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Asia 2015Video Coverage

Juan Li: The Importance of Cross-Cultural Understanding | Casual Connect Video

September 29, 2015 — by Catherine Quinton

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'It is essential to gain a background in the (Chinese market's) culture and people.' – Juan LiClick To Tweet

The Chinese mobile market been growing fast and is continuing that growth at an incredible rate. In her session during Casual Connect Asia, Introduction to the Chinese Gaming Culture: Why Your Game Will Not Work, Juan Li, Project Manager for Portal2China explained how game developers can be ready for the Chinese market. Traditions run deep in China and represent a challenge for any outsider due to both the uniqueness and the complexity of these traditions. One thing to keep in mind is that, “Gifting is so important. It is a part of the culture. Exchanging a gift is a way to maintain the friendship.” Without tools and knowledge such as this, one cannot succeed in the Chinese market.

Asia 2015Video Coverage

Newton Grant: Driven to Help Others Achieve Their Objectives | Casual Connect Video

September 5, 2015 — by Casey Rock

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'Hearing out the ideas of others and then layering the best ideas goes a long way…' – Newton GrantClick To Tweet

Newton Grant, VP and account director at Defy Media, examined the tastes and motivations of the 13-24-year-old demographic, including why YouTube personalities appeal to youth, among other trends at his Casual Connect Asia 2015 lecture. So why this age range? Newton explains, “Often times the research that had been done on this age block has treated 18-34-year-olds as a singular monolithic block and as we know the tastes of an 18 year old aren’t the same as the tastes of a 34 year-old but in addition to that, the tastes and interests of 13 to 17-year-olds were often ignored. So we wanted to return our research lens to that particular block and expanding it a little bit to 13 to 24-year-olds because we believe that is what will be driving the future of media consumption in the United States”. For a look at the data and insights, taken from the latest Acumen Report by Defy, see the video below.

Asia 2015Video Coverage

Minoru Yanai Explains Why You Can’t Lump All of Asia Together | Casual Connect Video

July 22, 2015 — by Steve Kent

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'Think global and produce like locals.'–Minoru Yanai talks game localizationClick To Tweet

In his Casual Connect Asia lecture, Minoru Yanai said the idea of an “Asian market” for apps and mobile games is a myth. “Asia is all different countries,” he says. “In Taiwan, China and Japan, for example, only a few games are the same in the Top 10.” For his breakdown of strategies specific to Japan, see the video below.

Europe 2015Video Coverage

Saikala Sultanova Works to Balance Monetization, Retention | Casual Connect Video

July 8, 2015 — by Catherine Quinton

'(In monetizing), keep all players happy without spamming them with ads.' - Saikala SultanovaClick To Tweet

As part of a developer marketing panel at Casual Connect Europe 2015, Saikala Sultanova discussed all facets of building long-lasting user relations, including opportunities, dilemmas and methods. “There is a marketing mix for a reason”, she commented. “You need to get some of the cross-promos, some of the organic traffic, package your product with lots of features…at the same time, it is very important to include paid traffic.” For more responses from the panel, see the video below.

Asia 2015Video Coverage

Elaine Huang: Touching the Future in Asia’s Games Industry | Casual Connect Video

July 2, 2015 — by Casey Rock

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'This is the best job ever. It allows me to play games during work hours.'–Elaine HuangClick To Tweet

Elaine Huang performed an interview with Touchten Games CEO Anton Soeharyo at Casual Connect Asia, exploring monetization strategies for Indonesia. “Indonesia is one of the fastest growing smartphone markets in the world,” Elaine said. “According to GFK, more than 50 million devices were purchased 2013-2014.” Watch the interview below for more actionable information.

ContributionsDevelopment

What Makes Goodgame Studios Tick

June 30, 2015 — by Industry Contributions

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Who would imagine that one of Europe’s biggest free-to-play games studios is situated in a quiet part of Hamburg in the north of Germany? Over there, Goodgame Studios, the makers of the hit mobile game Empire: Four Kingdoms, have established their own little realm where more than 1,200 employees from over 60 nations are busy working on new and existing games. GameSauce published an article about the German high-flyers in 2013, and a lot has happened since then. “The speed with which we have been growing is incredible. In 2014, we nearly doubled the number of our employees as well as our revenue,” founders and brothers Kai and Christian Wawrzinek explain. Read on for the brothers’ story of their company’s extraordinary development.

Europe 2015Video Coverage

Omri Halamish on Improving Distribution and Monetization in China | Casual Connect Video

June 26, 2015 — by Catherine Quinton

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'Everyone needs that one thing that grounds you.'–Omri HalamishClick To Tweet

App developers are eager to enter the booming Chinese mobile market, but not all are prepared with a fitting strategy, according to Omri Halamish’s Casual Connect Europe address. Omri relates some of what ironSource learned while setting up its Beijing office. “We soon realized that China is very, very different. It starts with basic concepts of life,” he says, “but it goes deeper than this.” For more insights, see the video below.

Europe 2015Video Coverage

Stephanie Llamas is Finding What Makes Gamers Tick | Casual Connect Video

June 19, 2015 — by Casey Rock

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'Network, network, network! It’s helped me realize where I want to be.' - Stephanie LlamasClick To Tweet

The worldwide digital games market now totals roughly $50 billion in revenues. But how will big existing publishers capitalize on this momentum? Can free-to-play sustain as consumer expectations continue to evolve? After a period of frantic growth will core segments like MMO and social casino maintain their projected earnings? This presentation will guide attendees through the narrative of growth provided by current trends, as well as future potential. This data-driven analysis of the key digital games segments and markets will provide an understanding of the qualitative and quantitative impetuses for current growth as well future points of opportunity the industry cannot ignore. Casual Connect 2015

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