{"id":8681,"date":"2018-09-13T10:59:00","date_gmt":"2018-09-13T10:59:00","guid":{"rendered":"https:\/\/tenjin.com\/?p=8681"},"modified":"2023-09-20T06:08:55","modified_gmt":"2023-09-20T06:08:55","slug":"why-hyper-casual-games-dont-need-to-get-featured-to-succeed","status":"publish","type":"post","link":"https:\/\/tenjin.com\/es\/blog\/why-hyper-casual-games-dont-need-to-get-featured-to-succeed\/","title":{"rendered":"Por qu\u00e9 los juegos hipercasuales no necesitan ser destacados para triunfar"},"content":{"rendered":"<p><strong>La capacidad de descubrimiento de las tiendas de aplicaciones ha cambiado dr\u00e1sticamente desde su lanzamiento.<\/strong><\/p>\n\n\n\n<p>Los pioneros de la telefon\u00eda m\u00f3vil recordar\u00e1n con gusto los d\u00edas en que bastaba con ser una de las pocas aplicaciones disponibles para generar instalaciones org\u00e1nicas a trav\u00e9s del boca a boca y el impulso natural de una comunidad de tel\u00e9fonos inteligentes en r\u00e1pido crecimiento.<\/p>\n\n\n\n<p>Seg\u00fan esos criterios, la tienda de aplicaciones actual es casi irreconocible. Con&nbsp;<a href=\"https:\/\/www.statista.com\/statistics\/276703\/android-app-releases-worldwide\/\">miles de aplicaciones<\/a>&nbsp;publicados cada d\u00eda, la capacidad de descubrimiento es un reto. Para muchos desarrolladores, garantizar la compatibilidad de las funciones con los proveedores de plataformas es un factor decisivo a la hora de alcanzar el \u00e9xito m\u00f3vil.<\/p>\n\n\n\n<p>En&nbsp;<a href=\"https:\/\/mobilefreetoplay.com\/3-ways-to-win-on-the-app-store\/\">un art\u00edculo para MobileFreeToPlay.com<\/a>El consultor de dise\u00f1o para m\u00f3viles Adam Telfer explica que \"lanzar un juego sin gastar m\u00e1s de $400K en marketing de resultados o conseguir que Apple lo destaque es una sentencia de muerte para tu juego..... No esperes llamar la atenci\u00f3n a menos que inviertas seriamente en tu descubrimiento\". Telfer pinta un panorama sombr\u00edo para los aspirantes al desarrollo m\u00f3vil, explicando que \"si eres un reci\u00e9n llegado al espacio pensando que todav\u00eda hay una oportunidad de ganar, entonces llegas demasiado tarde... Los ganadores del m\u00f3vil ya est\u00e1n decididos: tienen el dinero, el largo embudo y los usuarios para poder dominar las listas de los m\u00e1s taquilleros\".<\/p>\n\n\n\n<p>Hasta hace poco, esto parec\u00eda ser as\u00ed. La \u00fanica manera de que los desarrolladores obtuvieran beneficios significativos de sus esfuerzos sin invertir una peque\u00f1a fortuna en la adquisici\u00f3n de pago era esperar que Apple y\/o Google encontraran su producto lo suficientemente innovador como para incluirlo. Para bien o para mal, este entorno permiti\u00f3 a las plataformas jugar al rey durante a\u00f1os.<\/p>\n\n\n\n<p>Sin embargo, las \u00faltimas tendencias sugieren que esto puede estar cambiando.<\/p>\n\n\n\n<p>Podr\u00eda decirse que fue inventado por la ahora propiedad de Ubisoft&nbsp;<a href=\"http:\/\/www.ketchappstudio.com\/\">Ketchapp<\/a>Los juegos hipercasuales han alterado el statu quo de las tiendas de aplicaciones. Han conseguido desbancar a la peque\u00f1a colecci\u00f3n de t\u00edtulos, en gran medida inalterada, que durante mucho tiempo ocup\u00f3 los primeros puestos de las listas, reclamando porciones de tiempo de ocio sin precedentes a trav\u00e9s de&nbsp;<a href=\"https:\/\/blog.tenjin.io\/3-lessons-all-game-developers-should-learn-from-the-success-of-the-hyper-casual-genre\/?__hstc=105908124.1a56e3730f6f13e43c32fb5b1a8ca535.1695012124209.1695095732931.1695118029670.8&amp;__hssc=105908124.23.1695118029670&amp;__hsfp=2360007836\">accesibilidad y concisi\u00f3n<\/a>. Lo m\u00e1s interesante de todo este fen\u00f3meno disruptivo es que lo han conseguido sin basarse en las estrategias convencionales de publicaci\u00f3n m\u00f3vil.<\/p>\n\n\n\n<p>Los editores de m\u00f3viles se han basado tradicionalmente en disciplinados ciclos de lanzamientos suaves para alcanzar el \u00e9xito. \"Cuando un estudio conf\u00eda en sus productos pulidos, se acerca a Apple y Google para mostrar su aplicaci\u00f3n y espera que le ofrezcan una funci\u00f3n\".&nbsp;<a href=\"https:\/\/www.deconstructoroffun.com\/blog\/2018\/8\/1\/5-ways-voodoo-dominates-the-hyper-casual-market\">Explica Tom Kinniburgh<\/a>consultor independiente de juegos para m\u00f3viles. \"Al mismo tiempo, podr\u00edan asignar un gran presupuesto de marketing y probar m\u00faltiples variantes de anuncios para estar seguros de tener la mayor repercusi\u00f3n posible\".&nbsp;<a href=\"https:\/\/blog.tenjin.io\/5-things-every-publisher-needs-to-know-before-launching-a-mobile-burst-campaign\/?__hstc=105908124.1a56e3730f6f13e43c32fb5b1a8ca535.1695012124209.1695095732931.1695118029670.8&amp;__hssc=105908124.23.1695118029670&amp;__hsfp=2360007836\">Estrategias de campa\u00f1a de r\u00e1faga uniforme<\/a>&nbsp;dependen de la elevaci\u00f3n org\u00e1nica inicial de una funci\u00f3n para obtener resultados \u00f3ptimos. Los juegos hipercasuales adoptan un enfoque diferente.<\/p>\n\n\n\n<p>En lugar de perfeccionar una sola idea mediante un lanzamiento suave prolongado, los editores hipercasuales lanzan varios t\u00edtulos al mes con poco o ning\u00fan apoyo publicitario, someti\u00e9ndolos al crisol del mercado abierto. \"Cada juego necesita 50%+ de retenci\u00f3n de D1 para pasar el corte. Esto crea un entorno muy competitivo en el que las estad\u00edsticas y los datos se convierten en la clave para ser elegido por los principales editores. Como desarrollador, quieres saber que tu juego puede llegar realmente a un gran p\u00fablico\". S\u00f3lo los t\u00edtulos que pasan el corte son respaldados por campa\u00f1as de crecimiento pagadas despu\u00e9s de que se hayan completado las pruebas espec\u00edficas.&nbsp;<a href=\"https:\/\/blog.tenjin.io\/ad-monetization-for-hyper-casual-games-a-data-scientists-playbook\/?__hstc=105908124.1a56e3730f6f13e43c32fb5b1a8ca535.1695012124209.1695095732931.1695118029670.8&amp;__hssc=105908124.23.1695118029670&amp;__hsfp=2360007836\">t\u00e9cnicas de monetizaci\u00f3n hipercasual<\/a>&nbsp;se a\u00f1aden, aprovechando los bajos IPC para producir el tipo de&nbsp;<a href=\"https:\/\/www.pocketgamer.biz\/comment-and-opinion\/68009\/space-apes-fastlane-a-growth-engine-fuelled-with-ads\/\">motor de crecimiento basado en la publicidad<\/a>&nbsp;que pueden impulsar los t\u00edtulos hacia el \u00e9xito.<\/p>\n\n\n\n<p>La compatibilidad de funciones, que para muchos ha sido la clave del \u00e9xito de los m\u00f3viles, tiene poca cabida en este modelo.<\/p>\n\n\n\n<p>Esto no quiere decir que no sea beneficioso para la capacidad de un editor de validar y\/o desarrollar un posible t\u00edtulo hipercasual con el tiempo, pero desde luego no es obligatorio. Hay elementos mucho m\u00e1s importantes, como explica Kinniburgh: \"Para tener una oportunidad viable de competir hay que estar preparado para invertir mucho en un s\u00f3lido almac\u00e9n de datos, un equipo de marketing con talento y utilizar m\u00e9tricas y datos para decidir qu\u00e9 juegos tienen el argumento comercial m\u00e1s s\u00f3lido.\"<\/p>\n\n\n\n<p>El hecho de no depender de las funciones es un soplo de aire fresco en un mercado que hace tiempo que necesitaba una sacudida. En Tenjin estamos entusiasmados con esta evoluci\u00f3n y nos comprometemos a apoyarla. Nuestra completa infraestructura de crecimiento ha ayudado a editores hipercasuales l\u00edderes del sector como&nbsp;<a href=\"https:\/\/www.voodoo.io\/\">Voodoo<\/a>&nbsp;y&nbsp;<a href=\"http:\/\/tastypill.com\/\">Tastypill<\/a>&nbsp;subvertir el paradigma editorial tradicional y alcanzar el \u00e9xito. Si quieres saber m\u00e1s sobre c\u00f3mo Tenjin puede ayudarte en el mundo del desarrollo de juegos hipercasuales, no dudes en ponerte en contacto con nosotros.<\/p>\n\n\n\n<p>\u00bfQuiere saber m\u00e1s sobre el mundo de los juegos hipercasuales? Consulte nuestra&nbsp;<a href=\"https:\/\/blog.tenjin.com\/hyper-casual-games-the-complete-developers-guide\">Juegos hipercasuales - Gu\u00eda completa para desarrolladores<\/a>&nbsp;\u00a1hoy en nuestro blog!<\/p>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/hubs.ly\/H0g6Y9T0\"><img data-recalc-dims=\"1\" decoding=\"async\" src=\"https:\/\/i0.wp.com\/tenjin-marketing.s3.amazonaws.com\/benchmark-wp-text.jpg?ssl=1\" alt=\"\"\/><\/a><\/figure>","protected":false},"excerpt":{"rendered":"<p>App store discoverability has changed drastically since launch. Mobile pioneers will happily recount the days when simply being one of the few apps available was enough to generate organic installs through word of mouth and the natural lift of a rapidly growing smartphone community. By those standards, today\u2019s app store is almost unrecognizable. With&nbsp;thousands of&#8230;<\/p>","protected":false},"author":7,"featured_media":8683,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-8681","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mobile-marketing-trends"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Why Hyper-Casual Games Don\u2019t Need To Get Featured To Succeed - 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\/why-hyper-casual-games-dont-need-to-get-featured-to-succeed\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Why Hyper-Casual Games Don\u2019t Need To Get Featured To Succeed - Tenjin\" \/>\n<meta property=\"og:description\" content=\"App store discoverability has changed drastically since launch. Mobile pioneers will happily recount the days when simply being one of the few apps available was enough to generate organic installs through word of mouth and the natural lift of a rapidly growing smartphone community. By those standards, today\u2019s app store is almost unrecognizable. 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