CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex

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CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
CHINA
MOBILE GAMES
REPORT H1 2021
How China’s Mobile Habits Have
Changed Post-Lockdown

In association with:
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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 MOBILE GAMES REPORT H1 2021 - In association with: Nativex
OVERVIEW
OF
MOBILE
INTERNET
USERS
IN CHINA
China’s Mobile Market Sees
A Return To Normality

                             02
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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
CHINA MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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 MOBILE GAMES REPORT H1 2021 - In association with: Nativex
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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