Week 15Get the 5 most interesting stories from the week that was in the mobile industry.
- 18 key trends from the Chinese mobile games market (Pocket Gamer)In the second installment of Talking Data’s deep dive series, the company presents 18 key trends from the Chinese mobile market. Do not miss this article to understand the most recent developments and the opportunities that lie ahead in this important market.
- Want people to play your free-to-play game? (Venture Beat)“Don’t be greedy” is the message from DeltaDNA CEO Mark Robinson. In this Venture Beat guest post he presents the 5 main reasons for which people leave free-to-play games, based on a design assessment of 80 different games.
- Mobile games account for half of the total games market in Japan (Dr. Serkan Toto)According to CyberZ, the Japanese mobile game market grew from $3 billion in 2012 to $5.4 billion in 2013, and now accounts for half of all games revenue in the country. Fuelled by a strong growth for mobile game apps, CyberZ predicts that the total mobile game market will grow to $6.5 billion in 2014.
- Game apps are no. 1 (eMarketer)Mobile game apps dominate internet usage on smartphones and now account for 32% of all mobile internet usage, according to new data from Flurry. Moreover, the numbers reveal that games represent over 40% of total downloads in Google Play and the Apple App Store and as much as 60% in the Amazon App Store.
- How to launch your free-to-play game (Mobile Dev Memo)In the last article we recommend this week, Eric Seufert from Wooga shares his thought on launching free-to-play games. Seufert sees two main approaches, the first one being a Ladder approach based on Customer Lifetime Value, and the second one being a Trampoline approach focusing on burst campaigns and benefits from top ranks. Read the article to understand the pros and cons of each approach.