Tips on making your hyper-casual game a success in China
summary
China is overwhelmingly mobile-first with ~782 million smartphones and an 80/20 iOS/Android split, so launch iOS to self-publish quickly while using an Android publisher to navigate hundreds of app stores and licensing; regulatory approvals on Android run about 110 games/month. Hyper-casual revenue is ad-driven—expect $20–30 CPM in China—so integrate Mintegral/ByteDance mediation, track with Adjust or Taptica, and prioritize playable ads + localized creatives to lift CVR and LTV.
AI-written summary · about
chapters (19)
- 0:00Intro
- 0:48About Mintagirl
- 1:11Goal of Mintagirl
- 1:50Partners
- 2:20Mobile Focus
- 2:50Super App
- 4:35Smartphone Users
- 5:02Mobile Games Opportunity
- 5:32Accessibility
- 6:51Top iOS publishers
- 7:22iOS or Android
- 9:21China regulation
- 12:33Tracking Tools
- 12:55Monetization
- 14:48Closing
- 15:57Working with a studio in China
- 17:05Ad creatives in China
- 17:39Ad networks in China
- 18:06Copyright in China
related talks
27mThe year of hyper-casual in China
39mBeing a truly international player in the games industry
14mA new opportunity for casual game success in the West and China
18mHow to promote your games in the ever-changing Chinese market
25mThe games industry scenario in China – And the value a local publisher can provide
21mSpeed Panel: Eastern Eye: New Opportunities in Asian Territories
27mWhy Western games struggle in Asia (and vice versa)
25mHow to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)
