A Deep Drink From The Fountain of Eastern Europe and
Russia
Tatiana Chernova – Alawar Entertainment
Eastern Europe develops around 30% of casual games, and it should
now be looked at as a very viable game market and not just a place
that's cold. Russia, Ukraine, and Belarus are the largest developers
and consumers of casual games in Eastern Europe. In 2008 about 3.5
million casual games will be sold in Russia with revenues approaching
30 million, despite the market not even existing prior to 2004
because of the poor economy of the region.
Moscow and the Volga area are the largest markets in Russia.
Internet users in Russia will reach 50 million by 2010. One in five
internet users in Russia play casual games. Unlike the US where
casual games skew to an older market, Russian casual games skew
towards middle age (office workers) and children. People over 40 tend
not to use the internet, so it's a young people's market there.
Credit card penetration in Russia is very low. Payments via SMS
are the primary way to buy casual games in Russia. Up to 96% of
casual game sales are handled this way. Since SMS payments were made
available, the commercial casual game market grew by 25x.
The cold climate of Eastern Europe does affect casual game sales,
as the sales of casual games in Russia tend to be seasonal, and
people tend to “hole up” in the winter and play games.
Game prices in Russia hover around $8 (including VAT), although this
is expected to rise until the norm is around $10.
Most popular genres are Time management (Farm Frenzy, Build-a-Lot,
Supermarket Mania, Jenny's Fish Shop), and hidden object games
(Treasure Masters Inc).
While people will buy English language games, there really is
value to localizing your game. And it's important that the
release-date of your localized game be near the release of your
English version. If your translated version lags a year or more
behind the English version, it likely will not be a success.
Alawar.com controls about 85% of the casual games market in
Russia.
Software piracy is a problem, with piracy being the norm rather
than the exception. The SMS system has made things better by making
purchases more convenient. Piracy was largely a problem in the past
because easy methods of payment were simply unavailable.
Going International – Entering New Markets: What to Do and
What to Avoid Luis Ongil – CEO GameDuell
Most of the growth in casual gaming (80%) is occurring outside
North America. The games themselves translate well.
Payment is an important factor. Every country has its own favorite
payment method.
Every market looks at things different, culturally. Ads in the US
show people experiencing the product rather than the product itself.
For example, iPod ads outside the US don't show the dancing
silhouette people, as many locals didn't understand what the product
was.
User conversions differ. The funnel from the product presentation
to the actual product purchase is longer outside the US. It's
important to give users a longer presentation before ushering them
into paying for your product. Click-throughs are higher in
less-developed markets. User registrations are quicker too.
Email rules and regulations are different from country to country,
especially regarding spam. Make sure you research the laws regarding
email before you start sending them out or you'll find yourself
blocked at best case.
You need to localize your customer service. Not only regarding
language but also the logistics. People in Europe are more likely to
contact customer service if they have a problem rather than toughing
it out.
Localized payment methods are required and work in different
markets. Whether your payment system is debit, credit, prepaid card,
SMS, or even an offline bill-paying kiosk, you must research your
requirements prior to launch. Make sure your provider accepts cards
and methods from different countries.
When going international, you must plan before you start or you'll
run into problems later. Know your markets and what markets you plan
to target before you move into them. Even things you'll take for
granted like the appearance of card-faces should not be assumed
because they look different depending on your country.
Ways to internationalize
Build a subsidiary in the target market. Let the company
license your product and handle the fulfillment and support.
Do everything from the headquarters. This is feasible if your
company is in Europe and you want to target other companies in
Europe. You will gain economies of scale, but you will lose local
knowledge.
Build a remote branch and branch to the neighboring
localities from that.
Why go international? The question should really be “why
not?” Pay attention to your cultural differences, payment
methods, how you will expand to that market, and how your game will
work internationally as a ground-up process rather than something
that's added on at the end.
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