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How to make money from hyper casual games

how to make money from hyper casual games

When making hyper-casual games with great next day retention, how can you make sure you get the most out of your players? Welcome to the GameAnalytics blog, where we try to help game makers build more engaging experiences through a strong understanding of their core metrics. Editors Note: In Junewe held an event dedicated to making hit hyper-casual games. Alongside GameAnalytics, we were joined by publishing giants, Voodooand Kawaii specialists, Platonic Gamesto share the latest stats, trends, and insights when making hit hyper-casual games. You can find all of the info, decks, and videos from the event. So, when you make that amazing hyper-casual game with great next day retention, how can you make sure you get the most out of your players? Unlike mid and hard-core game titles that rely on in-app purchases and user loyalty to monetize their players, hyper-casual games gain returns through in-app advertisements and high volumes of downloads. This means developers are not forced to alter the actual structure of their games with various opportunities. Hyper-casual game developers can instead focus on accessible, simple and lightweight platforms that attract large numbers of casual gamers. Whether those gamers have five minutes or two hours to spare. Essentially, you need to attract high volumes of players to download your game to give you the best chance of monetizing your platform through in-app advertisements. As hyper-casual games require large numbers of new users to generate revenue, finding ways to increase traffic by how to make money from hyper casual games means possible is essential. The beauty of an effective cross-promotion campaign is it allows you to tap into existing pockets of players. The hyper-casual genre is unique from other formats.

What supported hypercasual’s growth

Hypercasual games have seen unprecedented growth over the past year. The image of the gamer is not what it used to be, with a third being over 45 and women representing 55 percent of the market — not the typical image of the hardcore gamer. The EEDER report on mobile and tablet gaming further reveals that how and when people play games is also changing. Instead of lengthy playing sessions, the No. In all of these situations, players are increasingly looking for low-commitment entertainmentthey can enjoy in short bursts. Hypercasual fits well with this trend, as they are click-to-play games. Taken together, this updated picture of the gamer is one ideally placed to respond well to hypercasual games. As ad monetization became a more lucrative revenue source and ARPU went up, hypercasual developers were able to bid more competitively in the UA market. They also honed their design capabilities, investing heavily in creative optimization in order to drive up their IPMs installs per thousand impressions. This ultimately allowed hypercasual developers to make relatively low bids compared with other genres, and still generate eCPMs which were extremely competitive. One of the biggest concerns around hypercasual games, is whether or not this new genre has helped grow the market as a whole — bringing in players that are new to mobile gaming — or if has it simply cannibalized from other genres. And if it has brought new users to the market, are they ones that can be converted to players of non hypercasual games? On the face of it, yes, hypercasual games have brought new players to the market. The intro of hypercasual publishers like Voodoo, Kwalee, and Playgendary brought a huge influx of impressions into the market, not only expanding the overall amount of available inventory but also doing so with inventory ideally suited for hypercasual UA campaigns. We can back this up after analyzing the aggregated data of 2. Here is what we saw:. Even if the quality of these users were lower on average, hypercasual games still provide a huge opportunity for IAP advertisers to acquire a lot of new users. Initially IAP advertisers represented the big spenders on hypercasual inventory simply because they were already doing UA at scale. While the conversion success of hypercasual campaigns on hypercasual inventory has shifted the balance more towards hypercasual advertisers, we still see IAP advertisers securing a third of the available inventory. In many ways hypercasual inventory represents an appealing segment for brands, since their audiences typically tend to be incredibly diverse. Despite the huge growth in hypercasual games, they are unsustainable as a standalone genre. We see that about 60 percent of hypercasual inventory is sold to other hypercasual advertisers — in this equation no money changes hands. Out of the remaining 40 percent, about 33 percent goes to IAP advertisers and 7 percent to brands — this advertising spend is what makes the hypercasual economy sustainable. The future of the hypercasual economy is therefore heavily dependent on whether IAP games learn how to effectively buy on hypercasual inventory and continue to increase budgets.

How to make money from developing Hyper Casual mobile games?

Since the App store surfaced 10 years ago, we have seen mid-core, casual, and debatably hard-core games take off in the mobile space, yet today a fourth category is dominating the app charts — hyper-casual. So what exactly makes these games so successful? And where do we see hyper-casual going? As the name suggests, hyper-casual games are lightweight games with simple mechanics that offer instant gameplay. Think — how many hours have you spent playing Sky Ball this week? The combination of simple mechanics with minimalistic UI provides a very accessible and incredibly engaging user experience, so no tutorial is necessary. Even more so than casual games, players can instantly jump into gameplay and get hooked on their goal. The ascendance of hyper-casual games can be credited to a number of things, from the way these games are able to fill an emerging gap in the gaming space, to advancements in ad monetization. While these mid core and casual games make the bulk of their revenue from IAPs, hyper-casual games mainly monetize through ads, a business model which is sustainable for them due to the huge scale they see in terms of downloads. Beyond evaluating specific ad units, developers should consider factors like session length and number of sessions per day when designing their ad implementation. Both elements present opportunities to serve more impressions to users, which in turn drives more revenue. When it comes to monetizing users, in many ways rewarded video is the most rewarding ad format see what we did there? In addition to generating more revenue for developers, incorporating rewarded video also increases retention and session length unlike interstitial and banner ads, which can in some cases have the opposite effect. Developers looking to incorporate more rewarded video can try adding different layers to their games, or providing various valuable rewards such as gems, extra time, extra lives, etc. For a more in-depth look at which metrics are important for your in-app ad monetization strategy, you can check out our presentation on that very topic on Slideshare. This makes interstitials and banner ads a hyper-casual game developers best friend, helping them successfully monetize all their users. For interstitials there are two main factors to look at. The first is the number of ads shown per second, and the second is the type of interstitial — static, video, playable. For a benchmark, we recommend aiming for 3 impressions per session. For example, for users that engage with rewarded video and make purchases in the store, taking a softer — i. For users that generate zero revenue through IAPs or rewarded ads, taking a more aggressive approach can work in order to yield more revenue. While in hyper-casual games, the vast majority of revenue comes from ads, getting a look at device-level data on ad revenue is just as important as getting it for IAP-focused games. The more important a revenue stream ad monetization becomes, the more important this information will be for both user acquisition and overall monetization activities.

Which marketing strategy works best for Hyper Casual / Casual games (or mobile games in general) ?

In this article, we offer advice on how to make a hyper casual game and monetize it successfully. Hyper casual games are in trend. With nearly a billion downloadsVoodoo only lost to Facebook and Google. Now is the time to make your own hyper-casual game. These terms partially correspond hypet categories of gamers, the most dedicated of which — hardcore gamers — spend huge amounts of money on games. One way to distinguish between these three categories of mobile games is by their target audience. Casual games target the mass market. Hardcore games, on the other hand, rely on a smaller but more committed audience that makes more in-app purchases and pays to download. Mid-core games are, as the name suggests, somewhere in. Hyper-casual games add another level of simplicity even compared to casual. Hyper-casual games:. Xasual you are intrested in hyper-casual game development, you can always contact our how to make money from hyper casual games for a free consultation. Hyper-casual games are known for their clean and simple visuals. Most hyper-casual games use basic geometry and lines. In addition to simplified visuals, hyper-casual games have very limited mechanics. Most hyper-casuals are focused on a single mechanic. At the same time, the range of game mechanics to choose from is quite large, which differentiates hyper-casual games from idle clickers.


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