HoYoverse
The Chinese Video Game Market: A Start with Limitations
Gacha
From "Games for Otaku" to Global Hits
Transformation into HoYoverse
Business Model
The HoYoverse Ecosystem
HoYoverse Promotion Methods
Advertising
Collaborations
Events
The Flip Side of Popularity: Criticism Directed at HoYoverse
The Global Impact
Thanks for your attention
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HoYo

1. HoYoverse

HOYO
VERSE
MITYAEVA A., LEVCHENKO V.

2. The Chinese Video Game Market: A Start with Limitations

THE CHINESE VIDEO GAME MARKET:
A START WITH LIMITATIONS
China is one of the largest consumers
of video games in the world, but its market
is drastically different from the Western one
due to strict government regulation.
Developers have to overcome censorship,
carefully monitor content for compliance
with national policy, and consider strict
limitations on playtime for minors. Local
studios are forced to adapt to bans on any
controversial themes — violence, religion,
and politics.

3. Gacha

GACHA
• Gacha is a game mechanic based on randomly obtaining
characters or items, when players spend in-game or real
currency to get a random reward.
• The popularity of gacha is explained by several factors:
strong emotional response
developers often weave gacha into the game's narrative
• However, it's important to understand that gacha is not only
entertainment but also a monetisation mechanism, and it lies
at the heart of HoYoverse's financial success.

4. From "Games for Otaku" to Global Hits

FROM "GAMES FOR OTAKU"
TO GLOBAL HITS

5.

Factors of success:
Regular updates with new regions and quests
Animated videos
Music projects by HOYO-MIX
Comics
The COVID-19 pandemic

6. Transformation into HoYoverse

TRANSFORMATION INTO HOYOVERSE
• 2022 – the creation of the HoYoverse
brand. HoYoverse aims to go beyond
games, developing areas in animation,
music, and other forms of digital
entertainment.
• The studio will continue to develop in
the fields of artificial intelligence,
cloud computing, and other areas.
• Under the HoYoverse brand, the
company will begin producing more
products and investing in technical
research. This brand will be handled
by specialists from Montreal, Los
Angeles, Singapore,Tokyo, and Seoul.

7. Business Model

BUSINESS MODEL
• HoYoverse operates on a hybrid business model, generating revenue through in-game
purchases, merchandise, and collaborations while keeping a strong focus on community-driven
content.

8. The HoYoverse Ecosystem

THE
HOYOVERSE
ECOSYSTEM
The focus on community has helped to create a
strong and dedicated fanbase that is passionate
about HoYoverse’s games

9. HoYoverse Promotion Methods

10. Advertising

ADVERTISING
Cinematic Trailers and Gameplay Videos:
• Announcement and Story Trailers.
• Gameplay Demonstrations
• Update Trailers
Targeted Media Advertising:
• Reach on YouTube and Social Media
• Partnership with Influencers (Creator Program)
• Advertising in Thematic Apps

11. Collaborations

COLLABORATIONS
Brand Partnerships with the Premium Segment:
• Genshin Impact × KFC
• Genshin Impact × Pizza Hut
• Honkai: Star Rail × Pizza Hut
Effect: These collaborations take the game from the
digital space into the real one, creating o ine hype and
strengthening the connection with fans' daily lives.
Collaborations with Luxury Brands:
• Genshin Impact × OnePlus
• Genshin Impact × Razer
Effect: Such partnerships raise the perceived value of the
HoYoverse brand, associating it with high-quality products.
Crossovers with Other Media (Anime, Music, Art):
• Official Genshin Impact Anime Series (in collaboration with Ufotable)
• Collaborations with Musicians and Orchestras
• Collaborations with Famous Artists and Designers

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16. Events

EVENTS
Large-Scale Online Events (Special Program):
• Regular broadcasts before major updates
• Official Esports Tournaments (HoYoverse Animango Cup for
Honkai: Star Rail)
• Creative Contests for the Community (Fan Art, Cosplay,
Video)
O ine Events:
• Anime Expo
• Games-com
• HoYoFests
Dense information field around each of its games, where a
player at any given time either sees an advertisement,
participates in an event, or observes a collaboration, which
together forms the phenomenal success of their products.

17. The Flip Side of Popularity: Criticism Directed at HoYoverse

THE FLIP SIDE OF POPULARITY:
CRITICISM DIRECTED AT HOYOVERSE
1.
Gacha model itself, which many compare to gambling.
2.
The creator program. On paper, it was supposed to strengthen the connection with the
community, but in practice, many authors complain about formalism, strict requirements,
and weak incentives.
3.
The company's closed nature adds problems. HoYoverse prefers carefully planned
presentations to open dialogue with the audience.
4.
Strategic risks. If interest in current projects begins to decline, the company will have to
find new formulas for success — and that is much more difficult than maintaining an
already well-established system.

18.

Plagiarism or Reference and Inspiration?
Cannibalization

19. The Global Impact

THE GLOBAL IMPACT
• The company's games have been praised for their innovation and creativity, and have inspired a
new generation of game developers. HoYoverse's success has also helped to put Chinese game
development on the global map, showcasing the talent and creativity of the country's
developers. Сultural impact: inspiring fan art, cosplay, and even music.

20.

21. Thanks for your attention

THANKS FOR YOUR ATTENTION
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