers

80% Top Ad Networks � 

100% Top Publishers � 

80% Smart Device

Access � 

90% Top Android

Channels � 

Page 6: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Market Stats in 2013 � 1 � Total Gamers Spending Devices Revenues � 

Page 7: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

0

100,000,000

200,000,000

300,000,000

400,000,000

500,000,000

600,000,000

2013-Q1 2013-Q2 2013-Q3 2013-Q4

Active � Devices �  Mobile � Gamers � 

64%

77%

89% 96%

The � Ratio � of � Transitory � Mobile � Gamers � 

Total volume of smartphone users continued to rise in each quarter, doubling every six months.

Transitory mobile gamers (people who have played any kind of mobile games) grew in numbers, and the

growth rate is 1.5 times that of the industry.

In 2013, China has become the largest market of mobile gaming.

191m

253m

393m

550m

123m

195m

349m

528m

Data � sources: � TalkingData � Data � Center � 

Page 8: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3.

The most of growth come from low-end android devices

Data � sources: � TalkingData � Data � Center � 

61% 65% 70% 71%

0%

25%

50%

75%

100%

2013-Q1 2013-Q2 2013-Q3 2013-Q4

Android Player iOS Player

Page 9: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Market share of domestic brands of Android device reached nearly 2/3; �  And Total share of Top 10 brands is decreasing; Makes the device market more FRAGMENTED

The market of smartphones become more fragmented

Rank �  Company �  Share% � -2014.1 �  6month � before � 

1 �  Samsung �  28.67% �  37.69% �  -9.01% � 

2 �  Xiaomi �  9.37% �  5.34% �  4.04% � 

3 �  OPPO �  4.57% �  2.38% �  2.19% � 

4 �  HTC �  3.87% �  4.83% �  -0.96% � 

5 �  BBK �  3.78% �  1.82% �  1.96% � 

6 �  YuLong �  3.27% �  2.93% �  0.34% � 

7 �  LENOVO �  2.00% �  3.47% �  -1.48% � 

8 �  SONY �  1.86% �  2.68% �  -0.82% � 

9 �  HUAWEI �  1.86% �  3.59% �  -1.73% � 

10 �  GIONEE �  1.61% �  -- � 

TOP � 10 � Total �  60.86% �  66.49% �  -5.63% � 

45% �  61% � 

0% � 

20% � 

40% � 

60% � 

80% � 

100% � 

2013-7 �  2014-1 � 

Global � Brands �  Local � Brands � 

Page 10: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

l  No single model exceeds 3%

market share in 2013; While

Samsung had 4 models exceeding

5% in 2012

l  Fragmented by too many options

that enjoy very close market share

� 

l  High-end(>¥2000)is still the

first choice for the majority; While

low-end(<¥1000)’s demand

started increasing

l  Xiaomi(8 in Top 15) Vs Samsung(5

in Top 15), local competency is

getting stronger in a fast pace

Top Android device in China

0.56% � 

0.58% � 

0.60% � 

0.66% � 

0.81% � 

0.89% � 

0.90% � 

0.92% � 

0.96% � 

0.97% � 

1.12% � 

1.45% � 

1.69% � 

2.14% � 

2.33% � 

0% �  1% �  2% �  3% � 

Xiaomi � MI-ONE � Plus � 

HUAWEI � C8815 � 

Samsung � GT-S7562 � 

ZTE � U880E � 

Xiaomi � MI � 2A � 

Xiaomi � 红米 � 

Xiaomi � 1S � 

Xiaomi � MI � 3 � 

Xiaomi � MI � 2SC � 

Samsung � GT-I9100 � 

Xiaomi � MI � 2 � 

Samsung � GT-I9500 � 

Xiaomi � MI � 2S � 

Samsung � GT-N7100 � 

Samsung � GT-I9300 � ¥1750-2480 � 

¥2300-4699 � 

¥1299-1899 � 

¥2800-3600 � 

¥1949-2599 �  � 

¥1350 � 

¥1299-1899 �  � 

¥1999 � 

¥1099 � 

¥799 � 

¥1499 � 

¥390 � 

¥750 � 

¥800 � 

¥1299 � 

Page 11: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

3.86% 5.37%

7.42%

9.76%

The Cummulative Ratio of Spenders

0

10,000,000

20,000,000

30,000,000

40,000,000

50,000,000

60,000,000

2013Q1 2013Q2 2013Q3 2013Q4

Number of Spenders

The cumulative proportion of money spenders is 2.5 times that compared to the beginning of the year. The

absolute number of money spenders has increased five times+.

More and more people would like to pay for mobile games

Data � sources: � TalkingData � Data � Center � 

13.58m

29.17m

53.68 m

7.39m

Page 12: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Deep into Player Behaviors � 2 � Install �  �  �  Update �  �  Gaming �  �  Spending Uninstall � 

Page 13: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

As of December 31, every active device has an average of 5.59 games installed. This represents 1/4 of the

total number of apps per device.

54% are casual games, 24% are strategy/card games, and 22% are other types of games.

Casual games compose of a majority of all the game installations

5.59

18.45

0% � 

50% � 

100% � 

All � types � (this � does � not � include � factory � preinstalled � applications) � 

Game �  Non-Game � 

22%

24%

54%

0% �  35% �  70% � 

Other � 

Card � & � Board � 

Casual � 

Proportion � of � different � game � genres � 

Page 14: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

On average, a player installs a new game every 3.48 days. 30% of players install 6 to 10 games per month.

They prefer to download new games on their day off. The period between Friday evening and Sunday

accounts for half of the week’s installation.

� 

Players install new games every 3.48 days on average Prefer to install over weekends

10.3% � 

5.2% � 

16.4% � 

29.1% � 

23.6% � 

10.1% � 

3.5% � 

1.8% � 

0% �  10% �  20% �  30% �  40% � 

1 � 

2 � 

3~5 � 

6~10 � 

11~20 � 

21~30 � 

31~40 � 

40+ � 

Player � distribution � data � based � on � game � installation � receipts � in � December � 

11.6% � 10.7% � 

12.3% � 

14.0% � 14.9% � 

18.9% � 

17.7% � 

10% � 

12% � 

14% � 

16% � 

18% � 

20% � 

Mon �  Tue �  Wed �  Thu �  Fri �  Sat �  Sun � 

Proportion � of � installations � during � the � week � 

Page 15: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Android gamers prefer to download games from third-party markets which bring 80% of the distribution volume;

iOS gamers prefer to download from official sources, with 60% of the download coming from App Store.

� 

Where do the players go to find new games to download and install?

8%

11%

24% 57%

Android Distribution

Other � Google � Play � Other � 3rd � Party � App � Stores � Mobile � Assistants � 

11% � 

24% � 

65% � 

iOS Distribution

Non-jailbreak � App � Stores � 

Jailbreak � Channels � 

Apple � AppStore � 

Page 16: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

After the release of a game update, 62% of the existing players update within 2 days. After 2 days, only 9%

of players perform the update.

Almost 30% of players never perform any updates. Games that adopt required full-package updates cause

an increase to the churn rate (criteria: 7 consecutive days without playing a game) on the day of the update.

Every required update causes an exodus of 4.2% of the existing players.

� 

Do players like to update their games? What kinds of problems do updates cause players?

43%

19%

9%

29%

0% 25% 50%

On Day0

On Day1

After Day1

Never

Active � Players% � Before � Updates �  � 

24.6% 28.8%

0%

10%

20%

30%

Routine Days Forcing Updates

Comparison � between � churn rate � on � routine � days � and � forcing update � days �  � 

Page 17: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Players spend an average of 32 minutes per day playing games.

28% of players spend over 1 hour per day playing games. They are considered heavy or “mid-core” gamers.

� 

How much time do players assign to gameplay per day?

19.4% � 

16.3% � 

17.1% � 

17.2% � 

14.5% � 

9.8% � 

5.7% � 

0% �  10% �  20% �  30% � 

<10min � 

10~20min � 

20~30min � 

30~60min � 

1~2hour � 

2~4hour � 

>4hour � 

Daily � Gaming � Time � Spend � 

Page 18: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

82% of active gamers play a variety of games every day. However, players only play 2.4 types of games per

day on average. They allocate 86% of their time to their primary games. � 

How many games do players play per day? How do they allocate their time?

18% � 

82% � 

0% � 

50% � 

100% � 

1 �  >=2 � 

Daily � gaming � titles �  � 

Primary � title, � 86% � 

Other � titles, � 14% � 

Time � allocation � for � different � daily � playing � games � 

Primary � title �  Other � titles � 

Page 19: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Mid-day and evenings are the peak periods for gameplay. Evenings attract many ‘night-owl’ gamers, and an

obvious trend of after-hour gameplay is towards midnight.

When do players like to play games?

0% � 

3% � 

6% � 

9% � 

0 �  1 �  2 �  3 �  4 �  5 �  6 �  7 �  8 �  9 �  10 �  11 �  12 �  13 �  14 �  15 �  16 �  17 �  18 �  19 �  20 �  21 �  22 �  23 � 

Daypart � 

Page 20: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

WiFi � 48% � 

3G � 24% � 

2G � 28% � 

Connectivity Type During Gameplay � 

74% of the players use WiFi network connections when they visit the app markets. During gameplays, only 48%

use WiFi.

Compared to the beginning of the year, the proportion of 3G use has gone down rather than up.

� 

What is player connectivity like?

Page 21: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

45% of mobile gamers choose casual games as their primary games

30% choose card/strategy games.

Where do players spend their money?

19% � 

11% � 

31% � 

39% � 

0% �  10% �  20% �  30% �  40% � 

All � 

Card � Battle � 

Card � & � Board � 

Casual � 

Initial � Game � Type � for � Players � 

26% � 

18% � 

11% � 

45% � 

0% �  25% �  50% � 

All � 

Card � Battle � 

Card � & � Board � 

Casual � 

Initial � Genres � of � Spending � 

Page 22: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Card Battle, turn-based RPG, and MMORPG games account for more than 70% of total mobile games’

earnings.

The low development cost and high profit return nature of cards games is still a key point of attraction for

developers. The proportion of earnings from casual games have increased.

On which types of games are players more willing to spend money?

31.2% � 

11.3% � 

17.3% � 

23.4% � 

4.7% �  4.3% �  2.3% �  3.8% � 1.7% � 

0% � 

10% � 

20% � 

30% � 

40% � 

Card � Battle �  SLG �  MMORPG �  Turn � based � RPG � 

Action �  Card � & � Board � 

Tower � Defense � 

Casual �  Other � 

Revenue � By � Genres � 

Page 23: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Spend and topping-up behavior is more evenly spread during the day, particularly for casual games.

As many players play at night, the spend activity also tend to be more focused at night.

When do players like to spend / top-up?

0% � 

3% � 

6% � 

9% � 

0 �  1 �  2 �  3 �  4 �  5 �  6 �  7 �  8 �  9 �  10 �  11 �  12 �  13 �  14 �  15 �  16 �  17 �  18 �  19 �  20 �  21 �  22 �  23 � 

Daily � Spending � Times � Distribution � 

Page 24: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

The proportion of pre-pay cards and service cards are gradually dwindling.

Payment via Alipay has become the mainstream pre-pay method.

Which payment methods do players prefer?

AliPay, � 59% � UniPay, � 20% � 

TenPay, � 10% � 

Service � Card, � 7% � Pre-paid � Card, � 4% � 

The � ratio � of � transactions � via � various � payment � methods �  � 

AliPay �  UniPay �  TenPay � Service � Card �  Pre-paid � Card � 

AliPay, � 49% � 

UniPay, � 25% � 

TenPay, � 13% � 

Service � Card, � 7% � 

Pre-paid � Card, � 6% � 

The � Ratio � of � Spend �  � 

Page 25: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

79.18% 90.12%

9.88% 0.2082

Proportion of uninstallation occurring within 2.66 days of a player’s abandoning a game.

� 

Uninstallation Keep Installed

Abandoning:No � login � for � 3+ � consecutive � days � 

Approximately 80% of players uninstall a game 2.66 days after abandoning the game. If the player doesn’t uninstall

the game and doesn’t log into the game, then 90% of them become "zombie" players of the game. For at least one

month, the player neither plays nor uninstalls the game. On average, each player becomes a “zombie” player for about

2 games. This accounts for approximately 2.78% of the game applications on a single device.

� 

How long until a player uninstalls a game? The performance of "zombie" players in games

Page 26: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Spread out Virally, retention is good。 � 

WeChat games are phenomenal things

0% � 

2% � 

4% � 

6% � 

8% � 

10% � 

12% � 

14% � 

2013-11-14 �  2013-12-14 �  2014-1-14 �  2014-2-14 �  2014-3-14 � 

天天飞车 �  全民飞机大战 � 

12-15 � 

1-1 � 

Page 27: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Trending Forecast � 3 � Operation �  �  Genres Market size � 

Page 28: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Mobile game operations has shifted to mirror web game development, highlighted by the phenomenon of

short usage life cycles. After 20 days of gameplay, the player stops deriving value from a game. The average

value of the single-player is about 4 RMB (less than $1) overall.

� 

¥0

¥2

¥4

¥6

1日 � 

2日 � 

3日 � 

4日 � 

5日 � 

6日 � 

7日 � 

8日 � 

9日 � 

10日

� 

11日

� 

12日

� 

13日

� 

14日

� 

15日

� 

16日

� 

17日

� 

18日

� 

19日

� 

20日

� 

21日

� 

22日

� 

23日

� 

24日

� 

25日

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26日

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27日

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28日

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29日

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30日

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60日

� 

90日

� 

Industry Average LTV of Players � 

Avg.LTV

LT

Value

LTV=ARPU×LT

Enhancing the player’s LTV is the focus of 2014

Page 29: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

1.9%

3.0%

3.4%

5.6%

0% �  2% �  4% �  6% �  8% �  10% � 

All � 

SLG � 

RPG � 

Card � Battle � 

Main � types � of � monthly � spending � rates � 

¥114 �  � 

¥320 �  � 

¥354 �  � 

¥274 �  � 

0 �  �  100 �  �  200 �  �  300 �  �  400 �  � 

All � 

SLG � 

RPG � 

Card � Battle � 

ARPPU � of � Main � Types � 

Single-player user experience game spend continue to do well. RPG & Card Battle are expected to continue

their strong performance in 2014.

With their frequent payment rates and high spending amounts, RPG & card battle are expected to continue their strong performance in 2014 � 

Page 30: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

0.5X � 

0.51X � 

X � 

Android � 

其它 � 

iOS � 

RPG � ARPPU � by � OSs � 

51.31% � 

41.28% � 

5.46% � 1.95% � 

iOS �  Android �  iOS � JailBreak �  Other � 

RPG � Revenue � by � OSs � 

In 2013, the RPG game earnings that focused on iOS players accounted for 57%. This is mainly due to the

characteristic of iOS gamers and the higher-level device support afforded by iOS to high-quality RPG games.

The number of Android players on ARPPU is about half that of iOS players. Although ARPPU is slightly better on other

operating systems than Android, their number tends to be small, and needs to be observed in the long-term.

� 

As a contributor to the future earnings of RPG games, iOS is still a focal point

Page 31: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

5 �  �  8.4 �  �  18 �  � 

0 �  � 

60 �  � 

120 �  � 

180 �  � 

2012 �  2013 �  2014 � 

Revenue � Size � Of � The � Chinese � Mobile � Gaming � Market(Billion � RMB) � 

2012 �  2013 �  2014 � 

Formula � Behind � 

2014 � Total � players: � 780m � 

2014 � Paid � User%: �  � 11.8% � 

2014 � ARPU: � ¥198 � 

Total � Revenue: � ¥18B � 

=

In 2014, the opportunity is up to $3.5-4.0 billion. � 

Page 32: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Refer � 

Revenue � 

Retention � 

Activation � 

Acquisition � 

TalkingData � AARRR � Model � For � Mobile � Game � Operation �  TalkingData � White � Paper � For �  � 

Mobile � Game � Data � Analysis � 

Page 33: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Description � ★ � TouchArcade.com � HOT � NEW � GAME � ★ �  � 

Versions � Initial � release:Sep � 14, � 2012 � Second � version:Nov � 1, � 2012 � 

Puzzle � + � Battle �  � + � Collection � + � EDU �  � 

Page 34: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Test in App Store , without marketing

Page 35: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

n  DAU n  Day 1 retention n  Day 7 retention n  Virtual income n  Marketing Users � 

How to optimize? KPI Dashboards and Alerts – Why did it Happen? – Advantage - Dashboards

Page 36: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

41.2% � 

3.7% � 

9.0% � 

28.4% � 

21.8% � 

10.9% � 

0% �  10% �  20% �  30% �  40% �  50% � 

One � Session � Players% � 

Day30 � Retention% � 

Day7 � Retention% � 

Day1 � Retention% � 

Monthly � Active � Users% � 

Weekly � Active � Users% � 

Benchmark concerning recent key indicators of the mobile gaming industry

Page 37: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

The most Important Metric between Initial release.

n The first experience � n WHY? It’s been relatively Low � 

Day 1 Retention

18.2% Alert

Avg.

Page 38: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Why?

Bad Day 1 retention, but kind of okay of Day2.

Page 39: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Loading Connect Sign up

Page 40: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Abruptly � lost � introduction � 

Bad Connetion

Funnel analysis to find pitfalls of game design

Page 41: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

n  Move to more reliable data center n  Consider domestic and overseas server distribution n  Simplify introduction, less steps n  Embellish introduction n  Polish pet UI to make it more attractive � 

How to optimize?

Page 42: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Difficulty? Operation.

n Daily awards � n Know players progress � n Pay attention to degree of difficulty of early levels � 

Page 43: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

n  Daily task n  Login bonus n  Scheduled copy n  Bonus pet n  Friends aid

Only 9 %,WHY?

Page 44: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Difficulty?

Page 45: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Make more money.

n A/B test � n Drill down � n Whale � 

Page 46: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Page 47: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Compared � to � revenue � graph, � purchase � is � 

distributed � more � balanced � and � forwarding � 

Is � it � possible � to � let � more � players � make � 

purchase � earlier? � 

How to optimize in app purchase?

Page 48: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

Extra gems?

Bonus pets?

What’s your opinions?

Page 49: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

The result of new version is great!

Page 50: Behind The Great Walltwvideo01.ubm-us.net/o1/vault/GDC2014/... · In 2013,the ratio of Android and iOS distribution widened from 6:4 to 7:3. The most of growth come from low-end

Data � sources: � TalkingData � Data � Center � 

www.talkingdata.com www.talkinggame.com

[email protected]

Thanks