Publishing in Asian markets – The ‘how to’ discussion
summary
Asian markets are different countries not one market: China, Japan and Korea demand different monetization and genre fits, and localization plus a strong local publisher are essential. China’s approval freeze creates a backlog (about 6,000 games rejected vs ~8,000 licensed last year) and could delay launches for months. Japan still pays premium prices for hit titles and favors polished social mechanics. Co-develop or secure a reputable partner to handle licensing, marketing and copycat enforcement.
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chapters (12)
- 0:00Introduction and panelists
- 2:12Why Asian markets matter
- 5:40Differences across Asia
- 7:32China’s licensing freeze impact
- 12:47Localization and marketing strategies
- 16:34Risks of piracy and partnerships
- 21:31Co-developing games with Asian studios
- 24:03Trends in Asian mobile games
- 29:36Future of gaming experiences
- 33:34Audience Q&A on demographics
- 35:44Piracy and copycat challenges
- 36:49Closing remarks and thanks
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