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Mobile Games Benchmarking

How do you usually approach (early stage) mobile games benchmarking? This article discusses about benchmarking and introduces couple methods (/โ€™schoolsโ€™) over it.The article is partly related to (/complements it) also my previous article about importance of Business Modeling (https://gamesalchemy.substack.com/p/6-why-business-modeling-your-f2p):How To Approach Benchmarking?There seems to be on high level few โ€˜schoolsโ€™ to look into:One goes deep in understanding KPIs from macro tools such as Sensor Tower, data ai, AppMagic and other sources of data (ad networks, MMPs, industry reports, industry peers, etc.), and using them in combination for benchmarking.โ€˜Schoolsโ€™ that with current commercial sentiment aim, e.g., for hybrid casual games to have 40-50% (or even more) D1 and < $1 CPIs (US) for starting point โ€” to invest further (kinda overlooks benchmarking, but counts in a target profiling of top 5-100 games in certain categories).โ€˜Schoolsโ€™ that start with scientific approach where […]

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Mobile Gaming Today: 41

Hej Fam! Curious about how you celebrated the New Year! Hope you had a great one ๐Ÿ•บ For me, this one has been the worst. Why? ๐Ÿ‘‡๐Ÿป NYE Germany: Several killed after Fireworks Chaos Is it just about people dying? So many injuriesโ€ฆ Animals & Plants, Halloo? ๐Ÿ‡ฉ๐Ÿ‡ช ยฏ\_(ใƒ„)_/ยฏ Though, hereโ€™s a COOL update from 2024: ๐Ÿฅ tooo-too-too-toooom! ๐Ÿฅ Made it to the Top 10 Mobile Gaming Content Creators! ๐ŸŒ Super grateful for all the love and support. Thank you, Gaming People! Weekly Quote Mobile Marketing ยป User Acquisition & Creative Learnings 2024 ๐ŸŒŠ Soft-launch Sonar #7 ๐Ÿ“ฑ Mobile Gaming in 2024 ๐Ÿ”ง LiveOps Full Breakdown ๐Ÿ“ˆ Evolution Pull-The-Pin Trend ๐ŸŽ Interesting Offer in Coin Master ๐Ÿ“‰ Decrease the CPIs. Whatever it takes! ๐Ÿ‘พ iOS Games: Top Free ASO & ASA Tools ๐Ÿค” User Reactions to Gen AI-created Content? ๐Ÿ’ […]

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Pika 2.0 vs. Kling AI vs. Runway ML

Saving the King! ๐—ฃ๐—œ๐—ž๐—” ๐Ÿฎ.๐Ÿฌ ๐˜ƒ๐˜€. ๐—ž๐—Ÿ๐—œ๐—ก๐—š ๐—”๐—œ ๐˜ƒ๐˜€. ๐—ฅ๐—จ๐—ก๐—ช๐—”๐—ฌ ๐— ๐—Ÿ PIKA 2.0 is catching up๐Ÿ‘‡Using multiple tools together is pretty cool. You can clearly see the difference. Even though a monthly subscription adds up with all the AI tools, you must keep testing them. Each of them is good for different use cases!Weekend fun with Dream GamesPS: I know this is far from ideal, but it is still a huge step forward.

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Interesting offer in Coin Master by Moon Active

Spotted an interesting offer in Coin Master by Moon Active! While the design feels a bit crowded for my taste, the concept of 'Bigger prize, same price' is definitely intriguing. Always exciting to see what tests and features studios are trying out to engage players! ๐ŸŽโœจ Has anyone tried a similar approach and seen any interesting results? Would love to hear your thoughts!

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How Boom Beach Could Be Set Back to Growth?

This article focuses on analyzing Boom Beachโ€™s current state and suggests couple theoretical ideas for how it could be set back to growth. Note: This article is constructive, giving a straight-forward analysis on a gameโ€™s current state โ€” with also suggestions and ideas for future improvement. The sole intention is to provide here an insightful article and as a goodwill-basis give open ideas and principles for improvement. This article has data from AppMagic. Current State of Boom Beach When looked over the long haul, Boom Beach by Supercell has seen long-term engagement decline (despite bringing great amount of revenue and success โ€” which is still something everyone needs to acknowledge) over its lifecycle; a common โ€œtrendโ€ for many mobile games as their player bases gradually lose interest after peak growth. Side Note: These things are common โ€œtrendsโ€ in games such […]

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Why playable ads kick ass in UA: 101 guide

Actions speak louder than words. Doing is always better than showing. Donโ€™t talk about buying your wife flowers. Buy them. Itโ€™s the same with playable ads. Why show what your game is about 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. Hereโ€™s everything you need to know about them. More: How to Create Playables Where did playable ads come from? Playable ads used to be developed by ad networks for advertisers. However, advertisers didnโ€™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 […]

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Physiology and Psychology: How They Explain F2P Game Metrics

When we talk about metrics like session times, retention rates, and monetization in F2P mobile games, weโ€™re not just talking numbers. These metrics reveal how player habits, behaviors, and decision-making are rooted in human physiology and psychology.This article focuses on discussing about physiology and psychology behind F2P metrics / KPIs, and how they can be used to break down KPIs youโ€™re seeing behind your game โ€” and, furthermore, how physiology and psychology can be used for game design.Note: Some of the points discussed here can be more theoretical still, as theyโ€™ve not been used to far extend, yet, in game development and design.Physiology and Psychology Behind Mobile F2P Games and Their MetricsHere's a deeper look at how we tap into the principles of physiology and psychology to build successful games:Engagement Loops and Habits FormationGratification systems, feedback loops, and well-designed hooks […]

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How Stumble Guys Could Be Set Back to Growth?

This article focuses on analyzing Stumble Guysโ€™ current state and suggests couple theoretical ideas for how it could be set back to growth. Note: This article is constructive, giving a straight-forward analysis on a gameโ€™s current state โ€” with also suggestions and ideas for future improvement. The sole intention is to provide here an insightful article and as a goodwill give open ideas and principles for improvement. This article has data from AppMagic. Stumble Guys Faces Downhill Slide in Engagement According to AppMagic, Stumble Guys, a hit from Scopely (originally developed and released by Kitka Games who sold Stumble Guys for Scopely), is seeing decline in downloads and engagement. Stumble Guys, Revenueย  Stumble Guys, Downloads This trend, while common in games after top peaks, highlights a critical point: Without re-freshening of gameplay and strategic updates, it's challenging to maintain DAU […]

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The Evolution Pull-The-Pin Trend

๐Ÿš€ ๐—ง๐—ต๐—ฒ ๐—˜๐˜ƒ๐—ผ๐—น๐˜‚๐˜๐—ถ๐—ผ๐—ป ๐—ฃ๐˜‚๐—น๐—น-๐—ง๐—ต๐—ฒ-๐—ฃ๐—ถ๐—ป ๐˜๐—ฟ๐—ฒ๐—ป๐—ฑ: ๐—ช๐—ต๐˜† ๐—ถ๐˜€ ๐˜๐—ต๐—ถ๐˜€ ๐—ฎ ๐—ด๐—ผ๐—ผ๐—ฑ ๐˜๐—ต๐—ถ๐—ป๐—ด ๐—ณ๐—ผ๐—ฟ ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ถ๐—ป๐—ด ๐—ถ๐—ป๐—ฑ๐˜‚๐˜€๐˜๐—ฟ๐˜† ๐Ÿ‘‡ Hero Wars popularized the "pull-the-pin" mechanic. The ads depicted engaging scenarios where players had to solve puzzles to guide heroes through treacherous traps, even though the core gameplay was more RPG-focused. This mechanic became synonymous with creative ads that blended curiosity, problem-solving, and a near-death experience, resulting in a ๐—ฑ๐—ฟ๐—ฎ๐˜€๐˜๐—ถ๐—ฐ ๐—ฟ๐—ฒ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐—ถ๐—ป ๐—–๐—ฃ๐—œ ๐—ฎ๐—ป๐—ฑ ๐˜€๐—ถ๐—ด๐—ป๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐—ป๐˜ ๐˜‚๐˜€๐—ฒ๐—ฟ ๐—ด๐—ฟ๐—ผ๐˜„๐˜๐—ต. Both Hero Wars & Evony. Playrix saw the same thing after implementing Pull The Pin in 2019. ๐—ง๐—ต๐—ฒ๐˜† ๐—ฎ๐—ฟ๐—ฒ ๐˜€๐˜๐—ถ๐—น๐—น ๐˜‚๐˜€๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ถ๐˜€ ๐—บ๐—ฒ๐—ฐ๐—ต๐—ฎ๐—ป๐—ถ๐—ฐ ๐˜๐—ผ ๐˜๐—ต๐—ถ๐˜€ ๐—ฑ๐—ฎ๐˜๐—ฒ ๐—ถ๐—ป ๐—ฎ๐—น๐—น ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€. We could also see Hustle Castle (MY.GAMES) adopting it. Lily's Garden (Tactile Games) added to pull the pin into the mix after the advertising "fiasco" in 2023. And, here we are with Angry Birds Dream Blast (Rovio Entertainment), ๐—ฏ๐—น๐—ฒ๐—ป๐—ฑ […]

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What are user reactions to Generative AI-created content?

What are user reactions to Generative AI-created content? I came across several predictions for the mobile gaming, app, and digital industries in 2025. AI was a prominent theme throughout, particularly its role in content creation. How do users react to the content created by Generative AI? There is not much research around that yet. Quite interesting one was done by GWI and released in the middle of 2024 (with the question: "How you would feel if you discovered that content you liked was made using generative artificial intelligence (AI) tools?"Based on that research we see that: ๐Ÿ”ท majority of users did not change their attitude towards the content created by AI ๐Ÿ”ท there was a significant group of users who answered "I would like the content much less than before". and "I would like the content slightly less than before", […]

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Blossom Sort by Zeromaze: $60K/Day

๐ŸŒธ Blossom Sort by Zeromaze: $60K/Day with Just 20K Downloads ๐Ÿค‘ ๐ŸŒผ Blossom Sort has taken a fresh approach to the sort puzzle genre and is making in $60K IAP + $20k IAA daily. With only 20K downloads a day, itโ€™s clear this game is the latest puzzle game that has cracked some clever design and monetization strategies. ๐ŸŒผ 1. Relaxed Sorting Mechanics โ˜บ๏ธ Unlike traditional sort puzzles, Blossom Sort allows players to move flowers freely, even to different types. This makes the gameplay more relaxing and less punishing, with fail states tied to time or space rather than rigid rules.2. Metagame Excellence ๐Ÿ‘‘ The game borrows the Royal Match playbook, combining short events, visual decoration progress, and a collectible album. These tried-and-true progression mechanics are now the gold standard in casual games.3. Dual Core Gameplay โญ After level 30, […]

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Cross Promotion: Pop-up Carousel

Spotted a cool feature in Dream Blast by Rovio, They use a pop-up carousel to promote their other games like Angry Birds 2 and Sugar Blast. Cross-promotion like this is a smart way to keep players engaged. Hereโ€™s how it can work: 1๏ธโƒฃ Keeping players around: If someoneโ€™s about to stop playing, show them another game they might love. 2๏ธโƒฃ Turning non-spenders into spenders: Maybe a player isnโ€™t spending in this game, but they might in another one. 3๏ธโƒฃ Matching interests: Suggesting games with similar vibes keeps things fun and familiar. 4๏ธโƒฃ Highlighting special events: Promote exciting events happening in other games to catch their interest. A simple but clever way to keep players in the family. Nice work, Rovio! ๐Ÿ‘

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