CHINA FOR THE WIN! презентация

Содержание

A LITTLE ABOUT ME Colin Behr VP, Business Development & International @colinnathanbehr colin.behr@vungle.com

Слайд 1CHINA FOR THE WIN!
What Publishers Need to Know to Succeed in

This Emerging Market

Infrastructure for in-app video advertising


Слайд 2A LITTLE ABOUT ME
Colin Behr
VP, Business Development & International
@colinnathanbehr
colin.behr@vungle.com


Слайд 3

10,000
196
countries served
2 Billion+
monthly video views
200 Million
monthly unique devices
top apps


Слайд 4IF YOU REMEMBER ANYTHING FROM THE SESSION…

The opportunity is vast

Entering China

is complex, but not impossible

Control is worth the challenge


Слайд 5HOW VAST?
550M
mobile devices
240M
mobile devices
96% have at least one gaming app installed
28%
spend more

than an hour a day playing

Chinese mobile gamers install a new game every 3.48 days

Sources: Nielsen: bit.ly/17gCjes; TalkingData: bit.ly/1JqaPVf; Venture Beat: http://ow.ly/JHAIZ; Pew Research: http://ow.ly/JHAPl


Слайд 62014 GROWTH IN MOBILE GAMES
Developers
84%
236%
Total Revenue
Source: talkingdata.com/index/#/datareport/-1/en_us

Users
162%




Слайд 77 Realities of Publishing in China


Слайд 8
Reality #1:
Android dominates the market


Слайд 9
ANDROID DOMINATES THE MARKET
68%
market share
32%
market share
Source: talkingdata.com/index/#/datareport/-1/en_us


Слайд 10






Source: xiaomishop.com


Слайд 11GOOGLE’S MARKET SHARE IN CHINA
“Chinese Android users only used Google Play

for downloading 5.6% of all mobile apps on their devices.”
-Umeng Analytics

68%

5.6%

Source: Umeng Analytics; TalkingData


Слайд 12
Reality #2: 100s of app stores = a fractured market


Слайд 1372.6% of apps in China are from alternative app stores


Source: bit.ly/1Lemowm


Слайд 14360 MOBILE ASSISTANT
360 is virus prevention software
Huge Android app store
275 million

monthly users
30 billion downloads
Offers localization support to developers

Слайд 15TENCENT MYAPP
After captivating players in the US, MinoMonsters sought to reach

an international audience. Partnering with Vungle, MinoMonsters attained a 6x increase in installs worldwide.

Developed by Tencent, who started messenger QQ (829 million active users)
Also connects to QQ browser and WeChat
110 million daily downloads (Dec 2014)
King launched Candy Crush Saga on Tencent


Слайд 16BAIDU
After captivating players in the US, MinoMonsters sought to reach an

international audience. Partnering with Vungle, MinoMonsters attained a 6x increase in installs worldwide.

Search giant used by more than 700 million
Has its own app store with direct integration to search results
Recently acquired 91 Wireless, increasing its reach into app distribution


Слайд 17
Reality #3: Culturalization is critical


Слайд 18LOCALIZATION VS. CULTURALIZATION
PocketGems is a leading mobile game developer with over

150M downloads. Vungle drives a record-breaking volume of impressions for PocketGems worldwide.



Source: bit.ly/1vHbYfA


Слайд 19GOOD CULTURALIZATION
PocketGems is a leading mobile game developer with over 150M downloads.

Vungle drives a record-breaking volume of impressions for PocketGems worldwide.


Use culturally relevant scenarios

Tie thematically into holidays

Run relevant advertising





Слайд 20
Reality #4: Mobile piracy is rampant


Слайд 21MOBILE PIRACY IS RAMPANT
PocketGems is a leading mobile game developer with

over 150M downloads. Vungle drives a record-breaking volume of impressions for PocketGems worldwide.

Consumer piracy





Competitor piracy




Слайд 22
Reality #5: Social doesn’t mean Facebook and Twitter


Слайд 23Wechat (Weixen)
Messenger app
Sina Weibo
“Chinese Twitter”

RenRen (means “schoolyard”)
Social network for

college students or connecting with old friends

Tencent Weibo
Microblogging with focus on communication among friends

QQ & Qzone
Messenger app & Facebook-style social network


73% of
market share

+


Слайд 24
Reality #6: Your APK must be hosted in country


Слайд 26
Reality #7: Monetization must go beyond IAPs


Слайд 27SUCCESS WITH A PAID APP IS POSSIBLE, BUT HARDER
Source: TalkingData bit.ly/1JqaPVf


Слайд 28CHINESE USERS ARE SPENDING MORE MONEY IN APPS
Source: talkingdata.com/index/#/datareport/-1/en_us


Слайд 29CHINESE USERS ARE SPENDING MORE MONEY IN APPS
Source: talkingdata.com/index/#/datareport/-1/en_us


Слайд 30USE THE RIGHT BILLING PARTNERS TO BOOST IAPS
Transactions by Payment Method
Spend

by Payment Method

AliPay,
59%

AliPay,
49%

UniPay,
20%

UniPay,
25%

TenPay,
10%

TenPay,
13%

Service Card, 7%

Service Card, 7%

Pre-paid Card, 4%

Pre-paid Card, 6%

Source: TalkingData bit.ly/1JqaPVf


Слайд 31In China, 9 in 10 smartphone owners clicked on a mobile

advertisement
in the past month.


Source: “Mobile Advertising in China,” Price Waterhouse Cooper, May 2014


Слайд 33

In-app video ads extended user session length by 25%


Слайд 34PLAN FOR MONETIZATION FROM THE BEGINNING

Peak

Median half-life of games: 2 months

post-peak

$

Source: Benchmarking the Half-Life and Decay of Mobile Apps, Flurry.com 2/20/14


Слайд 35PARTNERS


Слайд 36WHERE DOES THIS LEAVE YOU? DEPENDS ON YOUR SIZE.


Слайд 37IF YOU REMEMBER ANYTHING FROM THE SESSION…

The opportunity is vast





Entering China

is complex, but not impossible

Control is worth the challenge


Слайд 38MEET THE SPEAKERS!

Join us tonight from 6-8pm @ Oola
(RSVP in back)
Ben

Bear
VP, Sales

Colin Behr
VP, Business Development and International

Michal Pilawski
VP, Product

Jahed Momand
Sr. UX Designer


Слайд 39




Q&A
Questions?


Слайд 40CHINA FOR THE WIN!
What Publishers Need to Know to Succeed in

This Emerging Market

Infrastructure for in-app video advertising


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