Revenue per paid user grew 20% last year.
Microsoft would be on the verge of launch a version of his Xbox One console specially designed for China. The game editor King recently announced a publishing contract with Tencent to flood the Chinese market with its great success: Candy Crush Saga. It is clear that on the online games side, the Chinese market is attracting more and more people. And for good reason, here it is in full expansion: according to the study of SuperData on the mobile games market in China, it will weigh 3 billion dollars in 2014.
Conversely, the American market – which should represent 3.2 billion in revenue in 2014 – is showing signs of slowing down, so much so that the Chinese market should exceed it in 2015 according to this study. Across the Atlantic, spending continues to grow, but at a rate much lower than that observed in the most populous country in the world. Contrary to what is observed everywhere else, Android is the leader in China, ahead of Apple’s iOS system. Suddenly, revenue per paying users increased by 20% last year. And investments in mobile marketing more than doubled between January 2013 and January 2014.
Audience monetization, a challenge for the coming year
In China the audience is expected to reach 266 million people against 242 million in the United States. As the study indicates, the question of monetizing this vast audience is a crucial issue for the future of mobile games. Game developers will have to refine their business model, but for now, market observations allow for optimism. Chinese and American players alike have become accustomed to the model freemium and are proving more and more inclined to spend money via apps. Confidence in mobile payment methods is growing. But American actors are not the only ones in the race: the Chinese publisher FunPlus, publisher of the “Family Farm” game on Facebook, for example raised $ 74 million last March.