What monetisation trends can we see? Based on the data and predictions Which gaming genres are getting better in monetisation, which ones are getting more challenging? Abstract of presentation shown at 7th edition of GameCamp
Game monetization and promotion in Asia (with focus on Indonesia, Japan, Sout...GameCamp
What you should know once you want to monetize and promote your game in Asian countries (especially in: Indonesia, Japan, South Korea, Taiwan, Malaysia, Vietnam, Singapore and Philippines). How to create content and creatives? Usage of video and video creatives.
Helping ASO and business results with good Vitals, device coverage and high q...GameCamp
What we learnt about Vitals based on hundreds of millions of downloads? How we work to decrease crashes, ANRs. Where we see stronger correlation between Vitals and business results, where we see lower? Presentation based on T-Bull mobile games.
2018 in mobile gaming in retrospective based on AppsFlyer dataGameCamp
2018 in mobile gaming in retrospective. What can we expect in 2019 based on AppsFlyer data? Where did the money go? How are growing different game genres in terms of UA budgets? How budgets were shifting in different games categories? Where the cost of acquisition is going up and where it is going down?
Eric Seufert - GDC 2018 - Succeeding with Licensed IP for Mobile F2P GamesEric Seufert
Succeeding with Licensed IP for Mobile F2P Games
This presentation provides a framework for evaluating IP for use in mobile games. It also provides some guidance for negotiating IP licensing terms.
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert
The document discusses marketing strategies for launching the mobile game Jelly Splash. It describes soft launching the game in Canada to test metrics like retention, virality, and customer acquisition costs. The soft launch was successful, showing strong retention and virality with a low estimated customer acquisition cost of $1.04. This set up a global "trampoline launch" to quickly gain users by aiming for a top chart position, despite the strategy having higher upfront costs than a slower "ladder launch". The document evaluates the costs and risks of different global launch approaches.
The document provides statistics and insights about mobile app usage, gaming apps, and mobile app monetization. Some key points:
- Gaming apps account for over 50% of total app usage, with messaging apps making up 22%
- Popular gaming apps like Clash of Clans generated $51 million in 2012 and $892 million in 2013, with 30 million active users generating $80 million in monthly revenue
- 10% of gaming app users account for 50% of in-app purchases, which range from $3-6
- Game developers need to hold players engaged for at least 2 months before they can start profiting due to costs of user acquisition being higher than average revenue per user initially
China App Index: Foreign Games Win Chinese Hearts, But Not Their Wallets [Nov...WandouLabs
The document summarizes app trends in China from Wandoujia's November 2013 App Index. The top trends include foreign games like Clash of Clans being popular in China but lacking a payment system. MomentCam, a photo editing app from China, saw international success before an English version. Self-discipline apps like I Wanna Sleep that lock phones at bedtime were growing as users address smartphone overuse. The App Index provides data on top new apps and fastest growing apps and games each month from Wandoujia's user base.
Navigating the Three stages of the Mobile Game Marketing LifecycleEric Seufert
The document discusses the three stages of the mobile games marketing lifecycle: the Honeymoon Stage, the Growth Stage, and the Strategy Stage. It describes each stage as follows:
1) The Honeymoon Stage is when the game is new and gets the highest click-through rates from players seeing ads for the first time. Developers must decide whether to aim for maximum reach or leave room for future scaling.
2) The Growth Stage occurs after scaling to the maximum on top channels. It involves increasing channels, team size, roles, and automation to continue growth.
3) The Strategy Stage happens when direct response ads no longer profitably drive sufficient new users. Developers must look to brand attachment, out of home
Game monetization and promotion in Asia (with focus on Indonesia, Japan, Sout...GameCamp
What you should know once you want to monetize and promote your game in Asian countries (especially in: Indonesia, Japan, South Korea, Taiwan, Malaysia, Vietnam, Singapore and Philippines). How to create content and creatives? Usage of video and video creatives.
Helping ASO and business results with good Vitals, device coverage and high q...GameCamp
What we learnt about Vitals based on hundreds of millions of downloads? How we work to decrease crashes, ANRs. Where we see stronger correlation between Vitals and business results, where we see lower? Presentation based on T-Bull mobile games.
2018 in mobile gaming in retrospective based on AppsFlyer dataGameCamp
2018 in mobile gaming in retrospective. What can we expect in 2019 based on AppsFlyer data? Where did the money go? How are growing different game genres in terms of UA budgets? How budgets were shifting in different games categories? Where the cost of acquisition is going up and where it is going down?
Eric Seufert - GDC 2018 - Succeeding with Licensed IP for Mobile F2P GamesEric Seufert
Succeeding with Licensed IP for Mobile F2P Games
This presentation provides a framework for evaluating IP for use in mobile games. It also provides some guidance for negotiating IP licensing terms.
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert
The document discusses marketing strategies for launching the mobile game Jelly Splash. It describes soft launching the game in Canada to test metrics like retention, virality, and customer acquisition costs. The soft launch was successful, showing strong retention and virality with a low estimated customer acquisition cost of $1.04. This set up a global "trampoline launch" to quickly gain users by aiming for a top chart position, despite the strategy having higher upfront costs than a slower "ladder launch". The document evaluates the costs and risks of different global launch approaches.
The document provides statistics and insights about mobile app usage, gaming apps, and mobile app monetization. Some key points:
- Gaming apps account for over 50% of total app usage, with messaging apps making up 22%
- Popular gaming apps like Clash of Clans generated $51 million in 2012 and $892 million in 2013, with 30 million active users generating $80 million in monthly revenue
- 10% of gaming app users account for 50% of in-app purchases, which range from $3-6
- Game developers need to hold players engaged for at least 2 months before they can start profiting due to costs of user acquisition being higher than average revenue per user initially
China App Index: Foreign Games Win Chinese Hearts, But Not Their Wallets [Nov...WandouLabs
The document summarizes app trends in China from Wandoujia's November 2013 App Index. The top trends include foreign games like Clash of Clans being popular in China but lacking a payment system. MomentCam, a photo editing app from China, saw international success before an English version. Self-discipline apps like I Wanna Sleep that lock phones at bedtime were growing as users address smartphone overuse. The App Index provides data on top new apps and fastest growing apps and games each month from Wandoujia's user base.
Navigating the Three stages of the Mobile Game Marketing LifecycleEric Seufert
The document discusses the three stages of the mobile games marketing lifecycle: the Honeymoon Stage, the Growth Stage, and the Strategy Stage. It describes each stage as follows:
1) The Honeymoon Stage is when the game is new and gets the highest click-through rates from players seeing ads for the first time. Developers must decide whether to aim for maximum reach or leave room for future scaling.
2) The Growth Stage occurs after scaling to the maximum on top channels. It involves increasing channels, team size, roles, and automation to continue growth.
3) The Strategy Stage happens when direct response ads no longer profitably drive sufficient new users. Developers must look to brand attachment, out of home
SkyMobi Chinese Mobile Games Market August 2014SkyMobi
Recent reports suggest that the rate of downloads is decreasing in the West, which means higher user acquisition and growth costs. Turn East to next years year's $6 billion market, though you can only succeed if you understand user preferences, technical requirements, and the intricate publishing ecosystem. While developing your game, think “China-First”.
Designed to Win: How to Monetize Users and Enhance Experience in Your Game Vungle
This document discusses strategies for monetizing mobile games through in-app video advertising using permission marketing rather than interruptive ads. It introduces the STARS framework for integrating ads into the natural flow of a game at scenes where players are waiting or during breaks in gameplay. The framework involves using triggers at these scenes to prompt players to view an ad in exchange for rewards that provide social, access, or progression benefits in the game rather than just currency. The goal is to make ads an engaging part of the game experience rather than an interruption.
3 Tactics for UA Success in 2017 and 2018Eric Seufert
- The document outlines 3 strategic growth tactics for mobile app developers in 2017-2018: make video work, ignore the noise around emerging platforms, and focus on attribution modeling rather than direct attribution of individual clicks or installs.
- The first tactic is to invest in video ads and content as video is becoming the dominant format on mobile. The second is to avoid chasing every new platform and instead discern which are hype versus viable long term. The third is to move away from direct attribution and instead focus on understanding the value and profitability of different traffic sources through modeling.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
3 Mobile Marketing Stories for 2016 and BeyondEric Seufert
This document summarizes 3 mobile marketing stories from 2016 and beyond. Story 1 discusses the growth of mobile usage and time spent in apps, driving increased opportunities for rich media mobile advertising. Story 2 notes that television advertising is becoming less relevant as consumers spend more time on mobile, and mobile spending is growing faster. Story 3 explains that the Chinese mobile market is no longer growing rapidly and is increasingly competitive for Western developers due to local giants like Xiaomi.
GDC 2014 Core Games, Real Numbers: Going Cross-Platformemily_greer
Kongregate has been sharing great data on web games for years - now they're launching mobile games and are ready to start sharing iOS and Android numbers as well. Learn how monetization differs by platform, country, and device, what type of CPIs to expect for different kinds of games, and what's most important in making your free-to-play mobile game a success.
The document discusses strategies for building games with longevity and sustainable monetization. It provides data showing that top multiplayer games have highly linear spending curves among both small and big spenders, indicating retention is key. The document recommends focusing on continually adding new content and social features to keep players engaged for many months and years. It also stresses treating all players, buyers and non-buyers, in a fair and respectful manner to build a loyal community.
Mobile App Marketing Trends & Strategies for Asia - ARPU, App Store Rank Data...appsasia
In our research you will find this data per country:
Average ARPU, Market Share and Size, Top Genre's in the Top 25 (iOS & Android), Expected daily downloads and revenue for Top 1, Top 5, Top 10, Top 25 and Top 50 for Google, iOS and iPad.
Countries covered in this research are: Korea, Japan, China, Taiwan, Hong Kong, Singapore, US, UK, Germany & France.
Hopefully this research will help you in your global mobile marketing strategy.
Facebook continues to be a major platform for games, with over 445 million people playing games connected to Facebook daily. The games market is growing, and Facebook provides tools to help developers succeed, including Facebook Login, App Links, Parse, sharing features, App Invites, and analytics. Case studies show features like Facebook Login can increase daily users, payments, and retention rates. Facebook Analytics for Apps also provides free, detailed data and metrics to help developers improve their games.
Irina Tripapina, Head of International Development, myTarget (Mail.ru Group)White Nights Conference
- The Russian mobile market is the 5th largest globally, with 50 million smartphones and growing. The top grossing game developers in Russia are Elex Technology, Supercell, Machine Zone, Wargaming, Tap4fun, IGG, and EA.
- myTarget is an ad serving platform owned by Mail.ru Group, the #1 mobile publisher in Russia. It provides access to Mail.ru's user data and traffic. Case studies showed myTarget was able to achieve CPIs between $1-2 and ROIs over 200% for various mobile games and apps.
- Key tips for success included localizing creative assets, conducting initial in-house testing, proper tracking and analytics, targeting
State of The App Store & Role of Mobile Gaming, 2015 PRIORI DATA
Presentation on the State of the App Store from Pocket Gamer Connect, 2015.
- The relative size of the market
- Role of Games
- Growth in the App Store
- Some observations on what makes Publishers succeed
www.prioridata.com
The Latest Trends in Hyper-Casual Games - GameAnalyticsGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
Using data from our portfolio of 74,000+ mobile games, our CEO, Ioana Hreninciuc, kicked off this event with an industry update, sharing the freshest insights and KPIs for the hyper-casual category, as well as news about our upcoming features.
OK.RU Native Mobile Game Platform for Android. First Results
Нативная мобильная игровая платформа OK.RU на Android. Первые результаты.
(White Nights Conference St. Petersburg 2016)
Monthly Focus: Google Play_Japan_May/June_2014PRIORI DATA
With our Monthly Focus we share a selection of our dataset with the global analyst community. Looking for more detailed information? www.prioridata.com
How to publish Western smartphone games in China -- GDC talk from Yodo1.comWagner Au
How to launch Western iOS and Android games in China, with case studies of Western hit games that have done well there. Tips include: Localize your games with the tastes of Chinese gamers in mind, promote and distribute your games on China's local social networks, and localize your monetization strategy.
with our Monthly Focus we share a selection of our dataset with the global analyst community. Looking for more detailed information? www.prioridata.com
ad:tech ASEAN 2015 - Minimob "Jurassic World 2015" Colin JG Miles
How Smartphones Changed the DNA of Advertising!
A series of metaphors to explain the change from display based advertising to performance based advertising approaches. Almost completely being on Mobile devices. Roughly 4 billion in the World within 5 years! And of course, the change to real-time, last-minute and performance-based models for advertisers; especially as consumers globally change their ways of seeing ads and shopping! The dinosaurs need an upgrade to enjoy this 200 billion dollar industry. Nothing to be afraid of though...
Mariusz Gasiewski: Quo vadis mobile gaming? 2020 overview, predictions for 2021Lviv Startup Club
This document summarizes mobile gaming trends in 2020 and predictions for 2021. It finds that mobile gaming revenue grew substantially in 2020, especially in emerging markets and countries outside Western markets. It predicts that mobile gaming revenue will continue growing significantly and become more concentrated among the top games. It also recommends strategies for developers like focusing on emerging markets, adopting hybrid monetization approaches, and better understanding opportunities around user retention and acquisition.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
SkyMobi Chinese Mobile Games Market August 2014SkyMobi
Recent reports suggest that the rate of downloads is decreasing in the West, which means higher user acquisition and growth costs. Turn East to next years year's $6 billion market, though you can only succeed if you understand user preferences, technical requirements, and the intricate publishing ecosystem. While developing your game, think “China-First”.
Designed to Win: How to Monetize Users and Enhance Experience in Your Game Vungle
This document discusses strategies for monetizing mobile games through in-app video advertising using permission marketing rather than interruptive ads. It introduces the STARS framework for integrating ads into the natural flow of a game at scenes where players are waiting or during breaks in gameplay. The framework involves using triggers at these scenes to prompt players to view an ad in exchange for rewards that provide social, access, or progression benefits in the game rather than just currency. The goal is to make ads an engaging part of the game experience rather than an interruption.
3 Tactics for UA Success in 2017 and 2018Eric Seufert
- The document outlines 3 strategic growth tactics for mobile app developers in 2017-2018: make video work, ignore the noise around emerging platforms, and focus on attribution modeling rather than direct attribution of individual clicks or installs.
- The first tactic is to invest in video ads and content as video is becoming the dominant format on mobile. The second is to avoid chasing every new platform and instead discern which are hype versus viable long term. The third is to move away from direct attribution and instead focus on understanding the value and profitability of different traffic sources through modeling.
This is a presentation I gave on October 11, 2014 in Kuala Lumpur, at the inaugural Goinnovate event (organized by Malaysian media conglomerate Astro).
3 Mobile Marketing Stories for 2016 and BeyondEric Seufert
This document summarizes 3 mobile marketing stories from 2016 and beyond. Story 1 discusses the growth of mobile usage and time spent in apps, driving increased opportunities for rich media mobile advertising. Story 2 notes that television advertising is becoming less relevant as consumers spend more time on mobile, and mobile spending is growing faster. Story 3 explains that the Chinese mobile market is no longer growing rapidly and is increasingly competitive for Western developers due to local giants like Xiaomi.
GDC 2014 Core Games, Real Numbers: Going Cross-Platformemily_greer
Kongregate has been sharing great data on web games for years - now they're launching mobile games and are ready to start sharing iOS and Android numbers as well. Learn how monetization differs by platform, country, and device, what type of CPIs to expect for different kinds of games, and what's most important in making your free-to-play mobile game a success.
The document discusses strategies for building games with longevity and sustainable monetization. It provides data showing that top multiplayer games have highly linear spending curves among both small and big spenders, indicating retention is key. The document recommends focusing on continually adding new content and social features to keep players engaged for many months and years. It also stresses treating all players, buyers and non-buyers, in a fair and respectful manner to build a loyal community.
Mobile App Marketing Trends & Strategies for Asia - ARPU, App Store Rank Data...appsasia
In our research you will find this data per country:
Average ARPU, Market Share and Size, Top Genre's in the Top 25 (iOS & Android), Expected daily downloads and revenue for Top 1, Top 5, Top 10, Top 25 and Top 50 for Google, iOS and iPad.
Countries covered in this research are: Korea, Japan, China, Taiwan, Hong Kong, Singapore, US, UK, Germany & France.
Hopefully this research will help you in your global mobile marketing strategy.
Facebook continues to be a major platform for games, with over 445 million people playing games connected to Facebook daily. The games market is growing, and Facebook provides tools to help developers succeed, including Facebook Login, App Links, Parse, sharing features, App Invites, and analytics. Case studies show features like Facebook Login can increase daily users, payments, and retention rates. Facebook Analytics for Apps also provides free, detailed data and metrics to help developers improve their games.
Irina Tripapina, Head of International Development, myTarget (Mail.ru Group)White Nights Conference
- The Russian mobile market is the 5th largest globally, with 50 million smartphones and growing. The top grossing game developers in Russia are Elex Technology, Supercell, Machine Zone, Wargaming, Tap4fun, IGG, and EA.
- myTarget is an ad serving platform owned by Mail.ru Group, the #1 mobile publisher in Russia. It provides access to Mail.ru's user data and traffic. Case studies showed myTarget was able to achieve CPIs between $1-2 and ROIs over 200% for various mobile games and apps.
- Key tips for success included localizing creative assets, conducting initial in-house testing, proper tracking and analytics, targeting
State of The App Store & Role of Mobile Gaming, 2015 PRIORI DATA
Presentation on the State of the App Store from Pocket Gamer Connect, 2015.
- The relative size of the market
- Role of Games
- Growth in the App Store
- Some observations on what makes Publishers succeed
www.prioridata.com
The Latest Trends in Hyper-Casual Games - GameAnalyticsGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
Using data from our portfolio of 74,000+ mobile games, our CEO, Ioana Hreninciuc, kicked off this event with an industry update, sharing the freshest insights and KPIs for the hyper-casual category, as well as news about our upcoming features.
OK.RU Native Mobile Game Platform for Android. First Results
Нативная мобильная игровая платформа OK.RU на Android. Первые результаты.
(White Nights Conference St. Petersburg 2016)
Monthly Focus: Google Play_Japan_May/June_2014PRIORI DATA
With our Monthly Focus we share a selection of our dataset with the global analyst community. Looking for more detailed information? www.prioridata.com
How to publish Western smartphone games in China -- GDC talk from Yodo1.comWagner Au
How to launch Western iOS and Android games in China, with case studies of Western hit games that have done well there. Tips include: Localize your games with the tastes of Chinese gamers in mind, promote and distribute your games on China's local social networks, and localize your monetization strategy.
with our Monthly Focus we share a selection of our dataset with the global analyst community. Looking for more detailed information? www.prioridata.com
ad:tech ASEAN 2015 - Minimob "Jurassic World 2015" Colin JG Miles
How Smartphones Changed the DNA of Advertising!
A series of metaphors to explain the change from display based advertising to performance based advertising approaches. Almost completely being on Mobile devices. Roughly 4 billion in the World within 5 years! And of course, the change to real-time, last-minute and performance-based models for advertisers; especially as consumers globally change their ways of seeing ads and shopping! The dinosaurs need an upgrade to enjoy this 200 billion dollar industry. Nothing to be afraid of though...
Mariusz Gasiewski: Quo vadis mobile gaming? 2020 overview, predictions for 2021Lviv Startup Club
This document summarizes mobile gaming trends in 2020 and predictions for 2021. It finds that mobile gaming revenue grew substantially in 2020, especially in emerging markets and countries outside Western markets. It predicts that mobile gaming revenue will continue growing significantly and become more concentrated among the top games. It also recommends strategies for developers like focusing on emerging markets, adopting hybrid monetization approaches, and better understanding opportunities around user retention and acquisition.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Growth trends in mobile gaming based on the dataGameCamp
What Growth trends can we see in different gaming genres and in different countries? How Organic and Paid is behaving in Growth? Based on the Google and industry data. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
The document discusses monetization strategies for mobile games on iOS and Android platforms. It provides an overview of the growth of smartphones and tablets by operating system from 2010 to 2015. It then covers the major revenue models for mobile games including paid downloads, freemium, free-to-play, and advertising. The document outlines the pros and cons of each model and provides examples of successfully monetized mobile games. It emphasizes testing multiple monetization strategies and committing to long-term support of games to maximize revenue over time.
The document discusses the changing global games market and opportunities across different screens. It notes that games are now played on multiple screens, often free-to-play with in-game purchases, and treated as ongoing services. This requires companies to adapt business models and organizations. Emerging markets are major drivers of growth, though mature markets still generate most revenue. The games industry is increasingly global and competitive.
Mobile Games - New frontier of the business to boost and monitoring your pote...Cristian Salaris
Bitbuu Games has thought of a solution that allows partners and itself to obtain revenues from in-app purchases and from advertising mediation in order to fully offset the costs incurred for the creation of the video game by Bitbuu Games and the advertising campaigns by the partner.
The system consists in the partner allocating an advertising budget to the game that will be used to quickly scale the ranking of the App Store through ``boost``, the latter will generate an ``Organic Uplift`` effect or a number of organic downloads as a result.
The allocation for an initial minimum number of downloads is in fact able to generate a high volume of organic traffic in the following weeks
Data and the Future of Gaming Post COVIDData Con LA
Data Con LA 2020
Description
Given the lock down, consumption for gaming has increased dramatically across the world. We see major changes in how data is used in running the game, marketing the game, and monetizing gameplay.
*Size of gaming and how behaviors have changed since COVID
*Data it's role of games as a service games (in game telemetry)
*What are people playing around the world during lock down and what does it say about them?
*How data is used for marketing and how does it translate to in game
Speaker
Kunny Berdow, Google, Principal Analytical Lead
This document summarizes a mobile game engagement and rewards platform called giip. It aims to help mobile game developers engage players in new ways through innovative online experiences paired with real rewards for virtual achievements. The platform connects game players, publishers, and consumer brands to generate revenue through mobile advertising and provision fees from affiliated deals. It believes this model can address industry challenges around user engagement, monetization, and player retention in mobile gaming.
Duelo is developing a social sports betting application that allows users to make bets directly with each other through challenges and contests, removing the need for traditional bookies or sportsbooks. The application launched in early 2019 and has surpassed 10,000 users, with plans to expand betting functionality and monetization through in-app purchases and subscriptions. Duelo believes it has a first mover advantage in the growing online sports betting market and outlines strategies for user acquisition, partnerships, and a potential acquisition by larger gaming companies.
Gamesbond.in is a brand focused marketplace for an avid range of the best games. 100% Curated to make it an exclusive gaming destination for android users. Gamesbond is not only an app store but will also become a gaming community to keep gamers engaged with the product.
The Duelo application is a social sports betting platform that allows users to bet against each other on daily fantasy and traditional sports without relying on traditional bookies or sportsbooks. It connects users through a social marketplace to take opposite sides of bets. The company aims to make sports betting simple, social, and profitable through their mobile-first platform and a freemium model with in-app purchases and subscriptions. They have seen early traction with over 10,000 users and the launch of their iOS app.
The objective to make profits from games can be easily materialized with the acquisition of advanced game development services. When developing bankable games, focusing on the latest trends will be much beneficial. This document describes some of them.
The document discusses trends in the global mobile gaming market from 2012-2016. It finds that the market is growing rapidly, fueled by more players and payers as well as higher average spending per gamer. The mobile gaming market is expected to double in size by 2016 to $23.9 billion, with tablet gaming revenue growing 400% in that period. Growth is driven by the rise of multi-platform access across devices and the adoption of free-to-play business models that provide continuous value to users.
The document discusses trends in the global mobile gaming market from 2012-2016. It finds that the market is growing rapidly, fueled by an increasing number of players, payers, and average spending per gamer. The mobile gaming market is expected to double in size by 2016 to $23.9 billion, with tablet gaming revenue growing 400% in that period. Growth is driven by the rise of multi-platform access across devices and the transition to free-to-play business models that provide continuous service to gamers.
Human: Thank you for the summary. Can you provide a shorter summary in 2 sentences or less?
Quinton Delpéche gave a presentation on game development at Star Con 2017. He introduced Gobbo Games, an independent game studio he founded in South Africa. He discussed getting started with the Unreal Engine game development platform and provided a demo. He explained concepts like gamification and how it can be applied. He showcased a virtual training simulator called Hollywood Life that was developed for Star Factory using gamification principles. Finally, he discussed the current state and opportunities for game development in South Africa and globally, noting the rise of mobile gaming revenues.
App Annie: The State of Mobile Games in 2017krystinedinh
Gaming is a main driver of the app economy, generating $6 billion in revenue in select markets in 2017. Honour of Kings, a popular game from Tencent, was the most used game globally in Q4 2017 and saw much of its success from users in China. The Lineage franchise also found success on mobile in 2017 with Lineage 2 Revolution and Lineage M, which were two of the only new releases to make the top 10 highest grossing games worldwide. The full report from App Annie contains further insights into trends in mobile games, rankings of top apps, and analysis of video streaming, cryptocurrency, and ride-sharing apps.
Mobile Game Asia 2015 Ho Chi Minh City: Mobile game market in IndiaGameLandVN
Bài chia sẻ của ông Venkatesh C.R. đến từ Dot Com Infoway về chủ đề "Thị trường trò chơi di động Ấn Độ" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Mobile Game Asia 2015 Ho Chi Minh City: Mobile game market in IndiaHai Mai Thanh
Bài chia sẻ của ông Venkatesh C.R. đến từ Dot Com Infoway về chủ đề "Thị trường trò chơi di động Ấn Độ" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
Which markets you should focus on in mobile gaming? Where is the highest LTV versus CPI. Based on Google data. Abstract from presentation from 7th edition of GameCamp
Semelhante a Monetisation trends based on the data (20)
Practical approach to creative testing and creative optimisation at Google UA...GameCamp
This document provides best practices for optimizing mobile game creatives on Google Ads. It discusses identifying the best performing placements like AdMob, display, YouTube, and search. It also discusses targeting the audience by focusing creatives on core gameplay or genre. Creative testing should be done in separate ad groups to see performance in different networks before moving top performers to evergreen ad groups. Frequency of creative uploads and removing low performers after 7-14 days is recommended. Insights from universal app campaigns can also be applied to optimize across different networks.
Creativity and science behind creative testing. creative testing framework an...GameCamp
Presentation of Claire Rozain (from Product Madness) delivered at one of GameCamp webinars dedicated to Creative testing and optimisation (www.gamecamp.io).
How to combine creative and data approach in creative testing? How to make it as the process and learning loop and not one-off? Presentation based on examples and learnings from different campaigns and traffic sources.
Blog of Claire Rozain: https://ClaireRozain.fr.
How to boost your ASO with data analytics?GameCamp
Presenation of Marek Pasieczny from Gamesture at ASO GameCamp webinar.
No matter if you optimize your paid or organic traffic, even simple data analysis is a must in today's world of App Store Optimization. The best conclusions come from the most creative approaches, i.e. those that allows you to save some time and make the right decisions. I'll give you 3 examples of ASO data analytics in practice.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Building the BI system and analytics capabilities at the company based on Rea...GameCamp
Building the BI system and analytics capabilities at the company. How we built it and grew its capabilities?
How we developed our analytics capabilities? What was easy, what was more difficult. Preparation, process step by step. Presentation from GameCamp webinar: http://www.gamecamp.io/events/webinar-growing-measurement-capabilities-of-gaming-and-apps-company/
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleGameCamp
This document discusses key performance indicators (KPIs) and ad-hoc analyses at the data and analytics department of a company. It outlines the main KPIs such as revenue, retention, and advertising metrics that are important for monitoring. It also describes how ad-hoc analyses are conducted for issues like product support, data anomalies, and app crashes. Regular monitoring of KPIs and conducting relevant ad-hoc analyses are important for optimizing products and addressing issues.
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Scaling UA activity - the challenges of growthGameCamp
What to look out for when trying to scale up the user acquisition. What metrics to choose, how to approach this topic, what to measure and how to decide if we are successful or not. Presentation run by Lukasz Kwiecien, Head of Marketing of Gamesture at 8th edition of GameCamp (www.GameCamp.io).
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.GameCamp
To have a sustainable, repeatable and balanced Acquisition Strategy you’ll need to think of it as system of compounding loops. And although the Paid Acquisition loop (UA) is crucial part of it, ignoring the Organic Acquisition loop (ASO) might mean the difference between a game that generates 7-figures or 8-figures revenue per year. Presentation based on examples and case studies. Presentation delivered by Erik Hegely, Head of Growth of Pixel Federation at 8th edition of GameCamp (www.GameCamp.io).
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Using Data Science for Behavioural Game DesignGameCamp
In this talk, the speaker shows how data science and behavioral science can help to design better games, increase retention, and in-app purchases, and achieve viral growth. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...GameCamp
GameAnalytics shares global gaming trends surfaced from the Benchmarks+ platform. Their analysis spans more than 88,000 games, 150 million transactions, 1.2 billion players and 16 billion sessions on average each month - with performance insights dating back to 2016. Expect to learn the latest industry trends for core engagement and monetization KPIs like retention, session length, ARPPU and conversion across all major genres and sub-genres, now including aggregated insights for the top 5%, 10%, and 20% of market performance. This is one of the most detailed pieces of gaming analysis currently available for developers, studios and publishers of all shapes and sizes.
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
From simple user segmentation to a complex interconnected system, we will follow Crazy Panda`s progress in developing personalized monetization. The key message of the session is not only about when or who to show those offers to, but also about how to make them truly personal. Presentation delivered by Ivan Kozyev, Head of Analytics of Crazy Panda at 8th edition of GameCamp (www.GameCamp.io).
Building cost-effective mobile product & marketing app analytics based on GCP...GameCamp
Ever wondered whether it makes sense for your company to build your own app analytics stack? This session will feature a case study about us doing just that, using tools like Google Firebase, BigQuery, and Data Studio. Martin Jelinek guided the audience through the whole process, including the initial decision making (why we chose to build, what tools to use), execution (events and metrics definitions, implementation and testing, cost control), and a final evaluation of pros and cons of such an approach & our learnings. Presentation run by Martin Jelinek (www.appagent.co) at 8th edition of GameCamp (www.gamecamp.io)
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...GameCamp
Session about experience of Creative Mobile in A/B testing game creatives on Google Play with their mobile title ZooCraft: Animal Family. Optimization Tips and Tricks for Early 2020 and ASO loop as they see in their company. Presentation delivered by Denis Larionov and Serg Kharchenko at 8th edition of GameCamp (www.gamecamp.io).
How to create good BI for UA activities? How we did it at Pixel Federation? How we structure our systems and our teams? What we can say based on our experience? Presentation run by Michal Grno at 8th edition of GameCamp (www.gamecamp.io).
Enabling the growth of the game through performance marketing in 2020GameCamp
Every year performance marketing is changing and with it, growth strategies. This session covers in this topic, at the beginning some of the general rules in today's market and how to grow a game profitably through performance marketing channels and what are the most important metrics to keep in mind. In the next part, we will connect those growth metrics with signals which can be given to the Product/Game teams to help make good decisions. Presentation is be based on activities that Nordeus is doing to achieve such goals. Presentation delivered by Andrej Kugonic at 8th edition of GameCamp (www.GameCamp.io)
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
LTV measurement and multi-touch attributionGameCamp
Can multi touch attribution models help you increase the LTV of your campaigns? How should you split the credit for revenue generated by users who saw multiple ads? What is easy what is more difficult?
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What is happening in:
● mobile gaming monetisation
● gaming genres
● monetisation in different countries
● types of monetisation
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Source: Appannie, Global iOS & Play Gaming iAP Revenue
Mid-sized studios are increasing their share of total iAP spend
Share of revenue coming
from specific segment of
mobile gaming studios
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Source: AppAnnie, 2017-1019 (2019 estimated)
Revenue of top games
(Google Play, US, 2017 - 2019)
>100M
>50M
>10M
>5M
>1M
>0,5M
3
3
8
13
85
100
130
164
397
511
629
796
Year 2017
Year 2018
Year 2019
777
505
180
109
17
4
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Summary
● There is room for middle-size studios
● Reach matters in mobile gaming
● Look for alternatives for US
● Explore opportunities of hybrid monetisation