
Behind My Garden World's 147% Surge
On August 1, 2026, during ChinaJoy 2026, 鲸鸿动能 held the HarmonyOS Game Growth Premium Session in Shanghai and disclosed that 《我的花园世界》 achieved a 147% increase in new joint-operation users through the expanded joint-operation model. The session, run in coordination with Huawei Game Center, presented 鲸鸿动能's game-growth toolkit across IAP operations, IAA acquisition and monetization, joint operation plus advertising, and overseas expansion.

A garden-themed game may look like an odd headline case for a growth conference. In this context, it made sense. The focus was less on the game on screen than on the operating system around it. 鲸鸿动能's pitch was not a single user-acquisition button. It was a long-cycle operating structure built around the HarmonyOS ecosystem, where developers are not just buying undifferentiated traffic, but trying to identify the players who will stay, spend, and return.
The foundation is substantial. As of the original report's publication, devices running HarmonyOS 6 had surpassed 70 million, while registered developers had exceeded 11 million. 鲸鸿动能 said it has built audience-profile capabilities covering 300 million game players, and claimed that paying-user ARPPU among HarmonyOS users is more than 3 times that of users from other channels. A Huawei Terminal Cloud commercial sales executive framed it directly: game developers no longer need only additional acquisition channels, but a system that can keep driving growth.

The session split that system into two different operating logics. For IAP games, HarmonyOS users show a stronger preference for action shooters and strategy games, with stronger intent and ability to spend. 鲸鸿动能's answer is a mix of tagging systems, serialized marketing, and ROI bidding models designed to identify high-value users and raise LTV. According to business data cited at the session, serialized marketing can lift CVR by 60%. Its ROI bidding model supports multiple targets, including first-time ROI, 7-day ROI, and 30-day ROI. Current ROI bidding spend has reportedly increased by more than 10 times, with its share of total spend exceeding 60%.
For IAA games, the audience behaves differently. Entertainment time is more fragmented, with weekends and the evening window from 18:00 to 22:00 standing out as activity peaks. Casual, puzzle, and matching games are the top three categories. 鲸鸿动能's first-day ROI monetization model collects monetization data in real time and dynamically estimates a user's first-day monetization value to guide acquisition. Case data showed a 30% increase in first-day ROI and more than 100% revenue growth.
That full-cycle framing also covers pre-launch, mature operation, and lapsed-player reactivation. During the pre-registration phase for new IAP games, 鲸鸿动能 offers pre-registration OCPC and one-click pre-registration, which are estimated to improve pre-registration conversion by 15% to 25%. For live games in mature operation, its revitalization approach combines system-level high-exposure resources with efforts to acquire new users and bring back returning users. In the lapsed-player reactivation phase, it uses system-level placements and intelligent Push to reactivate silent users.
On IAA monetization, 鲸鸿动能 said its SDK capabilities have been moved down into the OS layer, lowering the integration barrier for developers. Automated monitoring supports real-time checks every 10 minutes on monetization and payment-related indicators, followed by automatic optimization. Huawei account one-click login and instant-play mini-game formats are intended to reduce verification loss and improve conversion. The data presented said instant-play formats are expected to lift eCPM by more than 30%. The IAA revenue-sharing policy has also been upgraded this year, with terms shifting further toward developers.
The most important strategic term at the session was the expanded joint-operation model, which integrates on-device operations and omnichannel advertising into a single growth engine. The idea is a closed loop: acquisition feeds operation, and operation then improves later acquisition. 鲸鸿动能 broke the model into four dimensions: strategy coordination, traffic coordination, entitlement coordination, and product coordination. In one cited case, shared audience packages between on-device resources and advertising, combined with ROI bidding, raised first-day ROI by 15%.
That is where 《我的花园世界》 becomes more than a convenient case study. Through expanded joint operation, the game completed a full chain from core-audience identification to joint-operation benefit unlocking. Core-audience identification increased the concentration of paying users by 12% and doubled the audience scale. Joint-operation coordination and back-end operation then drove the 147% increase in new joint-operation users and an 18% rise in lapsed-player reactivation revenue. Unlocking joint-operation benefits lifted overall ROI by another 12%, helping the game reach the top spot in its category.
The caution is that this kind of growth narrative can make smaller teams believe system access alone is enough to win. It is not. The harder question remains whether the game itself can absorb the users being brought in. Growth tools can improve targeting, reactivation, and monetization, but they cannot replace durable content, retention, or a clear operating plan.
鲸鸿动能 also extended the argument beyond game-specific channels. Huawei Video, Huawei Music, Huawei Reading, Huawei Themes, Huawei Weather, Huawei Browser, and other content media cover entertainment, information, lifestyle, and related scenarios. More than 200 million game users continue to consume non-game content across Huawei's content media, giving developers additional surfaces beyond a conventional store listing or ad placement.
Overseas growth was another major piece. Petal ads game revenue saw significant growth in 2025 and now covers 170+ countries. Its five major overseas regions are Eurasia, the Middle East and Africa, Asia-Pacific, Europe, and Latin America, all continuing to contribute incremental growth. 鲸鸿动能 said annual game ARPU in the Eurasian market reaches 16 dollars, while midcore and hardcore game search keywords account for nearly 80%. It also cited per-capita GDP of 30,000 dollars in the Middle East and Africa, and more than 264 million game players in Europe.
The overseas version of the joint operation plus advertising model copies the already validated dual-engine approach into international markets. It covers the full lifecycle from pre-registration and launch to stable operation and secondary growth. The overseas package includes localized payment and settlement systems, local core-player testing groups, offline esports events and player activities, and game communities with millions of users.
The awards ceremony that day also reflected 鲸鸿动能's preferred ecosystem framing. It issued four categories of awards: Marketing Leadership Partner, Outstanding Growth Game, Rising Star Game, and Best Monetization Partner Game.
The other headline case was 《三国:冰河时代》. Through the expanded joint-operation 3.0 model, the game integrated Huawei Game Center's on-device distribution with 鲸鸿动能's omnichannel advertising capabilities. The result was a 43% increase in registration conversion rate and a 272% year-on-year increase in registered users. In another case, joint recommendations using expanded joint-operation on-device resources generated tens of millions of exposures for a single product, lifting revenue by 600%, advertising ROI by 25%, and ad eCPM by 52%.





















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