~/talk

The year of hyper-casual in China

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China accounts for nearly 50% of global iOS+Android downloads in 2018 and the market is shifting toward hyper‑casual because advertising and UA mature: hyper‑casual users cost 7–13× cheaper CPI, letting ad‑monetized games scale rapidly. Western studios (eg. one publisher placed 18 of the top 100 titles in 2018) export simple competitive or idle mechanics that play well in China. Distribution now centers on the top six Android stores (≈82% market share), while the games license freeze from March 2018 only reopens slowly, so local partners remain essential.

AI-written summary · about

  1. 0:00Introduction and speaker background
  2. 1:522019 predictions for hyper-casual in China
  3. 3:17What defines hyper-casual games
  4. 5:44History of casual games and business models
  5. 7:13Why casual games struggled in China
  6. 9:22Hyper-casual trends emerging in China
  7. 11:33Opportunities for Western developers in China
  8. 13:37Why China needs Western casual games
  9. 15:23Monetization and advertising in hyper-casual
  10. 17:31Android market challenges in China
  11. 18:57Regulatory and market challenges
  12. 20:24Distribution and local partnerships
  13. 22:142019 resolutions and future outlook
  14. 23:37Q&A session
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