a group of people were surveyed to find out what kind of gaming
Need data on hyper-casual games and its players to improve your user acquisition and monetization strategy?
Nosotros got you lot!
In this hyper-casual games report, we encompass everything you lot ever wanted to know about this popular genre.
Permit'southward dive correct in!
Introduction and Methodology
Nosotros'll go over the research that's based on data from Facebook Gaming's report titled Genre and Neat Games (with contributions from Facebook IQ and GameRefinery).
In this report, more 13,000 mobile gamers across 11 countries were surveyed, while the focus was kept on 3 markets – the United States, the Uk, and South korea.
You lot'll proceeds insight into the state of hyper-casual games and its players.
Furthermore, you lot'll understand what motivates players to get into hyper-coincidental games and how well mobile games in this genre fulfill those needs.
We'll as well explore the role of community in casual games, types of ads casual gamers respond to, and what monetization models work best.
Most importantly, these insights will aid you make better games and learn more users.
The Power of Genre
Earlier we become into the specifics of hyper-casual mobile games, it'southward important to empathise the importance of mobile game genres for players.
The mobile game genre is the top cistron that influences players to try a new game (49%). For 40% of gamers, recommendations from family and friends are of import. App Store reviews are a factor for 35% of players.
Another interesting thing is that each country has a different genre preference. For example, in the US, superlative genres are card/casino, matching puzzle, word/brain/board, and hyper-casual.
The State of Hyper-Casual Games
In the last couple of years, the popularity of hyper-casual games has been on the rise. It's the nigh pop mobile game genre in many western markets. Notwithstanding, in the east, hyper-casual games are not every bit popular.
26% of mobile gamers in the Britain and 24% of mobile gamers in the Usa play hyper-casual games. In Southward Korea, 21% of mobile gamers play hyper-casual games.
Furthermore, hyper-casual games account for 49% of downloads in the US, 41% in the UK, and 9% in South korea.
The revenue share of hyper-casual games is low across all markets – 0.4% in the US, 0.6% in the UK, and just 0.1% in South korea.
Who Is Playing Hyper-Casual Games?
The key to advertisement and monetizing a hyper-coincidental game is knowing exactly who plays them.
Permit's go over the basic demographics of hyper-casual players.
In the U.s.a., female to male ratio of hyper-casual players is 55% to 45%. In the UK and Republic of korea, 60% of hyper-casual players are women and 40% are men.
From that, we can conclude that the majority of hyper-casual gamers are women.
When it comes to age, in the US and UK, the majority of players are between the ages of 18 and 34. In South korea, the majority of hyper-casual gamers are between the ages of 25 and 44.
On average, hyper-casual gamers play iii games and their typical sessions last for more than 20 minutes.
What's interesting is that hyper-coincidental gamers utilise mobile games to express something unique well-nigh themselves. Furthermore, they're attracted to stylized games, rather than realistic ones.
More on thespian motivations in the following department.
What Motivates Hyper-Casual Gamers to Play Mobile Games?
The majority of reasons why hyper-casual players relish mobile games are based on emotions and social activities.
However, there'southward an obvious disconnect between actor motivations and what hyper-coincidental games provide.
Let's look at it more than closely.
US Players
Here are the main reasons why players in the Usa play mobile games:
- To relieve stress (67%)
- Laissez passer the time (53%)
- To feel accomplished for completing something challenging (52%)
- Limited something unique about themselves (44%)
- To connect with people they already know (39%)
- To exist dazzled by something unique (32%)
Yet, at that place are huge gaps between player motivations and what hyper-casual games provide them.
While 67% of players play games to relieve stress, only 46% recall hyper-casual games deliver on this.
Similarly, 44% want to express something unique about themselves, but only 24% of players experience hyper-casual games allow them that.
United kingdom Players
For Great britain players, the well-nigh important reasons for playing mobile games are:
- To relieve stress (58%)
- Pass the time (56%)
- Feel accomplished for completing something challenging (53%)
- To immerse themselves in another character or globe (44%)
- Limited something unique about themselves (41%)
- To be dazzled past something unique (36%)
There is besides a disconnect between player motivations and what hyper-coincidental games deliver.
For example, while 44% of players want to immerse themselves in some other world, they recollect only 18% of hyper-casual games provide that.
S Korean Players
These are important reasons why Southward Korean hyper-casual gamers play mobile games:
- To relieve stress (61%)
- Laissez passer the time (34%)
- Experience accomplished for completing something challenging (32%)
- To exist dazzled past something unique (28%)
- To immerse themselves in another character or world (25%)
- Connect with a subject they're passionate near exterior gaming (24%)
Relieving stress is by far the biggest motivation for Due south Korean gamers (61%). Simply once over again, we see a gap between what players want and what hyper-coincidental games deliver. Only 30% of South Korean players think hyper-casual games relieve stress.
What Leads to Loftier Churn Rates?
If players' needs aren't met, they're likely to stray and abandon games. Many hyper-casual gamers plow to puzzle games instead. Some of them even move on to mid-cadre genres like action games.
When it comes to hyper-casual games, there are specific reasons why players finish playing.
Hither are the most important ones.
In both the The states and the U.k., the three virtually important reasons for abandoning a hyper-coincidental game are getting bored with the game, seeing ads too frequently, and the game becoming too repetitive.
S Korean players stopped playing because the game was too repetitive (42%), got ho-hum (37%), and because the ads were too frequent (27%).
Hither'southward what that ways for developers.
While the appeal of hyper-casual games is in simple game mechanics, developers need to piece of work on making the game more than interesting long-term and avoiding repetitiveness.
Furthermore, developers should exist careful when it comes to ad frequency. Since ads are the number one monetization method for hyper-casual games, it seems logical to increase the number and the frequency of ads. However, as nosotros have seen, that can accept the opposite issue and lead to loftier churn rates.
Features Hyper Casual-Games Demand to Take to Keep Users Engaged
Since many players abandon hyper-casual games due to boredom and repetitiveness, developers demand to work on features that will raise the core game experience.
Here are 3 interesting features developers tin integrate to boost date and user retention.
Decorative Skins/Accessories
Decorative skins and game accessories are a great style to brand a hyper-casual game more appealing, interesting, and engaging.
They don't obstruct the main gameplay and tin be easily implemented. Players like them because decorative elements provide a sense of accomplishment and self-expression.
A great case of these decorative skins can exist found in Perfect Foam, a hyper-casual game.
Collectible Albums
Another feature hyper-coincidental developers should explore is collectibles anthology. It can include decorative items, characters, skins, etc., and its office is to give players a sense of progress and accomplishment.
A adept instance is the collectibles anthology in Sky Ball.
Special Playing Modes
Equally nosotros have learned, boredom and repetitiveness are the top reasons why players abandon hyper-coincidental games.
To avert that, developers should implement special playing modes that include dissimilar rules, mechanics, and goals.
The Function of Community in Hyper-Coincidental Games
More than l% of hyper-casual gamers in the U.s. and the UK took part in a social activity related to gaming. Furthermore, 67% of casual gamers in the United kingdom of great britain and northern ireland and 74% US say they're open to doing more social activities in the hereafter.
Here's what they're interested in when it comes to communal activities.
In the U.s., 41% of gamers are open to engaging with posts from other gamers equally well as from game studios. 35% are into checking out other players to encounter their achievements and scores.
In the Britain, 30% of hyper-casual gamers are interested in chatting with other people in real life near the genre. 30% would engage with posts from other players and 28% are into chatting most the genre online.
Engaging with posts from other players appeals to 41% of South Korean casual gamers. 33% like participating in online gaming forums and communities. 32% like checking other players' achievements.
Information Hyper-Casual Gamers Desire to Receive from Developers
Developers have a large role in creating a potent community around hyper-casual games. 80% of players in the United states and U.k. study they're into receiving messages from developers.
Here'south the type of data they want to hear well-nigh:
- Tips, tricks, and strategies
- Upcoming updates and content releases
- Questions and answers
- Upcoming in-game events
- Backside-the-scenes content
- Customer service/product support
Social Features Hyper-Casual Games Needs to Have
There are likewise some characteristic recommendations to enhance the communal aspect of hyper-casual games besides as engagement.
Send/Ask for Help from Friends
This is a common casual game feature that can easily exist integrated. It refers to giving players the ability to send or ask for help from friends. For example, asking for boosts or lives.
Information technology can also chronicle to in-game currency.
Competitive Leader Organization
As we have seen, hyper-casual gamers are interested in seeing the achievements of other players. That'south why information technology's a good thought to implement a competitive leader arrangement.
Co-Op Playing
Playing with friends, family, or other players is not something we find often in hyper-casual games.
That's a missed opportunity. In that location'southward really no reason for this feature not to be implemented. Granted, information technology shouldn't be the main game feature, only having a light co-op layer could significantly improve user retention and appointment.
How to Monetize a Hyper-Casual Game?
In this department, we're going to talk virtually one of the most important aspects of mobile game development – monetization.
For hyper-casual games, the two main models are in-app ads and in-app purchases. Here's how each of them works.
How to Incorporate Ads Into Hyper Casual Games?
The monetization strategy that works all-time for hyper-coincidental games is in-app ads. Nearly hyper-casual games rely on this model.
The players are used to seeing ads in games.
85% of Due south Korean players, 82% of UK players, and 79% of US players are open up to seeing in-app ads.
That's great news for developers.
Even so, user preferences should play a big part when coming up with an ad monetization strategy.
Overall, hyper-coincidental gamers favor longer, less frequent ads as opposed to shorter, only more frequent ads. This data is crucial for developers.
Frequently, in hyper-causal games, nosotros see ads that seem to popular up every couple of seconds. That's normally deemed too aggressive by players. Nobody wants to be interrupted that oft during gameplay.
Instead, developers should focus on slightly longer ads and reduce the number of ads that are shown.
Hyper-casual gamers report that they prefer one 30-2d ad per 10 minutes of gameplay over seeing several shorter ads in the same period of time.
Furthermore, players should go a reward for watching an advertizement. This creates a nice incentive for users and it'southward a win-win situation for everybody. To illustrate this point, 69% of players in South Korea say they prefer rewarded video ads over classic video ads.
In-App Purchases in Hyper-Casual Games
In all three markets, hyper-casual gamers are the ones who are least likely to make an in-app buy. More specifically, 3.7% of players in the Us, 3% in the Britain, and i.nine% in Due south Korea would brand an in-app purchase in a calendar month.
However, there are nonetheless some monetization opportunities with this model.
In the following section, we'll talk about some suggestions in terms of monetization features that might increase in-app purchases.
Monetization Features Recommendations
There's no question that in-app ads bring the bulk of revenue for hyper-casual games. However, meridian hyper-casual games are implementing certain features that are geared towards boosting in-app purchases.
It might be a good thought to consider these features.
Loot Boxes
Loot boxes tin be a smashing way to innovate in-app purchases in hyper-casual games. They can contain different items, boosts, characters, decorations, and other collectibles.
What offering boodle boxes as an in-app buy does is create excitement for players and a desire to collect these items.
A corking example of it is boodle boxes in Go Knots 3D.
Limited-Time In-App Purchase Bundles
The bones idea of this in-app purchase is to create a parcel containing currency, items, and other valuables and offer information technology at a discount.
Nearly successful mobile games utilize this unproblematic fob. It works because players get a better deal for the items when they're in a packet as opposed to purchasing single items. A good case of express-fourth dimension offers can exist plant in Happy Drinking glass.
Consumable Heave Items
Consumable boost items are tied to core gameplay and are very versatile. Depending on the type of hyper-coincidental games, the boosts can include damage boosts, shields, and even hints and tips.
All of them aid players make progress in the game and complete difficult levels. That'due south what makes them desirable as an in-app buy.
However, developers should exist careful with the implementation and cost points for this feature. It can easily lead to a pay-to-win model which is something almost players are not into.
Ad Preferences: What Type of Advertisements Hyper-Casual Players Respond to Best?
In the mobile gaming industry, the office of advertisements is to acquire new players and to bring lapsed players back.
Since user conquering tin can get quite pricey, it'due south quite of import to know players' ad preferences. It will assistance yous create ads that convert more users.
More than 60% of players in the US, Uk, and South Korea say an advertisement can convince them to download a new game, but only if it's highly-seasoned enough.
Here'due south what kind of messaging and tone you demand to include in ads for hyper-coincidental games.
Advertizement Preferences in the U.s.a.
US hyper-casual gamers prefer ads that showcase the chief gameplay (42%). 39% of users like ads they tin can interact with and try out game controls. For 34% of users, ads that showcase the progression of the character/universe are the most appealing.
When it comes to tone preferences for mobile game ads, 52% of players similar humorous ads. 36% prefer a relaxing and tranquil tone, and 34% like exciting, adrenaline-pumping advertisements.
Ad Preferences in the UK
In the Britain, 50% of hyper-coincidental players desire to see gameplay footage in ads. 39% of players prefer ads that showcase the characters and/or the story. 35% of gamers like when they're able to collaborate with the ad.
Simply like players in the US, a lot of United kingdom gamers gravitate towards a humorous advertisement (43% of them). A challenging tone is besides preferable (42%). 38% of players like adrenaline-pumping ads.
Ad Preferences in South korea
For South Korean players, advertisement preferences are pretty much the aforementioned as those of United kingdom players.
They like ads that showcase the chief gameplay (49%), characters or story (45%), as well as interactive ads (44%).
When it comes to emotional tone preferences, 48% like exciting ads, 37% like humorous ads, and 36% like challenging ads.
How to Bring Players Dorsum?
What often happens with hyper-casual games is that players end playing them for different reasons. Oftentimes it's because they go bored, the game becomes too repetitive, they accept found a new game, or they simply don't take time to play.
The proficient news is the majority of hyper-casual gamers are open up to coming back to a game. In fact, about 80% of players in the Usa and the Uk say they would consider returning to a game they haven't played in the terminal month.
Here's what tin can influence hyper-casual gamers to re-download a game.
For 38% of United states of america players, someone bringing up the game during a existent-life conversation is the number one reason for returning. 32% of users would re-download after hearing about new content or updates. For 23% of players, seeing the game mentioned on social media is a expert reason to come back to information technology.
Hearing nigh new content would influence 34% of UK players to return to a game. For 26%, hearing nigh a reward for coming back is a good enough reason. 22% would re-download if they hear about the game from friends or family unit on social media.
South Korean players take the same reasons for coming back as Britain players.
That's It, Folks
Nosotros accept come to the end of our hyper-casual games report.
We advise you to consider the information from this market place research when making important concern decisions – it volition help you eliminate guesswork.
Did you observe this report helpful? Allow me know in the comments.
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Source: https://www.blog.udonis.co/mobile-marketing/mobile-games/hyper-casual-games-report
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