Core Insights - The 2025 China Game Industry Annual Conference's "Game Marketing and Overseas Expansion Forum" attracted over 400 global game publishers and 65 development companies, facilitating effective communication and collaboration in the gaming industry [1][23]. Group 1: Market Trends and Insights - The "2025 China Game Overseas Research Report" indicates that the actual sales revenue of Chinese self-developed games in overseas markets will reach $20.455 billion (approximately 146.4 billion RMB), reflecting a year-on-year growth of 10.23% [3][26]. - The report highlights four major trends in the Chinese game export market: the core role of game technology in driving efficiency and innovation, the importance of cross-industry integration, the shift towards building cross-platform community ecosystems, and the evolution of market competition from single traffic to a comprehensive strength in technology, culture, ecology, and brand [4][26]. Group 2: Payment and Monetization Strategies - Andrew Wong from Appcharge discussed the changing payment rules in global markets and introduced practical solutions for enhancing payment success rates for Chinese mobile game developers, emphasizing the platform's advantages such as global tax compliance and low fees [6][28]. Group 3: Globalization Practices - Zhou Zhihao from 37 Interactive Entertainment shared insights on the characteristics and trends of the current Chinese game export market, focusing on the "SLG+X" category fusion innovation path and the company's collaborative approach to empower development partners [7][29]. - Cassie Zhang from Madhouse provided strategies for successfully entering the South Korean market, leveraging local media partnerships and operational experience to help game companies navigate initial entry barriers [9][31]. Group 4: Marketing and User Engagement - Yoonwon Kim from Kakao discussed the importance of establishing deep connections with Korean users through comprehensive advertising solutions, showcasing successful case studies to enhance brand recognition and user retention [11][33]. - Jeiheon Noh from NAVER outlined strategies for Chinese game companies to effectively penetrate the South Korean market, leveraging NAVER's search engine dominance and diverse advertising products [13][35]. Group 5: New Opportunities in Gaming - DH Shon from Samsung analyzed the saturation of the mobile gaming market and identified television as a new growth opportunity for casual gaming, proposing targeted solutions for game developers to adapt to TV platforms [15][37]. - Jae Kyun Ahn from Moloco shared practical methods for achieving low-cost user acquisition and high conversion rates in the Korean market through AI-driven advertising technology [19][39]. Group 6: Product Showcase and Networking - The "Game Guesthouse - Global New Game Matching Conference" featured 65 game development companies showcasing 91 products across various genres, facilitating connections with over 400 global game publishers [21][43]. - The event aimed to create a "three-in-one" industry ecosystem, focusing on media, overseas traffic forums, and game matching to foster collaboration and opportunities for the global gaming community [21][43].
2025年度中国游戏产业年会“游戏营销与出海论坛”圆满举办,共探游戏新征程
Xin Lang Cai Jing·2025-12-22 11:25