1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
GameMakers
The market is projected to increase by 93% to $2.9 billion in 2014.
China's mobile game market was growing explosively in 2014, with Niko Partners estimating 93% growth to $2.9B that year and a 37.6% compound annual growth rate from 2013 to 2018. Projections suggested China could overtake the US market as early as 2015. Most US developers, however, still focused on Western markets without a deep understanding of China. To address this gap, the article presents interviews with executives from three Chinese mobile publishers: Fifth Journey, Glu Mobile's Asia operation, and White Orange. The aim is to explain how Western developers can publish in China.
The interviewees identify several structural differences from the US. Android stores account for roughly 80% of revenue, and the top 30 stores cover about 80% of Android, which makes channel partnerships essential. Carrier billing remains efficient for casual games, Android developers may need to integrate around ten billing systems, and Facebook, Twitter, and YouTube are replaced by Sina Weibo, WeChat, and Youku. Organic install rates of 200-300% are described as common, and user acquisition is cheaper than in the US. Net revenue per title is lower because of channel revenue shares, with a typical publisher deal at 50/50 after channel costs.
On game design and monetization, the executives describe Chinese players as favoring cuter art, with body ratios of 3:1 or 4:1, along with manga, Three Kingdoms, and kung fu themes. Passive, grind-friendly play with deep economies is preferred over skill-based challenge. Popular genres include action RPGs, RPGs, and card battlers, and strong IP and social mechanics help. Monetization is more aggressive, including starter packs, VIP packs, and instant-revive prompts. Retention depends on daily live ops events and large live ops teams. Reported revenue ranges from over 100 million RMB monthly for the top three to five games to more than 30 games earning over 10 million RMB monthly. Mobile gamers number about 300 million, projected to reach 800 million by 2018.
The consensus advice is to partner with a local publisher rather than enter alone, unless the game carries a global brand like Clash of Clans. Developers should commit significant resources, localize extensively (art, UI, file size, onboarding, pricing), and treat China as a high-risk, high-reward second-priority market.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
GameMakers · 2026