Yodo1 raises $5M in Series A funding, CEO Henry Fong on the company’s partner selection process

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Full-service Chinese mobile games publisher Yodo1 announced it has secured $5 million in Series A Funding. The round was led by SingTel Group with additional funding from original investor Chang You Fund.

Yodo1 CEO Henry Fong said in a statement that the main challenge for the company now is keeping up with Western developers eager to join its roster of partners. For this reason, the new funding will be used to expand Yodo1′s production capacity to work with more Western game companies and build the company’s platform and production team.

Yodo1, which came out of stealth in June 2012 with $2 million in seed funding, helps its publishing partners crack the Chinese market by focusing on app store distribution, social distribution, payments and advertising. Yodo1 also does a deep dive into the localization process with a fully-staffed studio of artists and developers who work with Western partners to adapt their games to Chinese tastes.

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PapayaMobile launches SDK aimed at monetizing in China

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Social game distribution and monetization company PapayaMobile announced the launch of a new SDK to help independent Android developers access the Chinese mobile market.

The first free game with in-app purchases to launch in China using the new SDK will be Scottish developer Cobra Mobile’s WW2 shooter iBomber for Android.

The PapayaMobile SDK helps Android app and game developers monetize by plugging into the company’s cross-promotion and ad network AppFlood, where they can buy, sell or exchange ads and traffic with advertisers and other publishers.

More importantly, the SDK also plugs into China Mobile, China’s biggest mobile operator with more than 700 million subscribers, to allow for in-app purchasing via carrier billing.

Carrier billing is tremendously important if not absolutely necessary in order to monetize in the Chinese market. In November 2012, CocoaChina’s US GM Lei Zhang Zhang told us that carrier billing accounted for 90 percent of Fishing Joy 2’s total revenue of $1.6 million per month. At the 2013 Game Developers Conference Yodo1’s CEO Henry Fong told us that there may be other companies that are able to push games and apps to the many Android app stores in China, but that only those with standing deals with the mobile carriers and access to carrier billing will be able to monetize.

The official release from PapayaMobile claims that the company is taking the lead in opening up the Chinese market to Western developers, but in reality they are already in competition with big and established players such as the aforementioned Yodo1 (which also offers important localization services), InMobi’s App Publish distribution platform which can push an app or game to more than 130 Android app stores in a few clicks, and others.

CocoaChina’s Fishing Joy generating more than $6M a month worldwide

CocoaChina logoChinese mobile game developer and platform maker CocoaChina today revealed that its flagship franchise Fishing Joy is now generating $6.28 million per month in revenue worldwide, with more than 10 million daily active users (DAU), doubling its monthly revenue in two months.

CocoaChina attributes the game’s success to continued optimization and the rapid growth of the Chinese smartphone user base. The company also increased the game’s reach by reducing the game’s package size, making it more attractive to users with limited bandwidth and data plans.

Last month, the company’s U.S. general manager Lei Zhang told Inside Mobile Apps that Fishing Joy 2 (responsible for the vast majority of the revenue) was generating $4 million in gross revenue as of February.

Inside Mobile Apps also talked to CocoaChina in Nov. 2012 about the company’s strategy for the Chinese market. Zhang attributed Fishing Joy 2’s success to his company’s broad distribution strategy, a stringent anti-piracy policy, and most importantly, access to carrier billing. Back then Fishing Joy 2 was pulling in $1.6 million a month from the Chinese Android market.

Fishing Joy’s 10 million DAU is nothing to sneeze at as well. Monthly active users (MAU) and DAU figures are generally kept close to the vest by mobile game developers. For comparison, Electronic Arts’ hit resource management game The Simpsons: Tapped Out was said to have reached 2.8 million DAU after the title was ranked No. 1 on the iOS top grossing apps charts in October 2012.

Inside Mobile App also recently reported on CocoaChina’s high profile hire of Kai Zhao as its U.S. VP of Engineering and its plans to launch a social gaming platform in 2013.

Animoca releases data on the top Android handsets and OS versions in the U.S.

Animoca logo

Android-focused Mobile game developer and publisher Animoca released data showing the Samsung Galaxy S3 as the top Android handset in the U.S. and Ice Cream Sandwich as the top version of the Android platform.

Samsung’s flagship smartphone, the Galaxy S3, grabbed an 8.8 share among the top Android smartphones in the U.S. The Galaxy S2 landed at the No. 2 spot, with a 6.1 percent share. In total, five of the top 10 Android phones in the U.S. were manufactured by Samsung. It should come as no surprise that the South Korean conglomerate is the top Android smartphone manufacturer in the U.S., with data from both mobile ad network Millennial Media and analytics firm ComScore showing the same result. Korean manufacturers, in general, dominated the top three spots, with the Galaxy S3, Galaxy S2 and the LG Motion 4G MS770 accounting for 19.7 percent of U.S. Android phones.Animoca top Android smartphones

What’s interesting about Animoca’s data is how much different its Android platform data varies when compared to Google’s developer dashboard, which breaks down the Android platform usage on devices by version. Animoca showed Ice Cream Sandwich (version 4.0.4) as the top Android version, with a 33.5 percent share of devices running Android. Comparatively, Google showed Ice Cream Sandwich taking a 29.0 percent share (version 4.0.3 and 4.0.4 combined). According to Animoca’s data, Gingerbread (both version 2.3.4 and 2.3.6) only grabbed a 22.9 percent share at the No. 2 and No. 5 spots, while Google’s data showed Gingerbread (versions 2.3 to 2.3.2 and 2.3.3 to 2.3.7) leading all versions with a 45.6 percent share.Animoca top Android platforms

Animoca released a similar report that showed its findings on the top U.S. Android handsets and platforms back in Nov. 2012. Android devices running Jelly Bean or higher accounted for a 46.1 percent of the overall share back in Nov. 2012, but it’s now up to 61.5 percent in its most recent report.

The Hong Kong-based game company collected data for this report between Jan. 15 and Feb. 15 from users of Animoca’s Android smartphone games downloaded through Google Play — tablets excluded — in the U.S.

UPDATE: Shortly after publishing, Google updated its developer dashboard. Below are Google’s updated market share figures of the Android platform usage on devices for Ice Cream Sandwich, Gingerbread and Jelly Bean:

  • Ice Cream Sandwich (version 4.0.3 and 4.0.4 combined): 28.6 percent
  • Gingerbread (versions 2.3 to 2.3.2 and 2.3.3 to 2.3.7): 44.2 percent
  • Jelly Bean (Both versions 4.1 and 4.2): 16.5

This story originally appearing on our sister site Inside Mobile Apps.

Tencent’s social networking revenues increase to $345.7M in Q2 2012

Chinese internet giant Tencent has reported second quarter revenues of 10.5 billion RMB ($1.6 billion), up 9.1 percent quarter-over-quarter and 56.2 percent year-over-year.   Net profit for Q2 2012 was 3.1 billion RMB ($490.1 million), up 5.1 percent quarter-over-quarter and 32 percent year-over-year.

One again, Tencent was the most popular social network in China, reporting 597.6 million monthly active user (MAU) accounts  for its Qzone virtual identity social network, up 3.6 percent quarter-over-quarter and 11.5 percent year-over-year. The company’s real-name social network Pengyou showed more rapid growth, with 247.7 million MAU accounts, up 15.5 percent from last quarter’s figure of 214.5 MAU accounts.

Revenues from Tencent’s community and open platforms (which include Qzone and Pengyou) increased 7.8 percent quarter-over-quarter to 2.2 billion RMB ($345.7 million) riding on growth of item-based sales within applications. Tencent’s online game revenues increased 4.6 percent quarter-over-quarter to 5.5 billion RMB ($864.4 million). Although game revenues were down in China due to seasonal fluctuations like school exams, international revenues continued to climb and made up for the difference.

Meanwhile revenue from Tencent’s mobile and telecommunications value added services (MVAS) — the category the company’s mobile games, apps and services fall into — was 929 million RMB ($146.9 million), up 1.7 percent from Q1’s 913 million RMB.

Tencent’s shares are currently trading at 230 Hong Kong dollars ($29.64), giving the company a market capitalization of 419.3 billion Hong Kong dollars ($54.05 billion).

What the U.S. Can Learn from China in Mobile Social Gaming

Editor’s Note: Chris Shen (pictured) is VP of Chinese online game developer and operator The9. He is also the general manager of the company’s mobile business unit. In this guest post, Shen outlines the convergence of social and mobile gaming in the West and how it compares to China’s experience. The9 recently updated Inside Mobile Apps on the growth of Game Zone, its mobile-social games platform.

With billion-dollar purchases of mobile companies like Instagram by Facebook, it’s very clear social companies are taking mobile seriously. Gaming is no exception, as evidenced by U.S. social powerhouse, Zynga. The online social games company has been creating more mobile titles in addition to buying OMGPOP, maker of sensational mobile game Draw Something, at the height of its popularity — only to see user numbers plummet shortly thereafter. Other social gaming companies, like CrowdStar, have declared they’re moving away from online to focus entirely on mobile games.

In order to understand how social gaming can effectively jump to mobile, U.S. companies need only to look east.

As social gaming struggles to find itself in the U.S., China’s mobile social landscape is flourishing. Why? China has already been there. Social gaming made the jump from online to mobile a few years ago in China, and now foreign developers are looking to tap into this profitable market. Just as popular PC game franchises like Warcraft have moved from the single-computer downloadable model to online networks, mobile games will become more profitable as they become more social.

While Chinese-developed games are showing impressive monetization numbers, foreign developers are realizing the need for an insider’s knowledge — to tap into China’s existing social gaming frameworks and understand its virtual purchasing habits.

The primary hurdle for mobile game monetization in China is piracy — a resistance to pay for downloads of even the most popular games. The Chinese app market is a confusing and fragmented one, with numerous third-party channels rather than the reigning Apple App Store that exists in the U.S. market. With nearly unlimited access to free pirated copies of games, mobile users are disinclined to pay for downloads. In moving to free-to-play gaming models, Chinese developers have taken a stand against piracy, a rampant problem in the country. If games are free, with other methods of monetization, they can’t be stolen.

And at the same time, this model encourages profits — Analysys International predicts a 75 percent increase in revenue from mobile social games in China over the next year. China’s mobile gaming revenue spike can be attributed to an effective social layer, coupled with high-quality gameplay. For monetization on mobile, Facebook has been concentrating on bolstered advertising, but maybe it needs to focus more on its Payments platform — and on promoting games that have high user-retention and promote virtual goods sales.

As Facebook’s relationship with its gaming partners becomes rockier, more developers will be looking to China — the biggest growing mobile market with one billion users. According to research firm Ovum, global virtual sales in games — including PC, mobile and console games — will jump to $53 billion by 2016. That’s more than a 100 percent increase from last year. In China, the games showing this kind of profit are largely those linked to social networks. The two most profitable games in China last year were distributed by Tencent, China’s largest Internet service portal with 700 million users.

Other Chinese companies — The9, NetDragon and PapayaMobile, to name a few — have also seen success localizing and distributing games, both Chinese and foreign, to the Chinese market through social means. But things get tricky when non-Chinese developers attempt to distribute their own games in China and aren’t familiar with this different app marketplace. According to Analysys, 43 percent of Chinese gamers who have paid for mobile games did so in free-to-play games by purchasing virtual goods. By contrast, only 27 percent paid to download a game in the first place.

For example, Australian games studio Halfbrick teamed up with Chinese Android developer iDreamSky to distribute its hit game Fruit Ninja in China. A key aspect of this partnership was integrating Fruit Ninja with an in-game transactions platform and with China’s social networks — bringing in $6 million of revenue for Halfbrick in 2011.

China’s mobile gaming market is a burgeoning gold mine that Analysys anticipates will hit revenues of $4.5 billion by 2015, and it will be interesting to see how many U.S. developers try their luck in the Chinese mobile gaming market as the Facebook-Zynga relationship plays out.

This guest post originally appeared on our sister site, Inside Mobile Apps.

Tencent sees revenues from mobile, social increase as net profit rises 16% to $467.7 million in Q1 2012

Chinese internet services giant Tencent reported total revenues of 9.64 billion yuan ($1.53 billion) for the first quarter of 2012, up 21.8 percent quarter-over-quarter and 5.2 percent year-over-year.  Net profit for the quarter was 2.96 billion yuan ($467.7 million) up 16 percent from the company’s Q4 2011 net profit of 2.55 billion ($402.9 million).

The company was once again the No. 1 social network in China by monthly active users. Tencent reported 576.7 million active user accounts on its QZone virtual identity social network, up 9.7 percent year-on-year. Pengyou, the company’s real-name social network saw active user accounts increase to 214.5 million, up 30.2 percent year-on-year. The company did not break out detailed monthly active or daily active user accounts.

Revenues on Tencent’s community and open platforms (which includes QZone and Pengyou) increased 6.0 percent quarter-over-quarter to 2.06 billion yuan ($325.5 million). The company credited the increase to what it called “a significant increase” in item-based sales within applications on its open platforms.

Over the past year Tencent has been aggressively courting international developers to EA, Zynga and Crowdstar to bring hit Western titles to its platform, and appears to be emerging at the platform of choice for social game developers looking to set up in China. The company’s major rival in the space, Renren recently revealed only 19.3 percent of its registered users were active on a monthly basis.

Tencent’s revenues from mobile and telecommunications value-added services rose to 913.8 million yuan ($145.2 million), an increase of 7.0 percent quarter-over-quarter and 17.5 percent year-on-year. Over the past year Tencent has been trying to increase the importance of mobile games and apps in its business.

Tencent’s shares are currently trading at 224 Hong Kong dollars ($28.84), giving the company, which is one of the largest publicly traded technology firms in the world, a market capitalization of 412.83 billion Hong Kong dollars ($53.15 billion).

5th Planet Games acquires To Be Continued LLC

Collectible card game developer 5th Planet Games has acquired New York-based game design consulting company To Be Continued. The buy nets 5th Planet all of To Be Continued’s current and future projects — which include CCGs based on Twilight, The Walking Dead and two unnamed Hollywood properties.

5th Planet Games first partnered with To Be Continued on its 2011 hardcore Facebook CCG Clash of the Dragons. Based on that experience and To Be Continued’s history with the broader CCG community, 5th Planet Games decided to make the acquisition to bolster its position as the top hardcore CCG developer in the social games space.

“They are experts in their domain and they bring a ton of intellectual horsepower to the team,” 5th Planet Games Chief Business Officer Braden Moulton tells Inside Social Games. “[Co-founder] Brian David-Marshall is the official Magic: The Gathering historian and announcer of the Magic Pro Tour. [Co-founder] Matthew Wang has a depth of financial and entertainment industry experience. With that background comes networking and reaching new partnerships — we’ll be announcing a major new IP very soon that is a direct result of working with the TBC team.”

Aside from Clash of the Dragons and said unannounced new project, the To Be Continued team will also focus on growing its existing design and development business for core IPs. The developer’s experience also lends itself toward pushing 5th Planet Games into new markets. 5th Planet Games already hosts games on its own site and on hardcore gamer-focused network Kongregate. Beyond those platforms, 5th Planet hopes to launch games on Chinese networks later this year and is prepping Clash of the Dragons and Dawn of the Dragons for mobile launches in July.

“I know Facebook is working to improve the experience for mid and small size developers, but right now we’re experiencing exponential success outside of their ecosystem,” Moulton says. “We’re aggressively pivoting to other platforms and markets that are more favorable to our business. Acquiring TBC strengthens our push to these markets by increasing our product velocity and improving game design for our demographic of core players.”

Terms of the acquisition were not disclosed.

EA trying China again with The Sims Social on Tencent

Electronic Arts is bringing the Sims Social to China on Tencent’s QZone network. The Chinese version of the game, which will be called Mo Ni Shi Guang, is being localized by Playfish’s Beijing studio and is currently in closed beta. EA did not reveal when the game would be going live, but did say the open beta will begin in the next few months.

The Sims Social is EA’s largest social game on Facebook, with 20.9 million monthly active users and 3.7 million daily active users, but the game has been shedding users after hitting its peak of 66.5 million MAU in October. Since Jan. 1 alone, the title has lost 4.9 million MAU according to our traffic tracking service AppData.

Turning a hit western game into a hit game in China can be extremely challenging, even with a well known IP like The Sims — something EA has already experienced first hand. Despite being localized by a Chinese studio and being rebuilt from the ground up, EA Popcap’s  version of Plants vs. Zombies on Renren has so far failed to find traction in the country.

Zynga launched a Chinese version of CityVille called Zynga City on Tencent last July, but Zynga has not revealed any information on how the title is doing so far. QZone is the largest part of the Tencent platform — the virtual identity avatar network had 530 million MAU as of September 2011.

Blogging Inside Social Apps: Emerging International Opportunities for Mobile and Social Developers

We’re at the San Francisco Design center, blogging Inside Network’s third annual Inside Social Apps conference.

Following a short afternoon break, we resumed with “Emerging International Opportunities for Mobile and Social Developers” moderated by AJ Glasser. She is joined by GREE’s VP Marketing, Social Games Sho Masuda, Popcap Games’ VP of Worldwide Publishing Dennis Ryan, Vostu’s Chief Scientist Mario Schlosser, and 6waves Lolapps’ Chief Product Officer Arjun Sethi.

The following is a paraphrased transcript of the discussion.

AJ: We’ll start by discussing the different regions that you’re seeing the most growth in. Where are the largest growth opportunities in your opinion?

Dennis: For us it’s where we’re investing. Three years ago our business outside the Americas was about 10 percent of our business and now it’s about 30 percent, particularly China and Japan. Not to see that other markets have less opportunities, but that’s were we chose to invest.

Arjun: We’ve always monetized in China and Japan. We recently went onto Tencent in China. On Facebook we’ve had a lot of luck in European countries, but Facebook is also growing in Japan. On Android and iOS we’ve see growth in China and Japan – downloads in China and revenues in Japan.

Mario: We’ve seen a lot of growth in Latin America.

Sho: For GREE we’ve seen new users coming from the US and the UK. We’ve seen growth in Korea and China. In terms of market revenues, the US is very important to us, but we’re focusing on a lot of regions.

AJ: So as developers are expanding internationally, how do you approach localization and forming a cultural relationship in each region?

Dennis: We take a country specific approach because we’re trying to build our brands as multi-platform experience. They’re on mobile, console, PC and mac and we try to invest where we can execute that strategy in its entirety.

Sho: We think of localization as making the content meaningful to a region, not just changing the language. We just signed a partnership with five companies. With our new platform, we know its difficult to launch in the Asian market. As a platform we need to provide solutions to help developers penetrate that market.

AJ: How do you choose North American partners?

Sho: We’re working with 2nd parties, like our acquisition of OpenFeint. we’re always looking for a partnership that will benefit both us and them.

AJ: What are some mistakes you’ve seen developers make when they take a game into an international market?

Arjun: Taking the approach that if a game is success on Facebook, you can just take the game into another country and just slap it in. It doesn’t work.

AJ: What about Plants vs. Zombies on Renren?

Dennis: I think we got 50% of that right. In China we decided to take a long term view — we build a studio there. That was right. Another thing we got right was we knew we needed to build a different game, so maybe we got more like 2/3 right. The game on Renren is more competitive and its got different monetization. That’s a start, but in the end it didn’t work on Renren. We and Renren both did a great job launching it and it started with 500,000 DAU but its deteriorated since launch, so at some level we know it’s not working. We haven’t given up.

AJ: What about your experience entering the US with games that were popular in Brazil and on Orkut?

Mario: It depends on the game. Our recent games have done better on Facebook. When you expand to a different country, I would almost look at the city level rather than a country level. 95 percent of viralization works on a city by city basis. In the US now, we don’t have a massive audience, so it’s hard to scale it. When we went into Argentina and Mexico we were able to jumpstart the audience by engaging local bloggers. The stuff we’re launching now we can put more hooks into.

AJ: Everyone is talking about Japan and its massive ARPU like its a golden fleece. What are some mistakes people make when getting into Japan?

Sho: To be honest, it’s hard to say, because everyone’s objective will be very different. Just because you’re not in the top 25 grossing apps doesn’t mean your not doing well. I think there are 3 pieces of advice for someone looking at Japan. One, even if your not thinking about penetrating the East Asian market, think ahead and be ready for future localization. Two, do your due diligence and research. See what similar titles and your competitors are doing. If they’re doing well, you could do well too. Three, start fast. Thanks to Google you can reach market outside the US very easily. You can out to small groups of audiences in a region and see if it’s working. If it is, then you can expand. Speed is important — if you’re not doing it someone else will take it.

AJ: Do you set goals by ARPU rate by region? Do you assume you’ve failed if you’re not monetizing at the peak ARPU rate for a specific country?

Arjun: No. For example, if you just look at the US market and you don’t hit the average ARPU, it doesn’t mean you’ve failed. You have to look at what type of game it is. When you talk about Asia you’re looking at Korea, Japan and China. If you’re not hitting the average ARPU it could depend on the the kind of game your making. Casual and hardcore games have very different ARPU. A game in Korea can make up to $1 million a month just in Korea and just from the Korea app store. That’s why we acquired a studio called Smartron5 just to make games in China.

Sho: It’s dangerous just to look at ARPU and say if it doesn’t hit your focus it’s a failure. It’s more important to look at engagement and retention. How does your DAU compare to your download rate? Engagement is the most important factor.

Mario: You can even see very different ARPU with the same demographics on different platforms. In Brazil there’s a lot of friction around Facebook credits. Even with the same game and the same demographics a game can monetize four times higher on Orkut than on Facebook in Brazil.

Dennis: Its not sufficient to focus purely on ARPU and monetization – you have to go by country and by genre. For example for our Facebook game Bejeweled Blitz the monetization rate is pretty similar in the UK, US and Canada, but in Australia it will sometime monetizes 20 – 40 percent higher. In Japan it’s not unreasonable to expect a 5x monetization rate.

AJ: Is that the same game in Japan?

Dennis: Same brand, different game.

AJ: What the challenges of introducing a brand to a new country?

Dennis: For English speaking countries it’s not as much of a challenge. For the Asian markets it will need to be re-implemented and rethought. You have to believe in the core brand. We give our Chinese and Japanese offices the leeway to do that. Even if the mechanics and monetization are different its still the same core brand.

AJ: What was your experience with Ravenwood Fair?

Arjun: When we first took the game to China we gave our partner the leeway to change the game to local tastes. We did see some high engagement and monetization for the beginning but it began to drop off after a week, which means we probably didn’t do a good job. When we looked at Tencent we looked at game from the the ground up.

AJ: Do you see any trends or behaviors by region? What genres are popular in different regions?

Arjun: Worldwide, everyone plays puzzle games. Games like mahjong and poker are pretty popular worldwide with the exception of some countries. Some genres go across the spectrum, but other games wouldn’t be as great in specific countries and regions.

Mario: We had a poker game. It had crappy retention and we were quizzing users about why they weren’t playing and they said they had no idea how to play poker. People didn’t know the rules and it didn’t work out. The games are the real brands. We try to put Vostu in front of people’s faces, but it’s hard to get people in love with the manufacturer of a game – its the actual game they care about.

Sho: There’s definitely certain categories that do well. In Japan RPG and card battle games are always popular, but it’s dangerous to assume that category will always be popular in that region. You should look at your content and assets and do a test. It’s not wise to limit yourself.

Audience Question: What do you see as the potential in India?

Arjun: One of the things that india has a problem with is payment models and methods. Right now it’s controlled by the carriers. Some will charge 80% of the cost of a transaction, so the margins aren’t there. It’s also really cash focused economy, a pay-as-you go economy. It’s not credit card focused. I think it could be there in 8 to 10 years. I think you could look at the evolution of China and see something similar in India eventually, but I wouldn’t be excited to jump in there.

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