🇫🇷 Want to make your app or game a hit in France? → https://goo.gle/4fsU3q2 Did you know that France boasts Europe’s fourth largest population, with a staggering 80% being smartphone users? 🤯 What's more, gaming reigns supreme as the #1 cultural product, even surpassing music, books, and movies! 🎮 In this blog post, we delve into six key factors that can help your app or game thrive in the French market. From understanding popular categories and localizing pricing to adapting language and navigating cultural nuances, we've got you covered. 🚀"
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Mobile is not dead. Obviously, not. Even more stores are coming into play! Games vs Apps: we will see how the market plays out towards the end of the year. In this year's conference, we will shed light on these topics with our amazing speaker lineup. Conference dates are set for 15-16 October in Istanbul -New venue (all sponsors in the same area) -A higher blend of international & Turkish companies -Great line of speakers (another 50 will come in coming months) -World-renowned sponsors (more coming soon) -Amazing food (if you attended any of our events, you know it) -Great companies open for business -Side events to enhance your relations (coming soon) -Games to play, fun to have Hit the like if you are coming. #mobidictum
Mobidictum Conference 2024
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Smarteye’s analysis reveals: In the first half of 2024, the amount of materials released by mobile game apps in Global markets (excluding mainland China) reached 8.5 million, a year-on-year decrease of 6.81%. Although the mobile game market is recovering as a whole, the competition has intensified when it comes to buying traffic, showing a trend of "a small number of games investing a large amount of materials. According to AppsFlyer's survey, 2% of advertising materials consume 68% of the marketing budget, and nearly 90% of the budget is concentrated on 10% of the material versions. More casual games data, visit us: smarteye.com #mobileapp #onlinemarketing #materials #mobilegames #dataanalysis
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Discover how our team helped a US media company to upgrade their virtual network that would unite artists, event managers, and fans, and reach the Daily Active Users increase of 40% and the revenue growth x2 in the first month: https://lnkd.in/dsUeceXW 🎸 #virtual #media #mediasolutions #virtualplatform #android #softwaredevelopment #dailyactiveusers #businessgrowth #revenue #upgrade
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Congratulations (Q1, Q2)! Q1: "The game topped both revenue and download charts in the country. It also leads all other mobile titles developed or published by Tencent in first-month iOS revenue in China: DnF Mobile — $270 million Honor of Kings — $130 million Peacekeeper Elite (Chinese version of PUBG Mobile) — $69 million Teamfight Tactics — $37 million Fantasy Westward Journey — $32 million" Q2: "Given its strong launch, the game has the potential to become a great addition to Tencent’s live service portfolio. As Bloomberg pointed out, 'even at roughly $1 billion, DnF Mobile would contribute approximately 5% of Tencent’s domestic game sales this year.'" https://lnkd.in/g2RPvMKm
DnF Mobile generates $270 million on iOS in China, outshining all other Tencent games in first-month revenue | Game World Observer
gameworldobserver.com
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In the last few weeks, I've received several questions about the marketability of mobile games, particularly regarding 𝐍𝐞𝐱𝐭 𝐝𝐚𝐲 retention rates. What constitutes a really good (and achievable) next day retention rate across different genres? 𝐃𝐚𝐭𝐚 𝐢𝐧𝐬𝐢𝐠𝐡𝐭𝐬 To address this, I'd like to share some insights. I've compiled data from discussions with many developers (thanks to my extensive network in the industry, built through past activities with Google teams in Europe, Brazil, China, Vietnam, India, and Africa), along with data occasionally shared by Google Play teams (ie. genre reports some time ago) At the attached chart, you'll find ranges for Day 2 retention rates (where the install day is considered Day 1) 𝐋𝐢𝐦𝐢𝐭𝐚𝐭𝐢𝐨𝐧𝐬 𝐚𝐧𝐝 𝐚𝐬𝐭𝐞𝐫𝐢𝐬𝐤𝐬 Of course from the start I will add a few asterisks: ✱ This is my personal view based on limited data points. Please treat this information with caution, as in some cases, it relies on a very small sample size. ✱ Typically, Android versions have slightly lower retention rates than average, while iOS versions have slightly higher rates ✱ It's important to note that game genres and subgenres encompass a wide array of titles with significant differences. Some genres and subgenres are less clearly defined. ✱ These are averages taken from T1 markets. In most cases, these rates will be slightly lower for T2 and T3 markets. At the same time, it would be great to hear any feedback: - ✅ Is it useful in this form anyway? If yes, feel free to reshare, comment, add "Like" - ✅ Do you agree or disagree with some of the points? It would be great to improve this based on your views and data #mobilegaming #mobilegames #data #marketability #gaming
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83% of mobile games fail within three years...an insane statistic, but with so many games out there, it’s a tough market. So how do you get noticed? It’s not just about making a good game but also enabling community engagement and feedback which are more critical then ever. It may sound surprising, but a strong community gets you more visibility and valuable feedback from a wider audience. The report also found that while over half of developers use live ops, 38% don’t release regular content. Control what you can and set yourself up for success! https://lnkd.in/efnP8mF9
Report: 83% of mobile games fail in the three years after launch
gamesindustry.biz
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Mobile Games Index 2024 by adjoe & Statista 🎮 The Mobile Games Index 2024 offers invaluable genre-specific insights, average daily app usage statistics, and revenue & download forecasts. In this slider, we've summarized the most important key facts for you. Visit 👉 https://lnkd.in/eZTgCvTd to explore more interesting data.
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Apple updated its App Store rules Friday to allow emulators for retro console games globally with an option for downloading titles. However, the company warned that the developers are responsible for making sure that they follow copyright rules. Android users can already access a ton of emulators to play old classics on their devices. Apple’s update […] https://lnkd.in/gurMRvk5 #Fintech #Africanfintech #TechnologyAndGrowth #MakingAnImpact #SocietalChanges #TheFutureIsHere #AdvancementInTechnology #entrepreneur #FintechNews #FintechSolutions #business #GlobalTrade #ConnectingGreenTalent #bigdata #innovation #artificialIntelligence
Apple changes App Store rules to allow retro game emulators globally | TechCrunch
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𝗢𝗻𝗹𝘆 𝟭.𝟴𝟯% 𝗼𝗳 𝗺𝗼𝗯𝗶𝗹𝗲 𝗴𝗮𝗺𝗲𝗿𝘀 𝘀𝗽𝗲𝗻𝗱 𝗺𝗼𝗻𝗲𝘆 𝗼𝗻 𝗶𝗻-𝗮𝗽𝗽 𝗽𝘂𝗿𝗰𝗵𝗮𝘀𝗲𝘀 😲 At Appcharge, we understand just how precious these players are. They're the VIPs, the ones who trust your game enough to invest. That’s why we work with mobile game publishers to create web stores that don’t just increase revenue, but also build relationships 🤝 We help you find the perfect mix of monetization features, customized design, and a seamless checkout UX to keep your players feeling valued and secure. Because when it comes to your most important players, trust is everything. Read more about Unity's monetization report on PocketGamer.biz: https://lnkd.in/duQzy6bN
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🤓 3 Must-Read Reports Before Logging Off for the Weekend: 💲 Adapty.io ’s State of In-App Subscriptions 2024 : iOS subscription benchmarks and best practices. >> https://lnkd.in/eycwg2in 📊 GameAnalytics Q1 2024 Benchmarks : Leading retention rates and engagement metrics. >> https://lnkd.in/ekP3U74T 🎮 Liftoff Mobile & GameRefinery, a Liftoff Company Casual Gaming Apps Report : New UA strategies and effective monetization tactics. >> https://lnkd.in/eFHAAPa8 #AdTech #MobileGaming #AppSubscriptions #TechTrends #GameAnalytics #UAstrategies #Growth
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