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买量” — 8 results

2024 China Casual Games Going Global Report: Status, Drivers, Challenges and Recommendations
ReportsGames Global

The report analyzes that in 2024, China's casual and hyper-casual game overseas revenue reached about $8.5 billion, with growth slowing to 12%, facing challenges like homogenization and rising user acquisition costs, recommending breakout through innovative gameplay and localization.

2026-05-21
2025 In-Depth Analysis of Chinese Casual & Hyper-Casual Games Going Global: Status, Drivers, Challenges, and Recommendations
ReportsGames Global

Based on public data and industry estimates, this report outlines the current status of Chinese casual & hyper-casual game overseas expansion, analyzes key drivers (ad monetization, TikTok ecosystem, emerging market penetration), highlights major challenges (rising UA costs, platform policy volatility, gameplay homogenization), and offers practical recommendations on differentiation, hybrid monetization, and localized operations.

2026-07-23
2024 Game User Acquisition Channel Mix by Key Markets
InfographicsGames Global

This infographic compares the user acquisition channel mix across four key game markets (US, Japan, South Korea, and Southeast Asia), highlighting how spending on Facebook, Google, TikTok, and other channels varies by region.

2026-04-25
Genshin Impact · Spending (Million USD): 50 Million USDPUBG Mobile · Spending (Million USD): 45 Million USDRise of Kingdoms · Spending (Million USD): 35 Million USDLast Fortress · Spending (Million USD): 30 Million USDAFK Arena · Spending (Million USD): 25 Million USDMobile Legends · Spending (Million USD): 22 Million USDClash of Kings · Spending (Million USD): 20 Million USDAge of Empires Mobile · Spending (Million USD): 18 Million USDState of Survival · Spending (Million USD): 15 Million USDArena of Valor · Spending (Million USD): 12 Million USD
StatisticsGames Global
行业估算2026-04-24
2024 In-Depth Analysis of User Acquisition for Chinese Mobile Games Going Global: Status, Drivers, Challenges, and Recommendations
ReportsGames Global

This report provides an in-depth analysis of the current state of user acquisition for Chinese mobile games in overseas markets in 2024, covering key drivers, challenges, and actionable recommendations to inform data-driven strategies for going global.

2026-04-23
2019 · China Game Global UA Spending (USD Billion): 32 Billion USD2020 · China Game Global UA Spending (USD Billion): 45 Billion USD2021 · China Game Global UA Spending (USD Billion): 52 Billion USD2022 · China Game Global UA Spending (USD Billion): 48 Billion USD2023 · China Game Global UA Spending (USD Billion): 44 Billion USD
StatisticsGames Global
行业估算2026-04-22
North America: 30 % (30%)Europe: 25 % (25%)Southeast Asia: 20 % (20%)Japan & Korea: 10 % (10%)MENA: 10 % (10%)Others: 5 % (5%)
StatisticsGames Global
行业估算2026-04-21
2019 · UA Spending (USD Billion): 12 USD Billion2020 · UA Spending (USD Billion): 15 USD Billion2021 · UA Spending (USD Billion): 21 USD Billion2022 · UA Spending (USD Billion): 26 USD Billion2023 · UA Spending (USD Billion): 31 USD Billion2024 · UA Spending (USD Billion): 35 USD Billion
StatisticsGames Global
行业估算 / App Growing2026-04-20