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2025 Mobile Gaming Report: Key Insights for Marketers

Sensor Tower recently released a 50-page report about the state of mobile gaming in 2025. I spent several hours reading and preparing a TL: DR version for you. I added some custom graphs and creatives for visual experience! Enjoy .. Key KPIs: Growth & Engagement In-App Purchase (IAP) Revenue: Mobile game spending returned to growth in 2024, with global IAP revenue up about 4% YoYโ€‹ (reaching roughly $82 billionโ€‹). Notably, 84% of this revenue came from games with live operations features, underscoring the importance of ongoing content and events. User Engagement:ย Players spent more time and came back more oftenโ€”total hours in-game rose ~7.9%, and sessions jumped 12% compared to 2023. This indicates that existing users are playing more frequently and for longer durations, even as new user growth slows. Daily engagement per user increased, helping offset aย 6.6%ย drop in new game […]

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Dreamy Room: Home Design With Puzzle Touch

Dreamy Room: Home Design With Puzzle Touch โœจ ABI Games Studioโ€™s new hypercasual hit Dreamy Room has taken offโ€”surpassing 7.2M downloads within its first month and attracting 309K daily active users (and counting!) ๐Ÿš€In the game, players are challenged to strategically arrange all the furniture, considering space layout and functionality, to complete levels that progressively increase in difficulty ๐Ÿ’ชTo maintain engagement, developers are continuously adding new levels, daily challenges, progress tracking, and rewards ๐Ÿ…Try it out yourself

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Top 1% Game Producers?

Want to become a top 1% game producer? ๐Ÿญ. ๐—ฃ๐—ฎ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ถ๐˜€ ๐—บ๐—ฎ๐—ป๐—ฑ๐—ฎ๐˜๐—ผ๐—ฟ๐˜† โค๏ธ โ€ข You have to love games to make great ones.๐Ÿฎ. ๐—ข๐˜„๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—บ๐—ถ๐˜€๐˜๐—ฎ๐—ธ๐—ฒ๐˜€ โš ๏ธ โ€ข Hiding errors breaks trust.๐Ÿฏ. ๐—ก๐—ผ ๐—ฑ๐—ฒ๐—ฐ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐—ถ๐˜€ ๐Ÿญ๐Ÿฌ๐Ÿฌ% ๐—ฟ๐—ถ๐—ด๐—ต๐˜ ๐Ÿค” โ€ข Every choice comes with trade-offs.๐Ÿฐ. ๐—ฆ๐˜๐—ผ๐—ฝ ๐—น๐—ผ๐—ผ๐—ธ๐—ถ๐—ป๐—ด ๐—ณ๐—ผ๐—ฟ ๐˜€๐—ฒ๐—ฐ๐—ฟ๐—ฒ๐˜ ๐˜€๐—ฎ๐˜‚๐—ฐ๐—ฒ ๐Ÿงช โ€ข There's no magic formula for success.๐Ÿฑ. ๐—œ๐˜๐—ฒ๐—ฟ๐—ฎ๐˜๐—ฒ, ๐—ถ๐˜๐—ฒ๐—ฟ๐—ฎ๐˜๐—ฒ, ๐—ถ๐˜๐—ฒ๐—ฟ๐—ฎ๐˜๐—ฒ ๐Ÿ” โ€ข No game is perfect from the start.๐Ÿฒ. ๐—˜๐˜…๐—ฒ๐—ฐ๐˜‚๐˜๐—ถ๐—ผ๐—ป ๐—ฏ๐—ฒ๐—ฎ๐˜๐˜€ ๐—ถ๐—ฑ๐—ฒ๐—ฎ๐˜€ ๐Ÿ’ก โ€ข Cool concepts are common โ€” delivery is rare.๐Ÿณ. ๐—ฅ๐—ฒ๐˜€๐—ฝ๐—ฒ๐—ฐ๐˜ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐Ÿ™ โ€ข Treat them like guests, or theyโ€™ll leave.๐Ÿด. ๐—™๐˜‚๐—ป ๐—ถ๐˜€ ๐—ฒ๐˜ƒ๐—ฒ๐—ฟ๐˜†๐˜๐—ต๐—ถ๐—ป๐—ด ๐Ÿ˜„ โ€ข No feature can save a boring game.๐Ÿต. ๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐˜€๐—บ๐—ฎ๐—น๐—น, ๐˜€๐˜‚๐—ฐ๐—ฐ๐—ฒ๐—ฒ๐—ฑ ๐—ฏ๐—ถ๐—ด ๐Ÿ“ฆ โ€ข If you canโ€™t ship a small game, more resources wonโ€™t help.๐Ÿญ๐Ÿฌ. ๐—ฃ๐—ฟ๐—ผ๐—ณ๐—ถ๐˜ ๐—ถ๐˜€ ๐˜๐—ต๐—ฒ ๐˜‚๐—น๐˜๐—ถ๐—บ๐—ฎ๐˜๐—ฒ ๐—บ๐—ฒ๐—ฎ๐˜€๐˜‚๐—ฟ๐—ฒ ๐Ÿ’ฐ โ€ข Downloads mean nothing if the game isnโ€™t sustainable.๐Ÿญ๐Ÿญ. ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ฟ๐—ฒ๐—ปโ€™๐˜ […]

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New Take in Coin Master: Team Up for Daily Challenges

Teaming Up for Daily Challenges โ€“ A New Take in Coin Master Daily challenges have been a staple in mobile games, but Coin Master is testing an interesting twist. Instead of completing them solo, players can invite a friend or a team member to tackle the tasks together. This adds a social layer to progression, making the experience more engaging while increasing retention. Havenโ€™t seen this approach tested before in daily missions โ€“ curious to see how players respond to it!

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Revenue Drop? Here’s Your Detective Kit

๐Ÿ•ต๏ธโ€โ™‚๏ธ๐Ÿ’ธ Revenue Dropped? Here's Your Detective Kit! Tired of staring at analytics with no clue what's going on? I built a simple spreadsheet that cuts through the noise.๐Ÿ”Ž What This IsA no-BS template to track why your appโ€™s revenue is up or down. It helps you quickly figure out if:โœ… Fewer people are buyingโœ… Prices changedโœ… Ad impressions droppedโœ… Refunds went crazyโš™๏ธ How It Works1๏ธโƒฃ Grab the template ๐Ÿ‘‡2๏ธโƒฃ Input your numbers from two time periods3๏ธโƒฃ See exactly what moved the needle๐Ÿš€ Why This MattersWhen someone asks, โ€œWhat happened to our revenue?โ€, youโ€™ll have a clear answerโ€”instead of mumbling something about "changing market conditions..."Worked great when I was managing thousands of campaigns at AppLike. Saves hours of digging through data.Kudos to the BI team who came up with this (original article)My Excel Template๐Ÿ’ก Bonus: For teams wanting to level up, […]

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Take-aways from playing Block Blast

Want to know whatโ€™s wrong with Block Blast from Hungry Studio ? The game is #1 in the casual category at the moment (March 20), but from a monetization perspective it is pure AdMon and much more simple that many other casual games on the market. Static banners at the bottom. Interstitials after every level, short ones, easily skippable. The only case of rewarded videos โ€“ revival after losing. In this case, the video ad is long because the player is motivated to wait, providing better CPM. Revival happens only one time. If you lose again, it will be final. There are no IAPs, so there is no game shop, no offers, no resources, no energy, no lives, you name it. Players can play as long as they want. Game sessions are not limited. But absence of IAPs also means […]

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Helping Your Players In a Smart Way

The point of making a game is to provide players with entertainment they value enough to spend money on. At its core, a gameโ€™s success hinges on this simple principle. But how you deliver that entertainment varies dramatically between genres, and each genre comes with different monetization strategies. Some games rely on energy or life systems, where players hit a play limit unless they spend to continue. Others focus on boosters and power-ups that enhance the playerโ€™s chances of clearing a level. Some offer skip or ease options that allow players to pay to bypass difficulty spikes. The most successful games do not rely on just one method. Instead, they carefully combine and calibrate these levers to appeal to the broadest possible audience. This balancing act between challenge, friction, and monetization is constantly discussed and optimized. Yet, what often gets […]

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Data Analysis Automation

It is no secret that UA teams are likely to shrink in the coming year. While advertising budgets are increasing again, repetitive tasks are being replaced by Automation with the help of AI, saving hours of work. โฑ๏ธ It allows UA specialists to become generalists again and those who adapt will thrive. Check the slides below ๐Ÿ‘‡ Iโ€™ve added an incredibly simple setup to get automated UA performance reports directly in Slack: using just Zapier (...or Make/n8n) + Google Sheets + ChatGPT.

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Mobile Gaming is still growing

Mobile gaming is still growing, but a big chunk of the revenue comes from older games. The data shows this clearly (based on Sensor Tower): more than 50% of in-app and subscription revenue is from six or older games. That's why there was so much talk about new growth strategies at the recent GDC, like more creative user acquisition, using IPs in games, web gaming, new platforms, different business models, deeper hybrid monetisation, etc. The problem is, this makes it harder to get a clear picture of mobile gaming's real growth, especially in categories where revenue is coming in through less traditional ways. Current data systems might struggle to track this, at least for now. It'll be interesting to see how this evolves...

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Netflix Needs to Acquire the Jack-of-All-Trades

๐—ก๐—ฒ๐˜๐—ณ๐—น๐—ถ๐˜… ๐—ก๐—ฒ๐—ฒ๐—ฑ๐˜€ ๐˜๐—ผ ๐—”๐—ฐ๐—พ๐˜‚๐—ถ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—๐—ฎ๐—ฐ๐—ธ-๐—ผ๐—ณ-๐—”๐—น๐—น-๐—ง๐—ฟ๐—ฎ๐—ฑ๐—ฒ๐˜€ Netflix Games finally has a coherent strategyโ€”hallelujah! Yet, despite this clarity, it's missing the most obvious acquisition opportunity since Sony scooped up Insomniac Games: Jackbox Games. Netflix pushes games to subscribers via a row within its mobile app, directing users to separate App Store pages for download. The strategy was flawed from the start, as 70%+ of Netflix consumption happens on TVs. The Games group desperately sought awareness, resorting to ๐‘โ„Ž๐‘ฆ๐‘ ๐‘–๐‘๐‘Ž๐‘™ ๐‘๐‘–๐‘™๐‘™๐‘๐‘œ๐‘Ž๐‘Ÿ๐‘‘๐‘  reading: "Wait, Netflix has Games?" A modest improvement, but still failing to meet subscribers where they areโ€”TV.While Netflix had an AAA FPS studio, it was dubious that it could ever solve distribution or input challenges. Netflix's sprawling device ecosystem and lack of a dedicated controller raised doubts from day 1โ€”unless another ill-fated game streaming service was planned (RIP OnLive, Stadia, GameFly, and xCloud).Enter […]

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9 Key Pillars of Game Design

9 Key Pillars of Game Design (every game designer should know)Hereโ€™s the full breakdown: ๐ŸŽฎ ๐—–๐—ผ๐—ฟ๐—ฒ ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โ€ข Game rules โ€ข Fun mechanics โ€ข Level and encounter design ๐Ÿ“ˆ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป โ€ข Rewards and upgrades โ€ข New mechanics โ€ข Milestones ๐Ÿ”ฅ ๐— ๐—ผ๐˜๐—ถ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป โ€ข Short-term and long-term goals โ€ข Challenges and quests โ€ข Player agency ๐Ÿ“– ๐—ก๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ โ€ข Storytelling and world-building โ€ข Player choice โ€ข Dialogue and character relationships ๐ŸŽจ ๐—”๐—ฒ๐˜€๐˜๐—ต๐—ฒ๐˜๐—ถ๐—ฐ๐˜€ โ€ข Art style and environment design โ€ข Audio and visual consistency โ€ข VFX, animations, and UI ๐Ÿ•น ๐—š๐—ฎ๐—บ๐—ฒ ๐—™๐—ฒ๐—ฒ๐—น โ€ข Camera and responsiveness โ€ข Sound and color โ€ข VFX and animations ๐Ÿ‘ฅ ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น โ€ข PvP and co-op modes โ€ข Guilds, clans, and matchmaking โ€ข Leaderboards and communication ๐Ÿ’ฐ ๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป โ€ข In-game currency and microtransactions โ€ข Shops and ad integrations โ€ข Offers and pricing models โš™๏ธ ๐—Ÿ๐—ถ๐˜ƒ๐—ฒ ๐—ข๐—ฝ๐˜€ & ๐—ฃ๐—ผ๐˜€๐˜-๐—Ÿ๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต ๐—ฆ๐˜‚๐—ฝ๐—ฝ๐—ผ๐—ฟ๐˜ โ€ข […]

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Scaling Influencer Marketing Profitably

The 3-step framework Iโ€™ve used to scale 100+ Influencer Campaigns profitably ๐Ÿงฉ Phase 1: Gather Knowledge ๐Ÿ› ๏ธ Phase 2: Optimise ๐Ÿš€ Phase 3: ScaleItโ€™s a simple yet highly effective approach to making calculated decisionsย on targeting, creatives, incentives, etc. Start by working with nano and micro influencers, then when you have enough confidence, scale to mid-sized, and eventually, mega-influencers.Each Phase spansย a few months (and campaigns), so naturally, each can be broken down into more detailed steps (which Iโ€™veย coveredย in previous posts)But this is a broad overview of the frameworkย I useย - and a tried and tested approach to scaling Influencer Campaigns profitably!

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