~/talk

Targeted Approaches to the Casual Game Market in China

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slides:none on file

Ohayoo presents concrete China numbers and tactics: casual games hit ~400M MAU and ~200M daily users in 2020, generating ~$5B (projected $7B), downloads rose 360M→530M (46%), and Ohayoo publishes 150+ titles with 35 earning >$1M and 20 reaching top‑10 (six in the top 10 at once); pipeline uses CPR test and a gameplay pool, pairs games with IP (Mr Bone) and Douyin creators, leverages short-form video (1.5B MAU, 600M DAU) to drive organic lifts (Jade Master: ~7M downloads, 60k videos), and runs optimizations that boost retention/ARPU by >50%.

AI-written summary · about

  1. 0:00Start
  2. 1:38Casual Games Enjoy Massive Market Opportunities
  3. 3:49Market Preference in China is Turning toward Casual Gan
  4. 4:10Ohayoo: A Reliable Publishing Partner for You
  5. 5:54Ohayoo: Leading Casual Game Publisher in China
  6. 8:34Ohayoo Supports All Key Stages of Publishing
  7. 9:19CTR Test Gives the Direction to the Project
  8. 10:16Agent Bone: IP Resources Support Project Initiation
  9. 11:59Data-driven Optimization Improve Game Value
  10. 12:30Wobble Man: Specific Optimization on Android OS
  11. 15:04Short-form Video is a Good Fit for Casual Game Distribut
  12. 16:43Combat of Hero: Integrated Marketing Secures a Global Su
  13. 18:04Jade Master: Short-form Videos Suit Content-driven Games
  14. 24:56Ohayoo Welcomes Developers of All Sizes
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