Express . . Global hand-travel revenues, or $77.2 billion, by 2020 will come more than half from iOS platforms; YouTube is testing product labels to enter e-commerce
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Industry Express
Game out to sea
The iOS platform will contribute more than half of the world's mobile revenue, or $77.2 billion, by 2020
Newzoo's Global Mobile Market Report, released last month, forecasts the global smartphone market and mobile gaming market and analyzes key trends in the global mobile market.
First, mobile market users will continue to grow, with 3.5 billion smartphone users worldwide by 2020
The report predicts thatBy 2020, the total number of smartphone users worldwide will reach 3.5 billion6.7% year-on-year, and that number will continue to soar.It will reach 4.1 billion by 2023。 This growth was mainly due to increased smartphone penetration and improved mobile Internet infrastructure in emerging regions such as Central and South Asia, sub-Saharan Africa, South-East Asia and Latin America.
Among them, China Mobile market is still the largest mobile ecosystem (in absolute terms). By 2020, smartphone users from China will account for more than a quarter of the world's total.
Source: Newzoo
Global hand-travel revenue will reach $77.2 billion by 2020, with iOS accounting for more than half of revenue
The popularity of smartphones has undoubtedly driven the development of the mobile gaming market. The report states thatGlobal mobile gaming revenue will grow to $77.2 billion by 2020, up 13.3% year-on-year. Global mobile gaming revenue will reach $102.8 billion by 2023.
In terms of revenue structure, the iOS platform and Google Play lead by an absolute majority. Of that total, iOS platform revenue accounted for 50.2 percent of total revenue to $38.8 billion, while revenue from Google Play was $27.9 billion, or 36.1 percent of the market. The remaining $10.6 billion came from all third-party Android stores, accounting for 13.8 percent.
Source: Newzoo
September 2020 China Hand Tour Publishers Global Revenue Rankings: Accounting for nearly 30% of global hand tour revenue
Sensor Tower recently released top 30 revenue for Chinese hands-on tour publishers in the App Store and Google Play worldwide in September 2020.
Source: SensorTower
Lilith's Awakening has set a record for monthly revenue from domestic SLG hands-on tours overseas, and has been firmly on top 5 of the App Store's hand-travel bestseller list since it entered the Chinese market on September 23. In its first week on the market, the game broke the first-week revenue record for domestic SLG Hand Tours in China's App Store, with an estimated $13.5 million in revenue.
Thanks to the outstanding performance of games such as "Song on the Cloud" and "Jiangshan Beauty" in domestic and foreign markets, revenue from The Recreation of March 7th increased by 38% month-on-month in September. The three markets in China, Japan and Taiwan contributed the most to the issuer, accounting for 41%, 32% and 13%, respectively.
Since its global release on September 28th, Miha Tour's "Original God" has been ranked in the top three in China's App Store hand-travel revenue list, while overseas it has successfully made the top five bestseller lists in the United States, Germany, France, Japan, South Korea and other markets. Under the leadership of "The Original God", Miha Tour's revenue surged 61% month-on-month in September, breaking the previous revenue record. It's worth noting that in the first week of October, the publisher's revenue exceeded the full month of September.
Thunder Games released "The Strongest Snail" in Hong Kong and Taiwan in August, and the next month launched the Dark Place Hand Tour "Immortal Journey" in the Chinese market. With the help of two new works, publishers' revenues rose 30% month-on-month in September.
In addition, 36 Chinese hands-on tour operators were shortlisted for the Global Top 100, including Creative Interactive, Hero Entertainment, Long Teng Jane, Six Waves and Lee Networks, accounting for 37% of global Top 100 publishers' revenue.
August 2020 Overseas Hot MOBA Hand Tour: Revenue up 23% YoY, Latin America market potential highlighted
Sensor Tower's previous list of popular MOBA hand tours overseas in August 2020 showed that Mu Tong Technology's Endless Duel and Supercell's Wilderness Fight were runner-up in double-bogeys.
Source: SensorTower
With the help of summer events and new boxing skins, Endless Match earned nearly $32 million overseas in August, up 35% year-on-year. Southeast Asia is the game's largest market, contributing more than 40% of revenue, while the U.S., Japan and South Korea account for 17% and 9%, respectively. In the eight months to August, Endless's total overseas revenue had exceeded $730m, and its revenues for the first eight months of the year were close to the full year of last year.
In terms of downloads, Endless Match received more than 8.2 million downloads in August, nearly 60 percent of them from Southeast Asia and about 15 percent from Latin America.
"Wild Fight" came in second with $29 million and 8.02 million downloads. In August, the game earned more than 63% of its revenue in Europe, compared with 14% in the U.S. and 9% in Japan and South Korea. In terms of downloads, the European market accounts for more than 50 per cent, Latin America for 25 per cent and Japan, South Korea and Southeast Asia for 3 per cent each.
Source: SensorTower
In August, MOBA's top 10 overseas revenues totaled $94 million, with revenue from the U.S. and Europe accounting for 45% of total overseas MOBA travel revenue, while Europe and the U.S. accounted for 28% and 17%, respectively.
The South-East Asian market is dominated by Endless Duel and King's Glory, which account for 72 per cent and 22 per cent of the local market share, respectively, while revenues from the region account for 20 per cent of total overseas revenues.
Player spending in Japan, South Korea and Latin America accounted for 15 per cent, 3 per cent and 4 per cent, respectively. Among them, the Japanese market revenue mainly from the local hand tour "ONE PIECE Bounty Rush" and "#Compass."
Source: SensorTower
In August, the top 10 MOBA hand tours overseas received 28.7 million downloads. Thanks to Champions Legion's massive sales in Latin America, the share of downloads from Latin America jumped to 33 per cent from 13.5 per cent a year ago. "Champions Legion" and "Wild Fight" accounted for 46% and 21% of local downloads, respectively.
Southeast Asian players contributed 27% of downloads, with Endless Duel and King's Glory accounting for 63% and 19% of local downloads, respectively.
European players contributed 22 per cent of downloads, with Wilderness losing 64 per cent of the local market and monopolizing almost the entire market.
It is worth mentioning the Latin American market here. The market is large and young, and there is a strong demand for MOBA hands-on tours that emphasize athletics and socialism. With the rapid popularization of smartphones and the development of mobile Internet ecology in recent years, the ability of local players to gold has also improved significantly, so many games have begun to deeply cultivate the Latin American market. Take Garena Free Fire, which ranked 13th in August for overseas MOBA, with 24 per cent of its revenue coming from Latin America and 27 per cent from Southeast Asia.
Small N interpretation:
"Due to the huge player size of MOBA games on the PC side, hand-to-hand is also a popular track, while the overseas market for MOBA games continues to grow at a high rate, both in terms of head products and the entire category. However, MOBA games special strong social attributes and hero collection and other long-term pursuit, for early entry products to provide a first-mover advantage, after the entry is often difficult to shake the former monopoly position in the regional market. Emerging economies such as Latin America and Southeast Asia may be a good choice for new players. "
China's sea-going Q3 list: Round-based RPG still has potential for expansion, Tacheng strategy performance is strong
App Annie recently released its third-quarter 2020 list. According to the data, in 2020 H1, China's overseas downloads of hand-travel increased by 19% month-on-month, while revenue and game length grew by 37% and 61% month-on-month, respectively, faster than those of other distributors.
Source: App Annie
In the first half of 2020, the top3 categories with the fastest year-on-year growth in downloads in the overseas segmented game categories were other puzzle games (92%), ultra-casual games (78%), puzzle-board games (65%); User spending on classic Threes and Puzzle Battle RPG games fell year-on-year.
Source: App Annie
Judging from the performance of Chinese games, in 2020 H1 overseas users download Top250 Chinese games, ultra-casual game downloads increased the fastest year-on-year to 227 percent, and puzzle games performed outstandingly, with chess puzzles growing by 166 percent year-on-year. In terms of revenue, the fastest growth was in tower defense strategy games, up 183% YoY, followed by slot machines and placement RPG, up 130% YoY and 84% YoY.
Source: App Annie
Based on the above data, App Annie has 3 observations:
1, three games, ultra-casual games, first-person shooters and other sub-categories, the global market is large, but the share of games from China is small. From another point of view, Chinese sea developers might as well challenge the big cake.
2, turn-based role-playing games, elimination and construction games, team combat games in the market, China's sea-going hand tour in the global list at the head, the expansion potential is still huge.
Source: App Annie
Turn-based RPG is the world's largest revenue segment, but Chinese manufacturers have a low market share. Japanese players are the most powerful of the round RPG players, contributing more than half of the market segment's user spending. But the Japanese market is dominated by local issuers, and it is harder for Chinese manufacturers to glow locally. However, we can see that in North America, Western Europe, South Korea market, China's round-the-sea RPG hand tour has a place, such as "Sacred Warrior Star: Awakening" in the Western European market is favored.
3, placement of role-playing games, action role-playing games, urban warfare strategy games, tower defense games and other sub-category market segments, China's sea-going performance is strong, has become a market segment leader.
Source: App Annie
Take the city war strategy game as an example, such games usually require players to establish their own city-state first, and then attack other players, "Awakening of the Nation" is a typical representative of it. In North America, Western Europe, Japan, South Korea, the four big city war strategy game revenue market, Chinese publishers have an overwhelming advantage
Apply to the sea
In September 2020, the world's top mobile app revenue and download Top10: Jiyin and TikTok to the top of the double list
Sensor Tower has released its September 2020 list of the world's most popular mobile apps.
Source: SensorTower
YouTube came in second with nearly $85.5 million in revenue in September, up 56% over the same period. More than half of its revenue comes from the US, accounting for 55 per cent, followed by Japan, with users contributing 11 per cent. Twitch, the eSports and video game live-streaming platform, made the top 10 in the Google Play list, the only new face on the list.
Source: SensorTower
In terms of download lists, Zoom and Google Meet have both been shortlisted for Top 5 downloads, as demand for online meetings has soared this year as a result of social isolation policies among countries. Zoom ranked 2nd with 55 million downloads, 21.4 times as many as the same period last year. Of these, 23 per cent were downloaded from India, followed by the United States at 16 per cent.
The other two apps in the top five are Facebook and WhatsApp.
Media Express
YouTube
YouTube tests product labels to develop e-commerce
YouTube is preparing to test a new feature to tag products so that creators can tag items shown in videos so they can make direct purchases on the platform.
This isn't YouTube's first foray into e-commerce. As early as 2018, YouTube has added a "shopping shelf" for joint promotions, allowing creators to display their brand's products under their videos.
Source: YouTube
Other attempts include adding "merch alerts" to the live stream, AR makeup videos for beauty bloggers, and other e-commerce-related tools.
But obviously, these and product labels compared to only a small play. Tagging items in a video allows viewers to click on the tags as the video plays to learn more about the product - a big trend on video platforms today.
E-commerce will be one of the keys to the expansion of video platforms in the future. In the case of Jiyin, for example, the innovation of integrating e-commerce in apps has brought huge benefits. Much of the $122m in revenue generated last year came from e-commerce, almost twice as much as TikTok.
So YouTube's action this time can be said to be expected. YouTube is also preparing a partnership with Shopify to further boost in-app purchases, Bloomberg reported.
Snapchat
Snapchat launches First Commercial's high-impact advertising feature in the U.S. and the U.S
Recently, Snapchat announced that it will release First Commercial's high-impact advertising feature in the United States and the United Kingdom. The feature began testing in April, with the highlight being to ensure that advertisers' ads are first seen by users who enter Snapchat's Discovery channel one day.
This feature is significant. Snapchat users spent 35 percent more time on discovery channels than they did a year earlier, according to Snapchat's Q1 report. In a new report, Snapchat points out that 70 percent of Generation Z in the U.S. will have watched Snapchat's Discovery Channel by 2020.
Snapchat says Fist Commercial is a high-end advertising feature, so not all businesses can use it, or not all businesses need it. As mentioned earlier, this feature offers huge opportunities for businesses wishing to tap into the younger market as the number of viewers on discovery channels increases.
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