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).
The evolution of tracking incrementality in gaming. Case study for mobile mar...GameCamp
Evolution of tracking incrementality from PSA to continuous uplift tracking. Why retargeting in Gaming is challenging. Calculating retargeting effects. How to approach mobile retargeting?
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).
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
Advanced approach to Google Universal App campaigns.GameCamp
How to use Google Universal App campaigns for gaming users acquisition? What are tips and tricks that help you manage campaigns effectively? How to structure activities for different game genres?
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).
Ad monetization: What we learned from our 700+ apps & gamesGameCamp
Learnings from many tests and iteration of ad moentisation approaches. Which ad placements do work, which ones did not work? How to monetise different types of games?
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.
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).
The evolution of tracking incrementality in gaming. Case study for mobile mar...GameCamp
Evolution of tracking incrementality from PSA to continuous uplift tracking. Why retargeting in Gaming is challenging. Calculating retargeting effects. How to approach mobile retargeting?
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).
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
Advanced approach to Google Universal App campaigns.GameCamp
How to use Google Universal App campaigns for gaming users acquisition? What are tips and tricks that help you manage campaigns effectively? How to structure activities for different game genres?
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).
Ad monetization: What we learned from our 700+ apps & gamesGameCamp
Learnings from many tests and iteration of ad moentisation approaches. Which ad placements do work, which ones did not work? How to monetise different types of games?
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.
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).
Ad LTV in mobile gaming: deep dive into industryGameCamp
What is the situation in Ad LTV right now, what is a good benchmark for mobile game today? Data based on analyzing unique and granular data collected over a period of months and based on billions of in-app ad impressions. What are good and bad best practices looking at games from many genres? What is must have and what is nice to have? What should be most important for smaller company, what should be the focus for bigger organisation?
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
LTV from Ads. Challenge and solution: Huuuge Games and Tap Tap Games exampleGameCamp
How to work with LTV measurement from ads? How to measure effectiveness of campaigns for games monetised via ads?Presentation based on Huuuge Games example and the system they built.
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).
User acquisition in mobile gaming: where do i start?GameCamp
How to start working with user acquisition in mobile gaming? Which topics do you need to focus on at the beginning? How it looks like for different mobile genres? Mobile attribution, fraud detection.
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
Playable ads. How to make it right and what mistakes to avoid?GameCamp
Tim Shepherd presented 5 things they learned about playable ads from developing them at Wooga. They found that:
1. Playable ads are more complex to produce than initially assumed and require a diverse set of skills across games, marketing, and analytics.
2. Players are not inherently enthusiastic about playable ads and require convincing design to engage with them.
3. Playable ads require a new development pipeline compared to traditional mini-games, with different production tools, skills, and teams needed.
4. Publishing playable ads is more complicated than one-click, with different requirements across platforms and metrics to track.
5. Operating playable ads successfully requires analyzing new metrics like in-game retention and
Google play instant - impact on games KPIs. InnoGames case studyGameCamp
How Google Play Instant technology could impact your games KPIs. Is this really a golden solution? Based on real data from internal and clients projects. Experience coming from InnoGames case study
A/B testing in Firebase. Intermediate and advanced approachGameCamp
Intermediate and advanced use cases for A/B tests using Firebase. Monetisation and developments tests. How to do it right? Where Firebase can be especially helpful, where it can be not enough?
What kind of creatives do work in different gaming categories, which creative...GameCamp
We tested over 3,000 ads for 30 apps and learned the following:
Our process involves testing different ad concepts and creatives to find the ones that perform best, then building on those findings to optimize the top performers. We test 5 new ads each week and use the most effective creative and audience to scale ad spend. We segmented the ads by concept and execution type, including concepts like question/challenge, progression, and statement, and execution types like native, simple, complex, and influencer.
A/B testing of ad monetisation based on experience from Outfit7 tests (9 billions+ downloads). Which aspects of ad monentisation are easier to test which ones are more difficult? How to look for hypothesis, ideas to test? Which points you should start A/B testing. Which ones require more resources, which ones require less. What kind of improvements can we expect?
Rewarded ads: good and bad approaches. How we approach rewards ads to increas...GameCamp
Rewarded ads are one of hottest topics in mobile gaming industry. They can bring additional stream of revenue, although they can destroy the gameplay too. How to do it well? Presentation based on examples.
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?
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
Effective A/B testing with Firebase. HuuugeGame exampleGameCamp
This document summarizes how to effectively test A/B applications using Firebase. It presents examples and case studies from real games. Tools used include the Unity 3D game engine for client development and Firebase for the server. The document discusses what types of game aspects can be tested, such as gameplay, UX, business models, and provides two case studies comparing setups focused on retention/networks versus monetization. It demonstrates how Firebase can be used to configure different experiment variations and provides examples of ad placement, mechanics, and interface tests.
Using data and different measurement approaches to understand incrementality...GameCamp
How should you measure your retargeting campaigns correctly? Retargeting statistics and trends in mobile gaming How can you use attribution data to measure incrementality? When should you stop? How based on data understand if your players got annoyed about retargeting already?
What you should change in your adLTV monetisation strategy?GameCamp
Learnings coming from 2018 benchmarks and working with sophisticated gaming clients. What things you should take into consideration thinking about ad monetisation in 2019? What is important, what is not important in ad monetisation?
Game On: Pro Tips and Winning Strategies for Conquering Gaming App MarketingTUNE
Mobile gaming is sky-rocketing by millions of players each year, with more than 180 million gamers in 2016 already. This presentation unveils tips and tricks of mobile gaming mastery, straight from the pros: Christian Calderon, Chief Revenue Officer of Ketchapp; Greg Dale, Product Marketing Manager at Chartboost; and Tim O’Neil, Global Head of Mobile Gaming at TUNE. Whether you are a game developer or marketer, check it out to learn:
- Simple techniques to acquire new users
- How to make your app stand out among other mobile games
- Effective ways to engage and re-engage your audience
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
Publishers, investors and partners: do you need them? This is a question every independent developer faces when deciding whether or not to self-publish. What do you give up and what do you get in return in each scenario? In the past the publisher was the gateway to the marketplace, but today anyone can publish a game by themselves. This talk will explore the financing and publishing options available to independent developers today, covering traditional publishers, investors, strategic partners and self-funding options such as Kickstarter. Each one offers different benefits and resources, from capital, to marketing and analytics, to strategic relationships with platform owners. This session will give you a better understanding of the modern publishing landscape and arm you with the tools to evaluate your options, ask the right questions and come to the decision that's best for your company
iBidGames is developing a social auction app where users can bid against friends to win items at deep discounts. The app utilizes Facebook login for authentication and plans to advertise through Facebook and Pandora. Based on a successful beta test that gained 20,000 users and $5,000 in revenue, the company projects $630 million in annual revenue within two years of launch. iBidGames is seeking a $2 million investment to fund marketing and development of iOS and Android apps.
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).
Ad LTV in mobile gaming: deep dive into industryGameCamp
What is the situation in Ad LTV right now, what is a good benchmark for mobile game today? Data based on analyzing unique and granular data collected over a period of months and based on billions of in-app ad impressions. What are good and bad best practices looking at games from many genres? What is must have and what is nice to have? What should be most important for smaller company, what should be the focus for bigger organisation?
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
LTV from Ads. Challenge and solution: Huuuge Games and Tap Tap Games exampleGameCamp
How to work with LTV measurement from ads? How to measure effectiveness of campaigns for games monetised via ads?Presentation based on Huuuge Games example and the system they built.
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).
User acquisition in mobile gaming: where do i start?GameCamp
How to start working with user acquisition in mobile gaming? Which topics do you need to focus on at the beginning? How it looks like for different mobile genres? Mobile attribution, fraud detection.
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
Playable ads. How to make it right and what mistakes to avoid?GameCamp
Tim Shepherd presented 5 things they learned about playable ads from developing them at Wooga. They found that:
1. Playable ads are more complex to produce than initially assumed and require a diverse set of skills across games, marketing, and analytics.
2. Players are not inherently enthusiastic about playable ads and require convincing design to engage with them.
3. Playable ads require a new development pipeline compared to traditional mini-games, with different production tools, skills, and teams needed.
4. Publishing playable ads is more complicated than one-click, with different requirements across platforms and metrics to track.
5. Operating playable ads successfully requires analyzing new metrics like in-game retention and
Google play instant - impact on games KPIs. InnoGames case studyGameCamp
How Google Play Instant technology could impact your games KPIs. Is this really a golden solution? Based on real data from internal and clients projects. Experience coming from InnoGames case study
A/B testing in Firebase. Intermediate and advanced approachGameCamp
Intermediate and advanced use cases for A/B tests using Firebase. Monetisation and developments tests. How to do it right? Where Firebase can be especially helpful, where it can be not enough?
What kind of creatives do work in different gaming categories, which creative...GameCamp
We tested over 3,000 ads for 30 apps and learned the following:
Our process involves testing different ad concepts and creatives to find the ones that perform best, then building on those findings to optimize the top performers. We test 5 new ads each week and use the most effective creative and audience to scale ad spend. We segmented the ads by concept and execution type, including concepts like question/challenge, progression, and statement, and execution types like native, simple, complex, and influencer.
A/B testing of ad monetisation based on experience from Outfit7 tests (9 billions+ downloads). Which aspects of ad monentisation are easier to test which ones are more difficult? How to look for hypothesis, ideas to test? Which points you should start A/B testing. Which ones require more resources, which ones require less. What kind of improvements can we expect?
Rewarded ads: good and bad approaches. How we approach rewards ads to increas...GameCamp
Rewarded ads are one of hottest topics in mobile gaming industry. They can bring additional stream of revenue, although they can destroy the gameplay too. How to do it well? Presentation based on examples.
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?
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
Effective A/B testing with Firebase. HuuugeGame exampleGameCamp
This document summarizes how to effectively test A/B applications using Firebase. It presents examples and case studies from real games. Tools used include the Unity 3D game engine for client development and Firebase for the server. The document discusses what types of game aspects can be tested, such as gameplay, UX, business models, and provides two case studies comparing setups focused on retention/networks versus monetization. It demonstrates how Firebase can be used to configure different experiment variations and provides examples of ad placement, mechanics, and interface tests.
Using data and different measurement approaches to understand incrementality...GameCamp
How should you measure your retargeting campaigns correctly? Retargeting statistics and trends in mobile gaming How can you use attribution data to measure incrementality? When should you stop? How based on data understand if your players got annoyed about retargeting already?
What you should change in your adLTV monetisation strategy?GameCamp
Learnings coming from 2018 benchmarks and working with sophisticated gaming clients. What things you should take into consideration thinking about ad monetisation in 2019? What is important, what is not important in ad monetisation?
Game On: Pro Tips and Winning Strategies for Conquering Gaming App MarketingTUNE
Mobile gaming is sky-rocketing by millions of players each year, with more than 180 million gamers in 2016 already. This presentation unveils tips and tricks of mobile gaming mastery, straight from the pros: Christian Calderon, Chief Revenue Officer of Ketchapp; Greg Dale, Product Marketing Manager at Chartboost; and Tim O’Neil, Global Head of Mobile Gaming at TUNE. Whether you are a game developer or marketer, check it out to learn:
- Simple techniques to acquire new users
- How to make your app stand out among other mobile games
- Effective ways to engage and re-engage your audience
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
Publishers, investors and partners: do you need them? This is a question every independent developer faces when deciding whether or not to self-publish. What do you give up and what do you get in return in each scenario? In the past the publisher was the gateway to the marketplace, but today anyone can publish a game by themselves. This talk will explore the financing and publishing options available to independent developers today, covering traditional publishers, investors, strategic partners and self-funding options such as Kickstarter. Each one offers different benefits and resources, from capital, to marketing and analytics, to strategic relationships with platform owners. This session will give you a better understanding of the modern publishing landscape and arm you with the tools to evaluate your options, ask the right questions and come to the decision that's best for your company
iBidGames is developing a social auction app where users can bid against friends to win items at deep discounts. The app utilizes Facebook login for authentication and plans to advertise through Facebook and Pandora. Based on a successful beta test that gained 20,000 users and $5,000 in revenue, the company projects $630 million in annual revenue within two years of launch. iBidGames is seeking a $2 million investment to fund marketing and development of iOS and Android apps.
Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independe...Tilting Point
This document provides advice for independent game developers on whether to self-publish or partner with a publisher. It discusses how the industry has changed with digital distribution, lowering development and marketing costs. However, going alone is still challenging due to rising production values, user acquisition costs, and difficulty standing out. Developers have more options like bootstrapping, crowdfunding, incubators/accelerators, publishers/partners, and should consider factors like funding needs, creative control, and fit when choosing a partner. Partners can provide full support services without losing ownership.
Креатив - король! Почему мислиды так популярны? / Сергей Рябов (AdSide Media)DevGAMM Conference
Поговорим о разных подходах в создании креативов, которые работают прямо сейчас, и подробнее остановимся на мислидах. Как тестировать креативы с минимумом затрат и сколько креативов вам нужно на этапе масштабирования.
The Business DNA Pyramid for Game-changers: "Don't Just Improve. Change the G...Rod King, Ph.D.
The document discusses the Business DNA Pyramid framework for developing a game-changing organization. It presents the pyramid with the vision, strategy, and product at the top as the key questions to answer. The rest of the pyramid involves determining the customer problem and developing the mission, values, and culture to support a disruptive approach that changes existing industry conventions. Examples are provided of how Google and a hypothetical VisionaryD.com would apply the pyramid framework.
This document discusses strategies for acquiring users for crypto gaming projects. It begins by providing background on the CEO and her experience. It then compares traditional gaming to crypto gaming in terms of market size and search interest. The document identifies key audiences for crypto gaming as those interested in collectibles, card games, gambling, and other genres. It also profiles the typical crypto gamer. The rest of the document provides recommendations for acquiring users, including solving gamers' problems, simplifying onboarding, and using videos, influencers, and social media. It also stresses the importance of referral programs for user retention and growth.
How Accurate Holistic User-Level LTV is Changing Everything | Shalom Michaeli...Jessica Tams
1) Accurately measuring how much revenue each mobile app user generates through advertising has been difficult due to the complex mediation stacks that make attributing revenues to specific users challenging.
2) Fyber's FairBid technology aims to address this issue by flattening the mediation waterfall and enabling all ad networks and demand partners to compete simultaneously in a transparent auction, while also providing impression-level revenue data to app developers.
3) With more accurate user-level lifetime value data, app companies can better optimize user acquisition, retention, and monetization through targeted features such as anti-churn programs, cross-promotion, and dynamic ad logic/bidding.
This document discusses using mobile games, or "advergames", as an innovative way to advertise brands. It notes some problems with traditional advertising mediums, such as ads not being remembered for long and being seen as interruptions. The document then introduces dMobi Adver, which creates customized mobile games promoting brands. These games are seen as more engaging and interactive than traditional ads. Metrics like user demographics and behaviors can be deeply analyzed. Once created, advergames run for a long time. Examples and mockups of potential advergames for different brands like shoes and makeup are provided. The document shares details about the studio creating these games, such as their team's experience and currently published titles. It positions adver
Clicker Cadences: Limited Time Event Design in Idle Games | Drew LevinJessica Tams
This document discusses strategies for designing successful idle games and limited time events within those games. It provides examples from Kongregate's idle games AdVenture Capitalist, Pocket Politics, and Office Space to illustrate design patterns around core gameplay loops, unlock systems, offline progression, events, leaderboards, character systems, and monetization strategies that increased player engagement and spending. Overall, the document advocates for event designs that introduce new puzzles and strategic options to motivate player behavior and drive lifts in key performance indicators.
Ray Flame Entertainment is an online MMO-browser game publisher located in Los Angeles, California with branches in China. Our current titles are Lords and Evil, Heroes of Gaia, Heroes of Kung Fu and etc.
Learn how to market your indie game with little to no money, tips and tricks for getting press coverage and the best ways to engage with and create fans! Handout links below!!!
3 hour class with Jack Dalrymple from Cap And Cut http://capandcut.com and Albino Lullaby http://albinolullaby.com for Playcrafting Boston http://www.playcrafting.com, with presentation slides edited in.
Handouts
Presentation Slides: http://bit.ly/vgamemarketingslides
Film Production Handout: http://bit.ly/FlimProductionHandout
Game Marketing Checklist: http://bit.ly/IndieDevMarketingChecklist
Press Release Handout: http://bit.ly/PRhandout
Press Release Sample: http://bit.ly/PRsample
Class Description
Game industry veteran Jack Dalrymple gives an insider look at marketing video games, best practices for engaging through social media and tips and tricks on getting press coverage. With in-depth evaluation of how games are marketing at AAA companies and how to best market your Indie game with little to no money.
The class starts with the basics basic marketing principles, the difference between brand and marketing and leads into marketing specifically related to video games. Then with social media, you will learn how to best engage with fans and get fresh eyes on your game. With PR you will learn how put together a press kit, write a press release and the best approach trying to get editorial coverage. This is followed by an in-depth look at AAA practices and the difference between marketing in AAA and Indie. The class ends with a detailed look at the most important content for marketing your game, the trailer. Including tools that can be used to make your own trailers, the story arc, the trailer arc, the process, tips and tricks for making high quality with a limited budget and final delivery.
You can have the best video game, but without good marketing, it will be nearly impossible to find. There is a learning curve to marketing, PR and social media and the lessons don’t need to be learned through field testing, which can be detrimental to your games success.
YouTuber and Twitcher Lists Discussed in Class:
Good YouTuber List: http://videogamecaster.com
Amazing YouTuber List: http://youtubers.brightside-games.com
Amazing Twitcher List: http://tinybuild.com/twitch
Always Check Realtime View Potentials for the Indie Twitter Hashtags:
#indiedev: https://ritetag.com/best-hashtags-for...
#gamedev: https://ritetag.com/best-hashtags-for...
#indiegamedev: https://ritetag.com/best-hashtags-for...
About the Instructor
Jack Dalrymple is an industry veteran at producing trailers and marketing games, Cinematics Director at Bit Fry, Senior Vice President of Marketing at Ape Law, and owner of Cap and Cut a Boston based trailer house and creative design studio. As Lead Editor and Technical Director at WB Games’ Turbine Studio from 2004 to 2014, he developed and edited more than $10 million in marketing trailers and ingame cutscene
The document discusses important considerations for entering a new market, including estimating the size of the target market, understanding the type of market (existing, new, or mature), and designing an effective market entry strategy. It emphasizes the importance of targeting a large market, developing a differentiating product or solution, and having a clear understanding of customers, competition, and viability. Effective market estimation techniques include reviewing published sources, analyzing competitors, and making educated guesses. A successful strategy also addresses customers, company strengths/weaknesses, competition, pricing, promotion, and positioning the product as a solution to an important problem.
Your successful launch with Google AC / Daria Bogdanova (Google)DevGAMM Conference
In this presentation Daria will cover the key success factors of launching UA campaigns for mobile gaming apps with Google. Daria will cover , among others, measurement and creative best practices .
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
The document summarizes a meeting on gamification held by Innovation Pioneers. It discusses using points and rewards to improve meeting quality and share ideas. The vision is to build innovation capabilities through networking. The goal is to spread knowledge and tools to enable greater innovation effectiveness. Gamification concepts were presented for a fictional burger chain called Pioneering Burgers to engage customers, improve employee performance and health/wellness. CGI's approach to gamification involves defining objectives, behaviors, players and activity cycles to include fun and choose appropriate tools. Successful gamification provides effective social engagement loops.
Let's play! How brands are using gamification to engage new audiences Lucy Olivia Hopkins
This document discusses gamification and how game elements can be incorporated into non-game settings to motivate people. It provides examples of gamification used by companies like Domino's Pizza. It also discusses different types of gamer psychology and how gamification can appeal to different motivations like competition, achievement, social interaction and exploration. Modern examples of gamification like scratch cards, spin wheels and contests are presented. Guidelines for running a successful gamified promotion are also provided.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Presenting, competitor analysis PowerPoint presentation slides. These PPT slides restrain one stage process to overcome your obstacles relating to marketing and competing. Flat designs are provided to have a clear understanding. We have included the topics dealing with identification, trademarks/logos, comparison and positioning based on your accurate data. Competitor ranking, revenue calculation, profit, and moreover, you can use these designs to explain your detailed studies regarding their internal/external portfolio. Market segmentation, competitor's average price per product and their advancing areas, thorough understanding and an attractive presentation can help you excel in your project. Also, you can lay down your ideas concerning, other corporate strategies and social media analysis. Merging these conceptual slides in your PowerPoint presentation will also encourage your company's work ethic proving beneficial. Our planners have incorporated images samples here which can easily be personalized for your fit. Use our, competitor analysis PPT slides in your competitor analysis, competitive intelligence, competitor landscape related presentations to precisely portray your aim. Our Competitor Analysis PowerPoint Presentation Slides are a sure bet. Guaranteed to win against all odds.
Three companies achieved brand recognition through unconventional marketing strategies. Go Daddy used controversial Super Bowl ads to generate buzz. Red Bull built an extreme sports culture and placed its brand at the center. Cisco produced humorous videos promoting its products to non-customers. All three companies created brand awareness through marketing that stood out and associated their brands with exciting experiences.
Pixel Federation is a mobile game studio based in Bratislava that employs 220 people. It was founded in 2015 and its founders include Simon Sicko, Lucia Sicko, Marian, and Filip. Simon Sicko is the CEO and a gamer and creative visionary. Lucia Sicko is the CLO and focuses on learning and education. Pixel Federation makes free-to-play mobile games and has had revenues of $17 million in 2016 and $27 million in 2017. They use techniques like live operations, marketing automation, and analytics of acquisition, retention, and monetization to operate their games as ongoing services. Their goal is to continue growing revenues and making more games while fostering a culture of learning.
Semelhante a What does it mean to have good Rewarded Video? (20)
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.
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.
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).
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).
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)
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.
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
Big Problem, BigQuery: User Feature Engineering in Event-driven AnalyticsGameCamp
How to find best predictor of good LTV in a game (feature/event in a game) ? What is needed for good feature selection? How to construct and aggregate data well? How it can be used in practical way? Strategic and operational approach.
Optimising user acquisition through LTV predictionGameCamp
Have you ever burnt money on unprofitable UA? Was there an opportunity to scale that you missed? Identifying potentially long-term profitable campaigns as soon as possible using LTV prediction can double or triple profits of the mobile game. In this talk, we will look at how to effectively reallocate user acquisition investments early in campaigns’ lifetime using Machine Learning. We will shed light on some of the challenges game studios face when building a fully automatic LTV prediction pipeline for games with investment optimisation in mind.
Not so trivial lessons learned from launching mid-core games.GameCamp
Key points on understanding future marketing and analytics challenges when developing ideas for your future games. We analyzed 1000 games of different genres and extracted common types of how the key metrics of apps develop after worldwide launch. We analyzed only notable games with the 1st year sum of revenue + downloads more than 2M and compared their performance during their first year. Learnings from the analysis.
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
Transit King case study - data driven design with its benefits and challenges.GameCamp
Working on a released free to play title creates a lot of design constraints. Sometimes constraints help to be more creative, but sometimes core elements need to be changed to move forward. In the case of Transit King, a big economy balance and design change had to be made to potentially increase KPIs and create more opportunities for its growth. In this talk we will speak about the process of identifying core problems based on data, evaluating risks and opportunities of potential design changes and see how big alteration in core elements of the game enhanced player retention by 30% and revenue by 40 %
Applying user path analysis to create user profiles and deepen understanding of the game audience. Using this analysis to influence player behaviour and improve product metrics.
1. WHAT DOES IT MEAN TO HAVE
GOOD REWARDED VIDEO?
BOŽO JANKOVIĆ
October 2019
2. ABOUT US
SLIDE / 2
We are a consulting firm for the video games industry, working with talented game developers, publishers, investors as
well as brands and rights holders.
OUR CLIENTS
Hora Games
Demagog StudioGold Town Games
WE HELP GAME DEVELOPERS WITH
● Publishing
● Ads monetization
● Licensing
3. AGENDA
SLIDE / 3
WHERE DOES MONEY
COME FROM?
Going back to basics. Understanding where
in the value chain impact can be made.
FOCUSING ON THE
RIGHT METRICS
What are the key metrics to focus on? What
are the benchmarks?
IN-GAME
IMPLEMENTATION
Aspects that should be taken into account.
Best practices.
AD SERVING
Aspects that should be taken into account.
Blacklisting and multiple instances.
VALUE BEYOND
YOUR YARD
Contributing to other aspects of the
business. Cross-promotion and UA.
CASE STUDY:
VIOLA’S QUEST
Results of recent improvements on Viola’s
Quest game.
+
7. FOCUSING ON
THE RIGHT
METRICS
SLIDE / 7
ENGAGEMENT
RATE
USAGE
RATE
IMPRESSIONS
PER DAU
ECPM FILL RATE AD ARPDAU &
REVENUE
30% - 50% 4 - 8 2 - 4
$1 - $40 90% - 99% up to 7¢
GENRE
IMPLEMENTATION
33. SLIDE / 33
MULTIPLE
INSTANCES
BEST PRACTICE
● Biggest GEOs
● 3 - 5 instances
● Check fill rate
● Check eCPM
● Consult with AM
EFFECTS
● More
competitiveness
● eCPM increase
20% - 30%
BEWARE
● Latency
● Manual labor
● Better than
traditional
waterfall, not
bidding
34. SLIDE / 34
BLACKLISTING
PRO ARGUMENTS
● Players see these ads in
other games anyway
● Higher conversion >>
higher eCPM, ARPDAU,
LTV
● Tests show stable churn
CON ARGUMENTS
● Players will churn
● Strategic decision
● A/B test hard to set up
35. Conduct an A/B test to determine should
competitor ads be shown in the game. KPIs to
keep an eye on:
● Retention / Churn rate
● Ad ARPDAU
● IAP ARPDAU
● LTV
● Playtime
The decision should be based on the LTV -
whichever group has the higher LTV wins the test
and those settings are applied to the whole user
base in the future.
SLIDE / 35
BLACKLISTING
37. CROSS PROMOTION
● Sync with UA Team
● Setup
UA CAMPAIGNS
● Identify ad whales
● Acquire similar new players
$
$
$
$
$
$
$
SLIDE / 37
VALUE BEYOND
YOUR YARD
39. ABOUT THE STUDIO
● 25-strong team and growing
● Independent, profitable
● Based in Belgrade, Serbia
● 2 games - over 30M players
ABOUT THE GAME
● Match-3, marble shooter
● US, Brazil, Russia
● IAP | Ads: 85% | 15%
SLIDE / 39
CASE STUDY:
VIOLA’S QUEST
41. SLIDE / 41
The results?
Increase ad ARPDAU by 50% without cannibalizing IAP.
- Optimize the mediation
- Introduce new placements
- Improve existing ones
CASE STUDY:
VIOLA’S QUEST
44. SLIDE / 44
● Adding a new placement
● A/B testing first
● 15% increase in ad ARPDAU
● 25% DAU watching
● 14% overall engagement rate increase
CASE STUDY:
VIOLA’S QUEST
45. SLIDE / 45
● Extra visibility for existing
placements
● Daily caps remain the same
● 16% increase in ad ARPDAU
● 20% engagement rate increase on
lives refill
● 900% engagement rate increase
on Shop
CASE STUDY:
VIOLA’S QUEST
46. SLIDE / 46
● Adding a timer to increase
pressure for making a decision
● 3% increase in ad ARPDAU
● 10% engagement rate increase on
rewind
CASE STUDY:
VIOLA’S QUEST