Observed Signal · Aug 3, 2026 · Best Practice / Guidance · Source: PocketGamer.biz · Impact: 2/5 · Sentiment: Positive
China Is Not a Translated Market: Game Localisation
Kash Ismail (Ann9 | MStars.ai) argues that successful mobile game growth in Greater China requires preparation before media spend: clear publishing/approval routes, defined execution ownership, genuinely localised App Store presence, and market-appropriate success metrics. Publishers should 'localise the intent' — mapping local genre slang, IP references and competitor comparisons into keyword and ASO strategies — and structure App Store / Apple Ads campaigns by intent (Brand, Category/Genre, Competitor, Discovery). AI can help cluster search terms and flag anomalies, but strategic direction, regulatory compliance and major budget decisions should remain with experienced operators. Ann9 handles local execution and Apple Ads partnership in Greater China, while MStars.ai provides global platform-level visibility and cross-market analytics.
Operational guidance for publishers entering Greater China covering ASO, Apple Ads structuring, local execution and AI-assisted keyword intelligence; useful but not a platform policy or industry-shifting announcement.
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Key Takeaways & Evidence Grounding
- Kash Ismail is affiliated with Ann9 and MStars.ai and authored the guidance on China market entry for game publishers.
- Ann9 is described as the operating entity in China and an official Apple Ads Partner in Greater China.
- MStars.ai is described as a global platform layer providing full visibility, cross-market analytics, unified reporting and governance.
- The article recommends structuring App Store / Apple Ads campaigns into four intent pillars: Brand, Category/Genre, Competitor and Discovery.
- The article advises using AI to cluster Chinese search terms and surface patterns, but not to let AI set overall strategy or make major regulatory/budget decisions.
Connected Companies & Entities
1 Entity mapped“Apple Ads works best with a clearly defined role inside a broader launch strategy: capturing high-intent demand at the moment of download, p...”
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How to Navigate China's Massive Games Market
At PGC Summit Shanghai, industry executives from Habby, Thatgamecompany, Kuuasema and MyGamez discussed strategies for international studios entering China’s games market. Panelists emphasised finding the right local publishing partner, preparing for a months-long licensing process, and leveraging local marketing channels and influencers. User acquisition in China tends to cluster around the largest ad networks and social platforms, campaigns can shift rapidly, and influencer marketing and fast-paced live ops are important. Panelists also said monetisation strategies for titles like Sky remain consistent globally rather than tailored to a single region, and advised developers to start groundwork early and consult multiple local stakeholders (publishers, stores, platforms, influencers) before launch.
Western Developers Missing China Revenues
Claire Yang, overseas business development lead at Kingsoft, argues Western game developers routinely underestimate the scale and operational requirements of the Chinese market, causing them to forgo substantial revenue. She says modest local resourcing (three to five hires) and early community-driven strategies — notably China’s prolonged wishlist and pre-launch content advertising — can produce massive day-one growth. Yang highlights that localization often requires substantial redevelopment (60–70% rebuild time in some cases) and that established publishers remain the safest route to navigate licensing and censorship. Examples cited include Kingsoft titles that achieved multi-million day-one downloads and contributed to material revenue growth, illustrating opportunities for mid-sized studios to scale through social hooks and community-building rather than sheer ad budgets.
MyGamez Urges Co-Publishing as China Entry Route
MyGamez co-founder and CEO Mikael Leinonen told Pocket Gamer Connects Summit Shanghai that China remains the largest growth opportunity for global game developers but is difficult to enter. MyGamez advocates a co-publishing model where the original developer retains control and operates the game while a local partner supplies China-specific expertise, localisation and operations — rather than transferring source code or selling IP. Leinonen cited China’s share of global gaming revenues (around 30%) and long-running examples such as MyGamez’s publication of Hill Climb Racing in China since 2014 (700m+ Android downloads across the titles) to illustrate the market scale. He emphasised long-term partnerships, developer transparency, IP retention and the need for investment and patience to succeed in China.
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