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Panel: What is Giving Hypercasual its Longevity? The Recipe for a Successful Game

Panelat Pocket Gamer Connects London 2022 · 2022-02-14..02-15· [game-development]
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Global hypercasual downloads rise from 7.5B (2019) to 11.9B (2020) and 13.7B (2021), with ad and player-spend revenue climbing (ad-related revenue near $231M in 2021). User acquisition faces higher CPIs (benchmarks moving toward $1+), so publishers shift focus from CPI alone to retention and playtime (30–40% D1 retention, 5–15 minute session targets) and funnel health (first five levels >85% completion). Monetization mixes ads with growing IAP in hybrid/idle titles (IAPs can reach ~30% of revenue), plus new ad formats and social/instant-game distribution.

AI-written summary · about

  1. 0:00Intro
  2. 1:26Panel Introductions
  3. 4:30Data
  4. 9:51User Acquisition
  5. 10:46Broad Appeal
  6. 14:37Hyper Social
  7. 16:10Social Growth
  8. 17:29Monetization
  9. 22:48Metaverse
  10. 25:52Hyper Casual
  11. 34:08Benchmarks
  12. 36:28Instant Games
  13. 37:47Final Questions
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