Background

Old Vs. New Mobile Gaming

Anton Slashcev

The mobile game industry has changed.

What worked five years ago? Wonโ€™t cut it today.

Hereโ€™s how the game has changed ๐Ÿ‘‡

๐—ž๐—ฃ๐—œ๐˜€
๐Ÿ”ด Old way: DI1โ€“D7 retention, downloads, conversion rate
๐ŸŸข New way: Playtime, ARPU, ROAS, D30โ€“D360 retention

๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜†
๐Ÿ”ด Old way: Copy top games, no originality
๐ŸŸข New way: Unique, deep, and engaging gameplay

๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป & ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€
๐Ÿ”ด Old way: Slow grind, hard paywalls, rewards locked behind IAPs
๐ŸŸข New way: Fast progression, soft paywalls, generous free rewards

๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป
๐Ÿ”ด Old way: Choose either IAP or Ads
๐ŸŸข New way: Hybrid model: a mix of IAP, Ads, and subscriptions

๐—Ÿ๐—ถ๐˜ƒ๐—ฒ๐—ข๐—ฝ๐˜€
๐Ÿ”ด Old way: Optional; launch and forget
๐ŸŸข New way: Mandatory: constant support drives success

๐— ๐—ฎ๐—ฟ๐—ธ๐—ฒ๐˜๐—ถ๐—ป๐—ด & ๐—จ๐—”
๐Ÿ”ด Old way: Rely on paid UA and fake creatives
๐ŸŸข New way: Mix paid and organic, focus on real gameplay in ads

๐—ฃ๐—น๐—ฎ๐˜๐—ณ๐—ผ๐—ฟ๐—บ๐˜€
๐Ÿ”ด Old way: iOS and Android only
๐ŸŸข New way: iOS, Android, web, PC, consoles, alt stores

๐—ฃ๐—ฎ๐˜†๐—ฏ๐—ฎ๐—ฐ๐—ธ ๐—ฝ๐—ฒ๐—ฟ๐—ถ๐—ผ๐—ฑ
๐Ÿ”ด Old way: 30โ€“90 days
๐ŸŸข New way: 90โ€“360 days

The bar is higher.
The opportunity is bigger.

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