They wanted out, not in.
Fraud, piracy, way too many Android stores and a still small installed base of iOS and Android devices made the local Chinese market financially nonviable for many developers.
Today the picture is starting to look very different. Why?
- The market is now huge: two months ago, mobile analytics company Flurry reported that China finally surpassed the U.S. in terms of active installed Android and iOS devices.
- Local payment options and restructured carrier billing choices with the big operators like China Mobile, China Unicom and China Telecom have made it easier to charge mobile app users. It’s also helped give Chinese consumers legal alternatives to acquiring fraudulent credit card data on Taobao, the eBay of China.
- The number of alternative Android app stores — while still overwhelming — is consolidating.
That has meant that local app developers are starting to see their revenues per month soar. Beijing-based mobile game developer and publisher CocoaChina/Chukong said a few weeks ago that their flagship game Fishing Joy is now making $6.28 million per month, mostly from China.
“We fully expect that sometime in 2013 that there will be a $10 to 15 million-per-month game in China. This should be not ignored by the Western market,” said Lei Zhang, who is the U.S. general manager for CocoaChina.
CocoaChina estimates that the entire size of the Chinese app ecosystem will reach $1.2 billion this year (see below). They add that three games have now reached runrates of $4.5 million per month in the country this quarter.
Yodo1 shared this slide at the Game Developers’ Conference last week. You can see the craziness. Two stores in the West and about 200 in China.
The slide below from Yodo1 shows how complicated it is (again).
Yodo1 emphasizes a “co-production” model instead of a pure publishing model. That means they have direct access to a mobile game’s code base and they actually change the look and feel of the game with localized graphics and music. For example, with the game Ski Safari, they added panda and Terra Cotta-warrior graphics and a zither to the game’s musical track. With that, they were able to attract 7 million users on iOS in three months and 1.2 million in one month on Android. They also bumped up the game’s daily revenues by about 220 times to about $7,800 on iOS and $7,500 on Android.
“If you don’t learn the market now, get that competition edge and that footprint in the market, you’ll be an outsider once the market becomes mature,” Fong said.
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