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China’s Mobile Games Market 
and Publishing 
William Heathershaw, Head of International Marketing, SkyMobi 
• Market Overview 
• Largest User Segment Preferences and Trends 
• Publishing in China 
Updated August 2014
Market Overview
China Mobile Internet Users as % of Internet Users 
Source: KPCB
Total Number of Active Devices and Devices Used for Games 
6/13-6/14 
Total Numbers of Devices Actively Used and Devices Used for Games 
1.48 
Between June 2013 and June 2014 
3.2 
8.1 
1.1 
3.1 
7.9 
77% 
96% 97% 
100% 
80% 
60% 
40% 
20% 
0% 
10 
8 
6 
4 
2 
0 
Jun 2013 Dec 2013 Jun 2014 
Active Mobile Device Active Game Devices Proportion
Percent of Global GDP 
Source: KPCB
Conversion of Users to Paid and ARPU (Android) 
6.62 
0.39 
11.49 
8.56 
6.11 
2.08 
2.49 
14.26 
Card Battle 
Table 
SLG 
STG 
ACT 
RPG 
Puzzle 
Casual 
ARPU 
Conversion Rate 
3.74% 
4.25% 
1.70% 
1.60% 
3.08% 
2.08% 
1.19% 
2.70%
Conversion of Users to Paid and ARPU (iOS) 
4.45 
1.73 
0.48 
12.59 
9.99 
7.89 
2.26 
14.42 
Card Battle 
Table 
SLG 
STG 
ACT 
RPG 
Puzzle 
Casual 
ARPU 
0.19% 
Conversion Rate 
1.52% 
1.45% 
0.71% 
0.74% 
0.77% 
0.35% 
1.05%
The Largest Mobile Gamer Segment
3rd and Lower Tier Cities 
• Population 
• Provincial GDP 
• Cities with strong economic growth 
• Geography vicinity to other powerful cities 
• Advanced transportation infrastructure 
• Historical and cultural significance 
Source: American Chamber of Commerce
Distribution of Active Devices in Chinese Cities 
1st Tier cities only have 10% 
of China’s population 
1st Tier Cities: Beijing, 
Shanghai, Guangzhou, 
Shenzhen
Annual Changes of Daily Sessions per User 
Source: umeng
Preferences and Trends of Gamers in 
3nd Tier Cities and Lower
Game Preference 
Source: Maopao appstore
Game Preference Trend 
Casual 
Action 
Card 
Racing 
RPG 
Adventur 
e 
Time 
Source: Maopao appstore
Wifi vs Cellular Network Usage for Downloads 
Source: Maopao appstore
238 
251 
271 
316 
377 
282 
298 303 
323 
354 
Q1-13 Q2-13 Q3-13 Q4-13 Q1-14 
 AVG.RAM 
 AVG.ROM 
Handset Performance Increasing, 
but yet Relatively Low End 
Source: Maopao appstore
Most Responsive Time Periods to Promotions 
Source: Maopao appstore
“Hmm, can they monetize?” 
• Most affordable form of entertainment 
• Able to “show face” through games
Publishing in China
Localization 
• Language 
• Theme/Story 
• Items for IAP 
• Monetizing Schedule (3 minutes)
Distribution Channels 
400+ Android distribution channels 
• App stores: MyApp, 91.com, 
• OEM: Xiaomi, SkyMobi (Maopao) 
• Carrier pre-installs: SkyMobi (Maopao) 
• Mobile browser: UCWeb 
• Wifi network: CMGE
What We Look for in Games 
• Built on leading game engine 
• Size less than 50 MB 
• Not dependent on social network 
• Monetizes with IAP
What Do We Look for in Games 
• Quality (Art style, Music, Graphics, Gameplay) 
• Potential popularity 
• Degree of difficulty and resources to localize 
• How fun is the game 
• Cute, attractive graphics
SkyMobi Chinese Mobile Games Market August 2014
Billing 
• 80% through SMS 
• Difficulties 
– Differences in regional carrier 
– Bugs, negative feedback 
• Billing SDK
Marketing 
• Distribution channels 
• PR/Media 
• Few open networks, exchanges
Monetizing 
• IAP: passing levels, tools, VIP status 
• Pricing: 1-4 RMB
Revenue Split 
Channel 
30% 
Billing 
30% 
Publisher 
25% 
Developer 
15%
• Nasdaq-listed, Sequoia funded 
• Maopao app platform 
– 30 million MAU 
– 400,000 new users daily 
• Publishing 
– 100+ distribution partners 
– 9 year operators relationships 
– Use Maopao for testing before publishing
Contact Us 
developers@sky-mobi.com
Proudly based in Hangzhou, China 
San Francisco 
Visit Us!
Köszönöm!

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SkyMobi Chinese Mobile Games Market August 2014

  • 1. China’s Mobile Games Market and Publishing William Heathershaw, Head of International Marketing, SkyMobi • Market Overview • Largest User Segment Preferences and Trends • Publishing in China Updated August 2014
  • 3. China Mobile Internet Users as % of Internet Users Source: KPCB
  • 4. Total Number of Active Devices and Devices Used for Games 6/13-6/14 Total Numbers of Devices Actively Used and Devices Used for Games 1.48 Between June 2013 and June 2014 3.2 8.1 1.1 3.1 7.9 77% 96% 97% 100% 80% 60% 40% 20% 0% 10 8 6 4 2 0 Jun 2013 Dec 2013 Jun 2014 Active Mobile Device Active Game Devices Proportion
  • 5. Percent of Global GDP Source: KPCB
  • 6. Conversion of Users to Paid and ARPU (Android) 6.62 0.39 11.49 8.56 6.11 2.08 2.49 14.26 Card Battle Table SLG STG ACT RPG Puzzle Casual ARPU Conversion Rate 3.74% 4.25% 1.70% 1.60% 3.08% 2.08% 1.19% 2.70%
  • 7. Conversion of Users to Paid and ARPU (iOS) 4.45 1.73 0.48 12.59 9.99 7.89 2.26 14.42 Card Battle Table SLG STG ACT RPG Puzzle Casual ARPU 0.19% Conversion Rate 1.52% 1.45% 0.71% 0.74% 0.77% 0.35% 1.05%
  • 8. The Largest Mobile Gamer Segment
  • 9. 3rd and Lower Tier Cities • Population • Provincial GDP • Cities with strong economic growth • Geography vicinity to other powerful cities • Advanced transportation infrastructure • Historical and cultural significance Source: American Chamber of Commerce
  • 10. Distribution of Active Devices in Chinese Cities 1st Tier cities only have 10% of China’s population 1st Tier Cities: Beijing, Shanghai, Guangzhou, Shenzhen
  • 11. Annual Changes of Daily Sessions per User Source: umeng
  • 12. Preferences and Trends of Gamers in 3nd Tier Cities and Lower
  • 13. Game Preference Source: Maopao appstore
  • 14. Game Preference Trend Casual Action Card Racing RPG Adventur e Time Source: Maopao appstore
  • 15. Wifi vs Cellular Network Usage for Downloads Source: Maopao appstore
  • 16. 238 251 271 316 377 282 298 303 323 354 Q1-13 Q2-13 Q3-13 Q4-13 Q1-14  AVG.RAM  AVG.ROM Handset Performance Increasing, but yet Relatively Low End Source: Maopao appstore
  • 17. Most Responsive Time Periods to Promotions Source: Maopao appstore
  • 18. “Hmm, can they monetize?” • Most affordable form of entertainment • Able to “show face” through games
  • 20. Localization • Language • Theme/Story • Items for IAP • Monetizing Schedule (3 minutes)
  • 21. Distribution Channels 400+ Android distribution channels • App stores: MyApp, 91.com, • OEM: Xiaomi, SkyMobi (Maopao) • Carrier pre-installs: SkyMobi (Maopao) • Mobile browser: UCWeb • Wifi network: CMGE
  • 22. What We Look for in Games • Built on leading game engine • Size less than 50 MB • Not dependent on social network • Monetizes with IAP
  • 23. What Do We Look for in Games • Quality (Art style, Music, Graphics, Gameplay) • Potential popularity • Degree of difficulty and resources to localize • How fun is the game • Cute, attractive graphics
  • 25. Billing • 80% through SMS • Difficulties – Differences in regional carrier – Bugs, negative feedback • Billing SDK
  • 26. Marketing • Distribution channels • PR/Media • Few open networks, exchanges
  • 27. Monetizing • IAP: passing levels, tools, VIP status • Pricing: 1-4 RMB
  • 28. Revenue Split Channel 30% Billing 30% Publisher 25% Developer 15%
  • 29. • Nasdaq-listed, Sequoia funded • Maopao app platform – 30 million MAU – 400,000 new users daily • Publishing – 100+ distribution partners – 9 year operators relationships – Use Maopao for testing before publishing
  • 31. Proudly based in Hangzhou, China San Francisco Visit Us!

Editor's Notes

  • #2: 3rd party sources, behemoth