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Wonderful Recap | The second season of Chinese Podcasts of "Students Going to Sea" ends

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"Students going to sea" is a Chinese podcast program focusing on the field of mobile going to sea. It is hosted by Huang Jijia (the head of the Google platform and the Greater China Developer Market of the Ecological Business Group). Suddenly, all the content of the second season has been launched. Under the new normal, how do veterans going to sea interpret the new opportunities in overseas markets? What are the unique distribution strategies of the game team that enters the "sea-topping circle"? What experience and thoughts have been gained by overseas entrepreneurs who have been deeply cultivating Southeast Asia? In the second season of the program, we bring you industry experience sharing and fresh information from multiple perspectives.

This week, we have specially compiled for you the compilation of the second season of "Students Going to Sea" podcast, and review the exciting content of this season with you.

Note:

  • Click on the title of each issue to listen to the program.

"1 Interview with Xiaoying Technology CEO Han Sheng: **The "Danger" and "

Keywords: localization, tool products, video editing

Overview of this issue: As a mobile video editing creative APP, VivaVideo once held the top spot in the same category of products. With the development and change of social media, VivaVideo continues to innovate in the face of new challenges and pursue the ultimate. What is the market space and future opportunities for video tools? How to maintain user stickiness for tool products? How to better achieve localization? This program will start from the growth path of VivaVideo, sharing Han Sheng's unique insights on video editing tools and more overseas distribution experience.

"2 Interview with BuzzBreak CEO Wang Sida: How News Aggregation Products

Keywords: Southeast Asia, customer acquisition, team management

Overview of this issue: a product originally planned to enter the European and American markets, unexpectedly received surprising data feedback in Southeast Asia, which laid an opportunity for BuzzBreak to deepen the Southeast Asian market; at the same time, from programmer to manager status The change also gave Wang Sida more thoughts and gains to the management team. This program will explain how SMEs continue to grow and innovate from his perspective.

"3 Interview with Game Teahouse CEO Wang Jialun: Interpreting the development of the game industry from the "Chengdu Game Ecosphere"

Keywords: Game media, game boutique, market trend interpretation

Overview of this issue: In 2013, Wang Jialun founded the "tea house" in the game industry in Chengdu. As one of the most influential game industry media and resource docking platforms in China, the game tea house has witnessed many of today's "explosive" games. Birth and growth: Developers from Chengdu can always stand out in the mobile sea track. Behind their outstanding achievements, what support does Chengdu, the "creative oasis" city provide for the development of the game industry? In this episode, let's learn about the observation and thinking of mobile overseas from the perspective of game media people.

"4 Interview with LeanSpark CEO Gaudí: Encourage entrepreneurs to

Keywords: start-ups, accelerators, rapid growth

Overview of this issue: "Go alone, go far", as an accelerator to help start-ups to achieve rapid growth, LeanSpark is an integrator that connects resources from different partners, and is a powerful backing for technology empowerment, helping entrepreneurial teams go overseas to open up markets The guide of the time to avoid the pit. What practical effects will "Bao Tuan going to sea" bring? How does Lean Acceleration Camp empower start-up teams to enter the global market? In this episode, LeanSpark CEO Gaudi talked to us about the story of growing up with the start-up team in those years.

"5 Selected Activities to Go to

Moderator: Yijiang-Head of Business Development in Mainland China, Google Play

Guests: Yuanyuan-Vice President of Publishing at Zulong Entertainment; Fu Xiaoqi-Bytedance CapCut Product and Growth Team

Keywords: Best of 2020, localization, issuance strategy

Overview of this issue: At Google Play Best of 2020 , we have witnessed the success of a variety of applications and games. Behind the brilliant results, we cannot do without the interlocking efforts from development to release. Two products from ByteDance’s CapCut and Zulong Entertainment’s Dragon Raja were guests of Go global’s Fireside Chat session. From the fine polishing of localization to the formulation of overseas issuance strategies, more overseas experience and dry goods are not to be missed.

16115d9318a834 16115d9318a835 "6 Interview with Xiao

Keywords: Southeast Asia, issuance strategy, globalization

Overview of this issue: dazzling performance in gaming overseas, whether it is the Best Indie’s "Bad Fruit Land" in 2020 or the global cause "Muse Dash", which resonates with players and audiences, and the classic game "Ragnarok RO", which is popular in Southeast Asia, have proved its outstanding strength. Behind its success, there must be a strong distribution and operation logic support. In this episode, Xiao Ruoyang will share with us the experience and experience of the globalization of the heartbeat network.

"7 Interview with Lilith Asia Pacific Marketing Manager Liu Yanjing: guide to avoiding "pits" in Japan and South Korea

Keywords: Japanese and Korean markets, advertising, customer care

Overview of this issue: "Sword and Expedition" at Google Play Best of 2020 won the Best Innovative in JP & Best Competitive in KR two awards in one fell swoop, as a free-standing card game, only 1 year on the line Successfully reached the top of the Japanese and Korean mobile game market. How does Lilith quickly and accurately locate the market? How to reverse the situation under the challenge of pre-registration "user rejection"? In this episode, Liu Yanjing shares with us the exclusive publishing experience of popular games such as "Sword and Expedition", as well as an in-depth interpretation of the Japanese and Korean game markets.

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