{"id":8595,"date":"2019-09-04T08:38:00","date_gmt":"2019-09-04T08:38:00","guid":{"rendered":"https:\/\/tenjin.com\/?p=8595"},"modified":"2026-04-14T08:35:26","modified_gmt":"2026-04-14T08:35:26","slug":"hyper-casual-games-and-china-market-analysis-insights-china-joy-recap","status":"publish","type":"post","link":"https:\/\/tenjin.com\/es\/blog\/hyper-casual-games-and-china-market-analysis-insights-china-joy-recap\/","title":{"rendered":"Juegos hipercomerciales y China: An\u00e1lisis y perspectivas del mercado (China Joy Recap)"},"content":{"rendered":"<p><br>En el seminario ChinaJoy 2019: Juegos hipercasuales en Oriente se encuentra con Occidente, nuestro CEO Christopher Farm comparti\u00f3 los datos y perspectivas m\u00e1s recientes del an\u00e1lisis del mercado hipercasual. Aqu\u00ed hay 4 ideas clave del evento:<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">1. El bajo IPC de China lo convierte en un mercado atractivo<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-5.jpeg?resize=960%2C540&#038;ssl=1\" alt=\"\" class=\"wp-image-8599\" srcset=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-5.jpeg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-5.jpeg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-5.jpeg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-5.jpeg?resize=18%2C10&amp;ssl=1 18w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p>Los juegos hipercasuales no son un fen\u00f3meno occidental. De hecho, los editores dedican cada vez m\u00e1s recursos a la adquisici\u00f3n de nuevos usuarios en China y otros mercados orientales. Entre 2017 y 2018, los hipercasuales occidentales aumentaron su gasto en adquisici\u00f3n de usuarios chinos en 82%. Lo que es m\u00e1s, China es un mercado barato de aprovechar: el coste medio por instalaci\u00f3n cay\u00f3 de $0,21 a $0,18 entre 2017 y 2018, lo que lo convierte en una plataforma de lanzamiento ideal para los nuevos hipercasuales. Seg\u00fan nuestros datos, esperamos que el mercado hipercasual chino crezca a\u00fan m\u00e1s en 2019. En 2020, se situar\u00e1 entre los&nbsp;<strong>los tres primeros pa\u00edses<\/strong>&nbsp;para lanzar nuevos t\u00edtulos hipercasuales.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">2. El mercado chino est\u00e1 madurando con respecto a la monetizaci\u00f3n<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-7.jpeg?resize=960%2C540&#038;ssl=1\" alt=\"\" class=\"wp-image-8601\" srcset=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-7.jpeg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-7.jpeg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-7.jpeg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-7.jpeg?resize=18%2C10&amp;ssl=1 18w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p>Con respecto a la monetizaci\u00f3n de anuncios, el mercado chino est\u00e1 madurando a un ritmo r\u00e1pido. En 2018, el eCPM medio en China alcanz\u00f3 $1,91, superando a Alemania. Si bien Estados Unidos sigue liderando el eCPM promedio, ese mercado en realidad experiment\u00f3 una ligera ca\u00edda entre 2017 y 2018. Lo mismo ocurre con todos los dem\u00e1s mercados principales, incluidos Gran Breta\u00f1a y Jap\u00f3n. Esperamos que el mercado chino siga creciendo y madurando a lo largo de 2019, lo que lo convierte en uno de los pa\u00edses m\u00e1s atractivos para los hipercasuales que buscan un crecimiento r\u00e1pido.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">3. La captaci\u00f3n de usuarios hipercasuales requiere una estrategia \u00fanica<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-6.jpeg?resize=960%2C540&#038;ssl=1\" alt=\"\" class=\"wp-image-8600\" srcset=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-6.jpeg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-6.jpeg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-6.jpeg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-6.jpeg?resize=18%2C10&amp;ssl=1 18w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p>Los juegos hipercasuales requieren una estrategia \u00fanica de captaci\u00f3n de usuarios: los vendedores no pueden adoptar el mismo enfoque que con los juegos IAP. La captaci\u00f3n tradicional requiere una segmentaci\u00f3n estrecha, porque todos los juegos basados en IAP compiten por el mismo grupo de usuarios con un IPC elevado. En el espacio hipercasual, los puntos de referencia para los ingresos medios por usuario activo diario (ARPU) pueden ser significativamente m\u00e1s bajos. Por lo tanto, los vendedores hipercasuales pueden dirigirse a un grupo demogr\u00e1fico m\u00e1s amplio y menos competitivo con un IPC m\u00e1s bajo. Dado que los usuarios de alto valor son poco comunes en el espacio hipercasual, es crucial que estos juegos cultiven una amplia base de usuarios que pueda monetizarse a trav\u00e9s de canales no IAP.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">4. Los hipercasuales tienen un TTBE corto<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-4.jpeg?resize=960%2C540&#038;ssl=1\" alt=\"\" class=\"wp-image-8598\" srcset=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-4.jpeg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-4.jpeg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-4.jpeg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-4.jpeg?resize=18%2C10&amp;ssl=1 18w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p>Los hipercasuales son famosos por su corto periodo de tiempo hasta alcanzar el punto de equilibrio (TTBE). De hecho, apenas siete d\u00edas despu\u00e9s de su lanzamiento suelen generar beneficios. Para mantener esta din\u00e1mica, los hipercasuales deben mantener un IPC bajo. El crecimiento, por su parte, se produce en un plazo m\u00e1s largo, de 30 d\u00edas o m\u00e1s. Esto se debe a que los jugadores hipercasuales no suelen ser usuarios fieles con una alta LTV. Los desarrolladores tienen que centrarse en maximizar el valor a corto plazo de los usuarios a trav\u00e9s de la monetizaci\u00f3n publicitaria. Afortunadamente, este patr\u00f3n de TTBE corto permite a los anunciantes actuar con rapidez.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">5. La promoci\u00f3n cruzada aumenta la \"retenci\u00f3n en la red\" y los ingresos por publicidad.<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img data-recalc-dims=\"1\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-3.jpeg?resize=960%2C540&#038;ssl=1\" alt=\"\" class=\"wp-image-8597\" srcset=\"https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-3.jpeg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-3.jpeg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-3.jpeg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/tenjin.com\/wp-content\/uploads\/2023\/09\/image-3.jpeg?resize=18%2C10&amp;ssl=1 18w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p>La promoci\u00f3n cruzada es una t\u00e1ctica de captaci\u00f3n de usuarios en la que los usuarios de una aplicaci\u00f3n son el objetivo de una campa\u00f1a para un t\u00edtulo producido por el mismo estudio. Los beneficios de la promoci\u00f3n cruzada son dobles para los hipermercados: Aumenta la retenci\u00f3n en su red de t\u00edtulos e incrementa los ingresos por monetizaci\u00f3n. Las redes publicitarias enviar\u00e1n oferta a una aplicaci\u00f3n, que luego podr\u00e1 aprovecharse en toda su cartera. Este efecto de bola de nieve reduce la rotaci\u00f3n y maximiza el valor de cada usuario.&nbsp;<img data-recalc-dims=\"1\" decoding=\"async\" src=\"https:\/\/i0.wp.com\/s3.amazonaws.com\/tenjin-blog\/2019\/09\/EAyveolW4AAhJgq.jpeg?ssl=1\"><\/p>\n\n\n\n<p><em>La versi\u00f3n completa de la presentaci\u00f3n est\u00e1 disponible en&nbsp;<a href=\"https:\/\/www.slideshare.net\/ChristopherFarm\/chinajoy-2019-tenjins-take-on-hypercasual\">Slideshare<\/a>.<\/em><\/p>\n\n\n\n<p>Las aplicaciones hipercasuales han abierto un mundo de nuevas posibilidades en el \u00e1mbito de los juegos para m\u00f3viles. Su popularidad est\u00e1 aumentando en todo el mundo, sobre todo en mercados no occidentales como China. A medida que el mercado siga creciendo, habr\u00e1 que recalibrar continuamente las estrategias de UA y monetizaci\u00f3n.<a href=\"https:\/\/www.tenjin.io\/signup?__hstc=105908124.1a56e3730f6f13e43c32fb5b1a8ca535.1695012124209.1695083345320.1695095732931.7&amp;__hssc=105908124.140.1695095732931&amp;__hsfp=2360007836\">&nbsp;Tenjin's<\/a>&nbsp;est\u00e1 a la vanguardia del sector hipercasual y puede proporcionarle valiosos datos para guiarle hacia el \u00e9xito. Si necesita ayuda para hacerse un hueco en el sector hipercasual, no dude en ponerse en contacto con nosotros. Env\u00ede un correo electr\u00f3nico a info@tenjin.com para obtener m\u00e1s informaci\u00f3n, o consulte recursos adicionales como nuestro<a href=\"https:\/\/blog.tenjin.com\/hyper-casual-games-the-complete-developers-guide\/\">&nbsp;gu\u00eda completa del desarrollador hipercasual<\/a>.<\/p>\n\n\n\n<p><\/p>","protected":false},"excerpt":{"rendered":"<p>At the 2019 ChinaJoy Seminar: Hyper-casual games in East meets West, our CEO Christopher Farm shared the most recent hyper-casual market analysis data and insights. Here are 4 key insights from the event: 1. China\u2019s low CPIs make it an attractive market Hyper-casual games aren\u2019t a western phenomenon. In fact, publishers are increasingly dedicating resources&#8230;<\/p>","protected":false},"author":5,"featured_media":8596,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-8595","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reports"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hyper-Casual Games and China: Market Analysis &amp; Insights (China Joy Recap) | Tenjin<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/tenjin.com\/es\/blog\/hyper-casual-games-and-china-market-analysis-insights-china-joy-recap\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hyper-Casual Games and China: Market Analysis &amp; Insights (China Joy Recap) | Tenjin\" \/>\n<meta property=\"og:description\" content=\"At the 2019 ChinaJoy Seminar: Hyper-casual games in East meets West, our CEO Christopher Farm shared the most recent hyper-casual market analysis data and insights. 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Here are 4 key insights from the event: 1. China\u2019s low CPIs make it an attractive market Hyper-casual games aren\u2019t a western phenomenon. 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