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I analyzed Top 15 Mobile Mid-core Games

I evaluated Top 15 Mobile Mid-core Games of 2024. Shows what’s going on in the Mid-core games.With Roblox leading in both tables,Strategy and Action games are the clear winners.Another interesting fact that New Games are Scaling rapidly, yet monetization will come later. A well-made mid-core game can last 10+ years This is well proven in top-grossing charts.PS: Tier 1 West data, New Games being 2023-2024 Release. , 2024 is the year to date (Well, duh!)

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Playable ads Ultimate guide: kick a$$ creatives in UA

Actions speak louder than words, and doing is always better than showing. Don’t talk about buying your wife flowers; buy them. It’s the same with playable ads. Why show your game when you can get people to play it? Video ads get boring too, and playable ads can add some spice to your UA campaigns. For the unfamiliar, playable ads are minigames that give users a brief glimpse of what your game looks like. Here’s everything you need to know about them: Where did playable ads come from? Playable ads used to be developed by ad networks for advertisers. However, advertisers didn’t have the control to test or experiment with different creatives. Now, there are a lot of drag-and-drop tools that make it easy to develop. Alternatively, you can also easily produce them with a little bit of coding and […]

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My 2024 Kwalee Analysis points out to growth.

My 2024 Kwalee Analysis points out to growth. Cause:-25% on downloads, only 21% Tier 1, and no IAP at all… Signals red flashing lights all over the place. Kwalee’s most downloaded line up is actually not bad.They got a nice momentum on simulation games,Yet they keep ignoring the IAPibility of them.While they havent found new game for a long time,They have few take on popular hypercasual hits.Hits that their competitors actually scaled.With a very low score of IAP per download rate,Kwalee is still in this game and they are HIGHLY depending on Ad Revenue. I think this is very limiting for growth,And they are looking for alternatives.Here is what I think they need to do:Test more games. Get new users. Allocate some budget. Analyze Data.Go back to 2021-2022 strategy.Their T1 downloads are 21% of their overall,Which can mean many things, […]

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Increase your eCPM by Increasing User Permissions

Interstitial: The IDFA boosts the eCPM by a substantial 3x 📈📈📈Native: The IDFA leads to a 2.6x increase in eCPM 📈📈Banner: Having the IDFA increases the eCPM by roughly 2x 📈 Increase your eCPM by Increasing User PermissionsAd networks and exchanges often prioritize ads that can deliver more value to advertisers. This value is largely determined by the data they can collect about users. More granular data, such as location, interests, and demographics, allows advertisers to target their campaigns more precisely, leading to higher engagement and conversion rates.When users grant more permissions, it enables advertisers to collect more relevant data about them. This, in turn, makes their ads more valuable, driving up the eCPM (effective cost per mille) that you can earn.*‘False’ means that a user enabled LAT or opted out of the data usage in GDPR geos.

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Time-limited bonuses are a game-changer for mobile.

Time-limited bonuses are a game-changer for mobile. Based on the Playliner research, here are the 8 most popular time-limited bonuses in top casual games: 1. ♥️ Unlimited Lives • No penalties for losing. Perfect for nonstop play during the bonus period. 2. 🎁 Double Rewards • Twice the rewards or currency while the clock is ticking. 3. 💸 Cost Reduction • Player actions or upgrades cost less for a limited time. 4. ⏱️ Faster Production • Buildings and goods finish faster, saving time and boosting progress. 5. 🎯 Better Drop Rates • Higher chances to score rare items during the event. 6. ✖️ Higher Multipliers • Multiply your resources or rewards for even bigger wins. 7. 🎡 Special Mechanics • Temporary access to unique gameplay features, like lucky wheels or team boosts. 8. 📈 Stat Improvements • Boost specific player […]

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What would motivate the users to download or play a new game?

What would motivate the users to download or play a new game? That question is probably asked by many founders, CEOs, Head of Growth in many gaming companies. What is interesting there is quite recent data about it (based on GWI survey, done in Q3 2024 in US, Brazil, Japan, Germany). Based on the data we can see that : ▪️ F2P model works even more for women than man ▪️ Social aspects, recommendations from other people, friends, positive ▪️ Reviews in stores, industry websites are more important than ever ▪️ Brand topics are getting important as well ▪️ First impression matters ▪️Discounts, rewards are important as well.#insights #data #mobilegaming #gaming #newgames

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Subtle Psychology at Play? 🔥

Subtle Psychology at Play? 🔥🔥🔥 For those unfamiliar, Royal Match’s 'Lava Quest' is a time-limited event where players must beat seven consecutive levels without failing once. Only players who clear all seven levels share the grand prize of 10,000 coins, adding a sense of urgency and high stakes to each attempt. Fail a level, and you're out!Now, here’s the clever twist: during 'Lava Quest', the game uses a lava-themed background for the levels themselves. While it’s mostly covered by the tiles, you can still sense it in the background. This subtle design choice might just create a bit of subconscious pressure—like you don’t want to “fall into the lava” by losing. I can’t help but wonder if this gentle reminder actually pushes players to use boosters or even purchase extra moves if they’re close to failing. What do you think? […]

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How to design your player journey map?

How to design your player journey map? (5-step checklist)A player journey map visualizes experiences↳ aligns gameplay, monetization & retention.Here’s how to design one for your game:1️⃣ Define your map’s purpose• Focus on 1 goal: onboarding, retention, etc.• Set detail level, e.g., purchase journey.• Identify segment: casual, whales, etc.2️⃣ Identify player personas• Casual: focus on easy access & discovery.• Influencers: reward w/ social recognition.• Spenders: highlight exclusive offers.3️⃣ Analyze behaviors and touchpoints• Observe key systems: core, meta, etc.• Track streamers and community activity.• Check top items for awareness/purchases.4️⃣ Map the player journey stages• Awareness: Buzz from gameplay & socials.• Consideration: Reviews & personal offers.• Purchase: Easy checkout & seamless flow.• Usage: Impact on gameplay & recognition.5️⃣ Validate and refine your map• Test it with player actions and feedback.• Align it with KPIs like retention rates.• Keep evolving as the game grows.❗Things […]

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Data Series: Say Games

If 144M+ downloads is not impressive, Say Games canshow off the variety of subgenres they are scaling. Only thing they are missing is a stronger live ops.Live ops that could change the IAP rates for them.Back to Say Games,We know My Perfect Hotel is doing REALLY good.We don't see similar IAP rates on other games.My guess is as good as yours, Ad Revenue is Skyrocketing and they are up to something big.One thing many publishers struggle with,Maintaining 120M+ downloads per year,Say Games knows how to scale a game.Do you think they can increase IAP?Or do they even need to?Time will tell.

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A lot of hype around AppLovin in eCommerce!

𝗧𝗵𝗲𝗿𝗲’𝘀 𝗮 𝗹𝗼𝘁 𝗼𝗳 𝗵𝘆𝗽𝗲 𝗮𝗿𝗼𝘂𝗻𝗱 𝗔𝗽𝗽𝗟𝗼𝘃𝗶𝗻 𝗶𝗻 𝗲𝗖𝗼𝗺𝗺𝗲𝗿𝗰𝗲. If you think Applovin cracking e-commerce is the end game, you don't understand where the puck is going 🏒👇 While Meta continues to dominate budgets with at least 60%+ of spend, for top-spending brands AppLovin has equaled or overtaken heavyweights like Google (~10%), Amazon Ads (~5%), and TikTok (<3%) for a spot in the marketing mix. Some brands have achieved that level of spending scale in a short 2-8 weeks from onboarding, which is impressive, especially as they are already leapfrogging channels with multibillion-dollar ad businesses like TikTok, Amazon, and even Google.E-commerce brands are allegedly achieving higher spend and higher ROAS on Applovin than Meta right now. Since AppLovin’s eCommerce ads network is still in closed beta, it will be interesting to monitor if there’s a consistent ability to maintain this. […]

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Solo Tournaments Guide

Solo Tournaments Guide Here’s how they work, based on the Playliner breakdown of Match Factory tournaments:𝟭. 𝗤𝘂𝗮𝗹𝗶𝗳𝗶𝗰𝗮𝘁𝗶𝗼𝗻 𝗧𝗮𝘀𝗸 • Players qualify by completing at least one level. • Inactive players are excluded, and everyone begins on equal ground. 𝟮. 𝗪𝗶𝗻 𝗠𝘂𝗹𝘁𝗶𝗽𝗹𝗶𝗲𝗿𝘀 • Win a level on the first try? Your event token multiplier increases. • Fail? The multiplier resets, adding stakes to every move. 𝟯. 𝗣𝗹𝗮𝘆𝗲𝗿 𝗚𝗿𝗼𝘂𝗽𝗶𝗻𝗴 • Players are grouped into pools of 30–50, matched by activity or spending habits. • Bots may fill gaps, keeping the competition alive. 𝟰. 𝗘𝘃𝗲𝗻𝘁 𝗧𝗼𝗸𝗲𝗻𝘀 • Event tokens come from core gameplay: --- Completing levels --- Collecting special items • More tokens = higher leaderboard rankings. 𝟱. 𝗗𝘂𝗿𝗮𝘁𝗶𝗼𝗻 • Tournaments run for 1–3 days, with a visible countdown timer to maintain urgency. 𝟲. 𝗥𝗲𝘄𝗮𝗿𝗱𝘀 • Tiered prizes motivate participation: --- Top 3: […]

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Smart Live-Ops Integration at Level Start/End

💡 Smart Live-Ops Integration at Level Start/End! 💡 Noticed a clever approach in some games recently: placing live-ops prompts at the start and end of levels to nudge players to join ongoing events. As live-ops continue to grow in importance, especially for titles aiming for long-term retention or hybrid monetization, this type of integration feels spot-on.🎯 Why I like it:- It subtly reminds players of events when they’re most engaged, without feeling intrusive.- Live-ops engagement can drive retention and monetization in ways that feel rewarding for the player.What are your thoughts on this tactic? Genius nudge or could it backfire?

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