{"id":29480,"date":"2023-07-07T14:33:36","date_gmt":"2023-07-07T21:33:36","guid":{"rendered":"https:\/\/www.helpshift.com\/?p=29480"},"modified":"2024-04-07T23:10:34","modified_gmt":"2024-04-08T06:10:34","slug":"how-do-you-market-monetize-hyper-casual-games","status":"publish","type":"post","link":"https:\/\/www.helpshift.com\/how-do-you-market-monetize-hyper-casual-games\/","title":{"rendered":"How Do You Market & Monetize Hyper-Casual Games"},"content":{"rendered":"\n

The term \u201chyper-casual games\u201d was introduced only a couple of years ago. According to Google Trends, it first appeared as a search term in February 2017, with the popularity peak in August 2018.<\/p>\n\n\n

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What caused such a surge of interest? We guess that the impressive success of Voodoo\u2019s Helix Jump played a significant role in this. Helix Jump eventually became the most downloaded game of 2018 with 334 million downloads, overtaking Fortnite and PUBG. Coincidence or not, but this game\u2019s popularity preceded the appearance of a new favorite phrase in the lexicon of game designers, according to the report by Sensor Tower<\/a>. In addition to Helix Jump, other hyper-casual games, such as Love Balls, Rise Up, Snake vs Block, and Hole.io topped the rating.<\/p>\n\n\n

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What Are Hyper Casual Games?<\/strong><\/h2>\n\n\n\n

The term \u201chyper-casual\u201d first appeared in 2017 in a series of articles by Johannes Heinze titled The Ascendance of Hyper-casual<\/a>. In the articles, the author defines the main features of hyper-casual games:<\/p>\n\n\n\n