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Social App Momo Announces Revenue-sharing Ratio with Game Developers

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momo-gameYang Ye, Momo’s VP & Manager of Gaming Center

Chinese much-buzzed-about social app Momo recently announced its revenue-sharing ratio with developers on its gaming platform. Momo splits 50% of the revenues with most of the game developers and plans to roll out 2-3 games every month in the future, said Yang Ye, Momo’s VP and manager of gaming unit, at a game developer salon held in Chengdu.

Momo just announced 150 million registered users milestone early July, with monthly active users stood at 52.43 million as of the end of this June. Started as a stranger social app, Momo is trying to shake off its “hookup” and flirty reputation to gain attraction to wider user base. Most of Momo’s users are young people that are open and curious to new stuffs. According to Yang, users aged between 19 to 32 years old account for 82% of the app’s total user metrics.

Momogames

The company set up a gaming center in June last year to oversee the service, operation, technical support and promotion for games on its platform. Yang said their team will run at least three pilot tests before the release of a game and launch corresponding marketing campaigns thereafter.

Momo game center has released altogether five games, including casual game ThePuzle, mid-core game Momo Audition, hard-core game Momo Craft, Momo Fight the Landlord, card game Constellation Goddess-3D (not official translation), in cooperation with several gaming companies like Com2uS, 9you, Ejoy, etc.

Zheng Yi, Momo’s director of operations, once said in a previous interview with TechNode the company is not considering to develop homegrown game and will continue cooperation with gaming companies.

According to the statistics from Momo, the registered users of Momo Audition, Momo Craft, Momo Fight the Landlord, Constellation Goddess-3D are 6.26 million, 3.88 million, 2.80 million, 720K, respectively. The company once announced that monthly turnover of Momo Craft reached 12 million yuan (around US$1.92 million) as of early Feb., one month after the release of this game.

“Although we only released five games in the past year, these products help us to figure out what kind of game can better interest our users and to test the payment capacity of users, etc.” said Yang. She added that men form the bulk of payment users.

It is worth noting that most of the mainstream gaming platforms, like Tencent, Wandoujia, and Alibaba, split around 70% of the revenues to game developers, despite that detailed revenue-sharing structures vary according to game turnovers, app user numbers, etc.

When being asked to comment on this difference, Yang said Momo’s cooperation terms with various game developers are different and the resources Momo shares with partners are mutually beneficial and attracting.

image credit: Momo


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