CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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CHINA MOBILE GAMES REPORT H1 2021 How China’s Mobile Habits Have Changed Post-Lockdown In association with:
CONTENTS CONTENTS CONTENTS CONTENTS 01 FOREWORD 02 OVERVIEW OF MOBILE INTERNET USERS IN CHINA China’s Mobile Internet User Base Mobile Internet User Distribution Across City Tiers Average Time of Daily App Usage per Mobile Internet User 07 OVERVIEW OF CHINA’S MOBILE GAMES MARKET China’s Game User Base and Growth Rate Actual Sales Revenue and Growth Rate of China’s Mobile Game Market 11 CHINA MOBILE GAMES MARKET USER ACQUISITION TRENDS REPORT 12 Overview Trend of the number of games running UA campaigns Rate of new games on the UA market Activation rate 16 The Impact of iOS 14.5 Percentage of devices with iOS 14.5 that have opted out of IDFA iOS 14.5 adoption rate Monthly distribution of paying devices across Android & iOS 18 Genre-Specific Trends Ad spending distribution by genre Monthly new mobile game releases by genre Ad spending trends 21 Trends of Ad Creatives for Games Video ads proportion Video ads vs. Image ads
FOREWORD There is real hope that there is light at the end of the tunnel where Coronavirus is concerned. Societies across the globe are opening up again – not least China’s, with many slowly easing back to a pre- pandemic way of life since the turn of the year. What impact will a return to normality have on the country’s mobile scene, though? Throughout 2020, and during the heights of lockdown, many turned to their mobiles and mobile gaming to pass the time. As a result, 2020 was a year of boom for China’s mobile scene. Mobile developers and publishers found new audiences and explored new mobile advertising possibilities. There was a concern amongst them, too. Could they keep these new audiences interested when ‘stay-at- home’ orders were eased? Would China’s citizens still maintain their newfound mobile usage habits? How would other external factors such as regulation impact the mobile market in conjunction with society reopening? This mobile games report takes a look at China’s mobile usage data over the course of H1 2021, drawing on a variety of different sources and comparisons to answer those questions and more. We hope you enjoy. 01
China's Mobile Internet User Base (Q4 2019 – Q1 2021) 0.39% 0.39% 0.39% 0.30% 0.19% -0.19% 2019 Q4 2020 Q1 2020 Q2 2020 Q3 2020 Q4 2021 Q1 Source: Analysys.cn QoQ Growth Rate Mobile Internet User Distribution Across City Tiers (Q1 2020 vs. Q1 2021) 12.4% 11.1% Tier-1 Cities 24.8% 22.0% New tier-1 cities 19.0% Tier-2 Cities 19.9% Tier-3 Cities 21.0% 20.2% Tier-4 Cities 14.2% 16.6% Tier-5 Cities 8.5% 10.3% 2020 Q1 2021 Q1 Source: Analysys.cn 03
Average Time of Daily App Usage per Mobile Internet User (Unit: Hour) 2020 Q1 6.7 2020 Q2 6.0 2020 Q3 5.4 2020 Q4 5.0 2021 Q1 5.3 Source: Aurora 04
INSIGHTS Mobile Internet User Base Growth Slows as Market Saturates By the end of the first quarter of 2021, the number of mobile Internet users in China reached 1.03 billion - an increase of 0.78% compared to the same period in 2020, but a decrease of 0.19% from the previous quarter. In recent years, although the growth rate of mobile Internet users has been slowing, it’s the first time negative growth has been seen, and indicates market saturation has been reached. 01 Overview of Mobile Internet Users in China China’s Mobile Market Sees A Return To Normality 05
Lower-Tier Emerging Markets Are Sparking Growth Opportunities Emerging markets have seen the largest increase in mobile Internet users. The total proportion of tier 3 to 5 users is about 48%, narrowing the gap with tier 1 and 2 cities. Mobile Internet users in tier-1 and 2 cities declined in the first quarter of 2021, while the proportion of users in tier-3 to 5 cities has increased significantly. Users from emerging markets are characterised by their high price sensitivity, more leisure time, a strong social circle and willingness to try out new products. Tier 3 to 5 cities represent huge marketing potential for mobile developers and brands. As Chinese Users Returned to Normality, So Did Their Mobile Habits The average time of daily app usage per mobile user was 5.3 hours in the first quarter of 2021, compared against 6.7 hours during Q1 2020. This was likely due to events including New Year's Day and Spring Festival holidays during the first quarter. While usage time increased slightly compared with Q4 2020, the single-day penetration rate of mobile apps dropped significantly, generally returning to pre-pandemic levels. 01 Overview of Mobile Internet Users in China China’s Mobile Market Sees A Return To Normality 06
OVERVIEW OF CHINA’S MOBILE GAMES MARKET Sales Stay Strong Despite Shifting Social Challenges 01 Overview of Mobile Internet Users in China China’s Mobile Market Sees A Return To Normality 07
China’s Game User Base and Growth Rate (Unit: million) 664.8 665.9 667.6 666.5 663.8 0.13% 0.15% 0.17% 0.25% -0.16% Nov 2020 Dec 2020 Jan 2021 Feb 2021 Mar 2021 Source: The Game Working Committee User Base Growth Rate Actual Sales Revenue and Growth Rate of China’s Mobile Game Market (Unit: million) 37.6% 588.3 553.7 541.5 508.5 493.0 8.6% 6.5% 3.1% -11.0% 2020 Q1 2020 Q2 2020 Q3 2020 Q4 2021 Q1 Source: The Game Working Committee Sales Revenue Growth Rate 02 Overview of China’s Mobile Games Market Sales Stay Strong Despite Shifting Social Challenges 08
INSIGHTS As The Market Matures, Regulation Increases According to data from the Game Working Committee of China Audio-video and Digital Publishing Association, the number of mobile gamers reached 666 million in March 2021 - a decrease of about 1 million from the previous month. Consistent with trends of the overall mobile Internet user base, the number of gamers also experienced negative growth for the first time. At the same time, tightening approvals on domestic games in the first half of 2021 also had an impact on the market. The number of games that received “Ban Hao” (approvals) from January to May 2021 was 506, compared with 521 over the same period last year. These downward trends indicate that competition amongst game developers is becoming increasingly fierce. 02 Overview of China’s Mobile Games Market Sales Stay Strong Despite Shifting Social Challenges 09
Despite People Returning Back to Office, The “Stay-At-Home” Economy is Here to Stay In the first quarter of 2021, the sales revenue of the mobile game market reached RMB 58.83 billion. Although the number of game users has declined and the publication approval process has become stricter, the actual sales revenue of the mobile game market has maintained steady growth. With the gradual loss of ‘stay-at-home’ Pandemic traffic, there was still an increase of 6.25% compared against Q1 2020, which reflected the vitality of the domestic mobile game market. During Q1 2021, there were more marketing activities during the New Year's Day and Spring Festival, users were more active, and revenue grew. 02 Overview of China’s Mobile Games Market Sales Stay Strong Despite Shifting Social Challenges 10
CHINA MOBILE GAMES MARKET USER ACQUISITION TRENDS REPORT Creative Advertising Combats The Fall In UA 01 Overview of Mobile Internet Users in China China’s Mobile Market Sees A Return To Normality 11
Overview Trend of the number of games running UA campaigns (H1 2020 vs. H1 2021) 9000 4500 0 Jan Feb Mar Apr May Jun H1 2020 H1 2021 Comparison of the total number of products launched in the mobile game UA market (H1 2020 vs. H1 2021) First half of 2020 First half of 2021 0 4000 8000 12000 16000 Souce: Reyun Data CAS (The domestic version) 03 China Mobile Games Market User Acquisition Trends Report Creative Advertising Combats The Fall In UA 12
INSIGHTS Approximately 6,700 new products appeared on the UA market in H1 2021, representing a growth rate of nearly 45% (about 13% lower than the same period last year). Big tech companies, such as Tencent’s & Netease’s gaming arms tend to launch new games at the beginning of the year, most of which were developed during the previous year. This resulted in a boom in Q1 2021 on the UA market. 13
Rate of new games on the UA market 21% 20% 15% 18% 15% 14% January February March April May June Comparison of growth rate of new games running UA campaigns (H1 2020 vs. H1 2021) First half of 2020 57.7% First half of 2021 44.5% 0% 20% 40% 60% Souce: Reyun Data CAS (The domestic version) 14
Activation rate (Unit: 10,000) 9000 1.00% 8000 7000 6000 5000 0.50% 4000 3000 2000 1000 0 0.00% Jan Feb Mar Apr May Jun Source: Reyun Data TrackingIO Activated Devices Activation Rate 15
The Impact of iOS 14.5 Percentage of devices with iOS 14.5 32.1% that have opted out of IDFA iOS 14.5 and above adoption rate 30.3% Source: Reyun Data TrackingIO Monthly distribution of paying devices across Android & iOS 20% 21% 13% 16% 16% 19% 80% 79% 87% 84% 84% 81% January February March April May June Source: Reyun Data TrackingIO Android iOS 16
INSIGHTS Activation dropped as life return back to normal. Users getting used to typical UA campaign creatives might be another reason. The launch of iOS 14.5 in Q2 2021 had an impact on UA performances. Data from Reyun Data’s TrackingIO shows that among the data tracked, 30.3% of all devices had been updated to iOS 14.5; among which 32.1% limited IDFA tracking. In general, amongst all pay devices, the distribution of Android vs. iOS is 8:2. The importance of Android in China cannot be overstated. 03 China Mobile Games Market User Acquisition Trends Report Creative Advertising Combats The Fall In UA 17
Genre-Specific Trends Ad spending distribution by genre (H1 2021) RPG 35.7% Casual Puzzles 19.3% Simulation 9.9% Online Earning 8.3% SLG 6.1% Card 5.3% Shooters 3.4% Idle 2.9% Action 1.8% Tower Defense 1.7% MMO 1.2% Racing 1.1% Board 1.0% 0% 10% 20% 30% 40% Source: Reyun CAS 18
Monthly new mobile game releases by genre (H1 2021) RPG Casual Puzzles Online Earning Simulation Card SLG Idle Shooters Tower Defense Action Racing Board MMO Rhythm Sports Jan Feb Mar Apr May Jun Source: Domestic version of Reyun CAS Top 1 by monthly advertised products Top 2 by monthly advertised products 19
Ad spending trends Top 3 65% The top 3 genres combined In the first half of 2021, RPG, Casual accounted for 65% of the industry's Puzzles, and Simulation games total ad spend, down by nearly 10% remained the top 3 mobile game from last year. Ad spend became genres in terms of ad spending — more evenly distributed across far ahead of other genres. genres as some niche genres and sub-genres spent more on ads. SLG & Shooters Top 10 SLG and Shooters maintained their MMO dropped out of the top 10 — places on the ad spending rankings. the fastest decline of all genres. 20
Trends of Ad Creatives for Games Top 30 daily creative sets for existing games distributed across media types (H1 2021) 34.4% 21.1% General News Short-Form Videos 18.9% 12.2% Vertical News Browsers 11.1% 2.2% Videos Tools 21
Top 30 daily creative sets for new games distributed across media types (H1 2021) 5.6% Tools 22.5% 6.7% General News Videos 10.1% 22.5% Vertical News Readers 13.5% 19.1% Browsers Short-form Videos Source: Domestic version of Reyun CAS 22
Video’s Share of Total Ad Content ( 2020 & H1 2021) 80% 70% 75% 74% 62% 60% 54% 57% 40% 20% 0% 2020 Q1 2020 Q2 2020 Q3 2020 Q4 2021 Q1 2021 Q2 Videos ads vs. Images in Content Growth Rate ( 2020 & H1 2021) 93% 90% 90% 91% 90% 90% 89% 88% 88% 87% 86% 84% 2020 Q1 2020 Q2 2020 Q3 2020 Q4 2021 Q1 2021 Q2 Source: Domestic version of Reyun CAS Videos Images 23
INSIGHTS News platforms and short-form video apps remain the favourites of game advertisers, accounting for the majority of the top 30 creative sets. (Toutiao, Douyin are some of the samples of these types of media.) A new trend emerged this year: Among the nascent game advertising media, vertical news platforms—along with general news platforms —overtook short / ultra-short video apps to become the most used types of game advertising media. Reading platforms made it among the top media types for the first time. Browsers remained largely unchanged in performance— in terms of both ranking and market share. Videos have been taking the lead, accounting for over 70% of all mobile game ad content in the first two quarters of this year. Both videos and images registered a nearly 90% content growth rate. Currently, a major pain point is how to create video and image content fast enough to keep up with fast-paced demand. Solving this pain point has become an industry imperative. 24
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