How to Market a Game in China: A Practical Guide for Western Studios
Most studios arrive in China with a plan that worked everywhere else, and the plan quietly stops working at the border. Not because the audience is harder to reach, but because almost none of the infrastructure carries over.
If your usual launch motion is a YouTube embargo, a handful of Twitch drops, a Discord community and some paid social on Meta, none of that is available to you in mainland China. YouTube, Twitch, Discord, Instagram, X and Reddit are all either blocked or too marginal to build a plan on. What replaces them is a set of platforms with their own formats, their own creator economies and their own expectations about what a sponsored video looks like.
The good news is that the audience is enormous, engaged, and used to discovering games through creators. The work is in learning a different set of rails.
The three platforms that matter for games
There is a long tail of Chinese social platforms, but for game marketing three carry most of the weight, and they are genuinely different from each other.
| Platform | Format | What it is good at |
|---|---|---|
| 抖音 (Douyin) | Short vertical video | Reach and speed. The recommendation feed can put a clip in front of a very large audience quickly, largely independent of follower count. |
| B站 (Bilibili) | Long form and mid length video | Depth and credibility with core gamers. Closest in culture to what a Western studio recognises as a gaming channel. |
| 小红书 (Rednote) | Image posts and short video | Discovery through lifestyle and aesthetics. Strong for cosy, narrative, art led and mobile titles, and skews toward a different demographic than the other two. |
A common mistake is to treat these as three places to post the same asset. They reward different things. A Douyin clip that opens on the most striking five seconds of your game can travel a long way. That same edit, posted to Bilibili as a standalone, often underperforms a fifteen minute video where a creator actually plays and reacts.
Creators are the distribution layer, not an add on
In a lot of Western plans, creator work is a line item next to paid media. In China it is closer to the main channel. Discovery on these platforms is driven by recommendation feeds that reward watch time and engagement, and creators are far better at producing content those feeds like than a brand account is.
This has a practical consequence. The unit you are buying is not a post. It is attention, measured in views, and the honest way to think about cost is therefore cost per thousand views rather than a flat fee per creator.
What usually goes wrong on the first attempt
Treating localisation as translation
Machine translating your store page and calling it localised is visible immediately, and it costs you credibility with exactly the audience most likely to talk about your game. Names, UI text and marketing copy all need someone who writes natively.
Scripting creators too tightly
A creator whose audience trusts them has a voice, and that voice is the thing you are actually paying for. Handing over a word for word script tends to produce content that performs poorly and reads as an advert. Clear guidelines about what must be said, what must not be shown, and where the store link goes will get you further than a script.
Ignoring disclosure
Sponsored content needs to be marked as sponsored. This is not optional, and audiences on these platforms are quick to notice when it is missing. Building disclosure into your campaign guidelines from the start avoids a much worse conversation later.
Assuming a build is required
Studios often delay because they think they need a finished game. In practice most campaign beats work from whatever exists today: an announcement, a demo, a playtest, an Early Access build, a major update, a sale. The real bar is whether a creator can make something watchable from what you have.
How to size a first campaign
You do not need to commit a full launch budget to learn whether this channel works for your game. A useful first test answers three questions:
- Does the game read well in short form? Some games show their appeal in five seconds. Others need a creator to explain them. Both can work, but they need different platforms and different creators.
- What does a thousand views actually cost you? Set a rate, spend a defined budget, and measure the effective cost per thousand views that resulted, including any fees.
- What happens downstream? Wishlists, store page traffic and community growth in the days after a wave of content is the number that matters, not the view count on its own.
Run that once with a real budget and modest ambitions, and you will know more about the channel than any amount of planning will tell you.
Where NIWO fits
NIWO exists because the operational side of this is the part that stops studios from trying. Finding creators, agreeing terms individually, chasing deliverables, verifying that a video actually went up, tracking views across three platforms and paying everyone is weeks of work before a single video exists.
On NIWO you add your game, set a budget and a rate per thousand views, and write guidelines. Creators on the three platforms above choose the campaigns they want to make content for. You pay for views that are delivered and verified, tracking spend and effective CPM from the dashboard as it happens.
If you want the mechanics in more detail, the studio documentation covers budgets, rates, submissions and guidelines in full.
Run a campaign in China
Set a budget and a rate per thousand views. Creators on Douyin, Bilibili and Rednote make the content. You pay for the views that land.
Keep reading
Douyin, Bilibili and Rednote: Which Platform Fits Your Game?
A side by side look at Douyin, Bilibili and Rednote for game marketing: formats, audiences, what each platform rewards, and how to decide where your game belongs.
GuideWhat Creator Campaigns Cost: Understanding CPM for Game Marketing in China
How to think about cost per thousand views for game creator campaigns in China: what effective CPM includes, why flat fees hide it, and how to work out a rate for your own campaign.