EventsGame DevelopmentNews

Reaching Gen-Z with Apps and Games

July 8, 2016 — by David Radd


Casual Connect USA is about matching the creativity of the games industry with new media innovation and investment. There will be many talented speakers at Casual Connect USA 2016, and today we are giving you a glimpse of some of the Kids & Family track speakers.

Children are our future, and they’re also digital natives that are consuming apps and games from a very young age. Join experts as they discuss successful strategies to engage and teach this younger generation.  The panels and sessions will take place on Tuesday, July 19 and Wednesday, July 20.


Planting Seeds of Growth in the Gaming Industry

July 8, 2016 — by David Radd


Casual Connect USA is about matching the creativity of the games industry with new media innovation and investment. There will be many talented speakers at Casual Connect USA 2016, and today we are giving you a glimpse of some the Growth track speakers.

It’s difficult to establish a new company or even to expand on an existing one, but the speakers in the Growth Track know all about those challenges. Whether you’re trying to get monetization right, balance multiplayer considerations or reach a whole new audience, there’s always something to improve on. These experts will help convey their knowledge about ins and outs of funding and distribution, helpful for neophytes and veterans of the industry alike.

Asia 2016Video Coverage

Martin Macmillan on Ensuring Success For Your Game | Casual Connect Video

June 28, 2016 — by Catherine Quinton


What will it take to make sure your game will succeed? If you believe that visibility resulting from a high ranking on the app store charts is what ensures success, you are not alone. But Martin Macmillan, CEO of Pollen VC, has some information that may alter your thinking.

Martin IMG_4521 XPollen VC is a data-driven financial service that gives developers faster access to their app store revenues. Developers can then rapidly reinvest their earnings into their businesses, becoming less reliant on credit or investment. They can then finance user acquisition and growth securely and cost effectively.

Research from Pollen VC shows that, even without a Top 25 ranking in the app store, an increasing number of games are generating revenues of more than a million dollars a year. Martin’s session at Casual Connect Asia described how your game can do the same and how to prepare for launch to ensure success. Martin pointed out, “Recycling revenue gives you 4x more User Acquisition. More than 2000 developers makes $1,000,000 USD a year.” If you would like to learn more, watch the video of Martin’s full session below.


To read more about Martin Macmillan including a lecture from Casual Connect 2015, see this exclusive article.

Europe 2016Video Coverage

Ross Sheil: Gaming and Mobile at the Cutting Edge | Casual Connect Video

June 21, 2016 — by Catherine Quinton

If players have personalized game play, the game and experience become more relevant.''– Ross SheilClick To Tweet

In a talk at Casual Connect Europe, Head of Mobile at Twitter EMEA, Ross Sheil shared Twitter’s vision for games marketers on Twitter and outlined how the best in class games companies are approaching Twitter across mobile marketing, TV and what the rise of native video and real-time marketing means for the industry.

Listen to Ross talk about how marketers can harness the power of Twitter for games distribution and games virality and some tips and tricks for how the most sophisticated games companies are thinking about using Twitter in a unique way. 

Europe 2016Video Coverage

Stanislav Sychenkov: Ad Monetization in Russia | Casual Connect Video

June 17, 2016 — by Catherine Quinton

'If you are passionate about what you do, you won’t change it for anything else.' - Stanislav…Click To Tweet

Learn about user acquisition in Russia from a publisher who knows the Russian market – Mail.Ru Group, the largest Russian publisher. As the owner of domestic social networks VK (Vkontakte) and OK (Odnoklassniki) hear the best practices and case studies from the global publishers that are already increasing revenues in the Russian market. Stanislav Sychenkov and Irina Tripapina of myTarget helped to explain how user acquisition should be approached in the Russian market during this Casual Connect Europe session. When it comes to monetization, Stanislav explained one of their suggestions, “As you know, only a small percentage of users pay for in-app purchases. It is just how free to play works. Our suggestion is quite simple. It is just show ads . . . that helps you monetize on every user you have.”

Asia 2016Video Coverage

Itamar Benedy: Incredible Dynamism Brings Constant Challenges

June 6, 2016 — by Catherine Quinton

'Apps penetration is growing each day, making the world a well-connected place.' - Itamar BenedyClick To Tweet

With growth in mobile ad revenue being 128% in the next few years, it is time to think beyond installs. In a session from Casual Connect Asia, In God We Trust – All the Rest Need Data, Itamar Benedy spoke about the powerful weapon known as data, answered data-related questions and explained how to unleash the power of data.
One tip Itamar gave: “Understand the user journey in real-life to optimize user acquisition and build personas while respecting privacy. No one likes to receive Push Notifications at 3am.

Asia 2016Video Coverage

Christopher Liu: Changing Vietnamese Lives with Online Games | Casual Connect Video

May 28, 2016 — by David Radd

'To publishers: 'If you have to change it too much, then look for another game.' - Christopher LiuClick To Tweet

VNG has been the king of social platforms and games in Vietnam for over 10 years. With more than 50 licensed games and a 150 plus in-house development team, how can we decide which are the top games as we expand into the SEA region? During a session at Casual Connect Asia, Christopher Liu explained, “The number one thing that I think we have been really focusing on a lot in Vietnam and we are noticing in Southeast Asia is the phone specs. I think this is a big issue when we are looking at games especially coming from developers who don’t have much experience developing for countries like Vietnam.” Chris stressed taht when targeting countries like Vietnam, it is important to keep in mind the specs of the game. Some games may be too demanding for what is available in Vietnam. To learn more, listen to Chris’ presentation below.

Asia 2016Video Coverage

Tal Shoham: The Delicate Art of Rewarded Video | Casual Connect Video

May 26, 2016 — by Catherine Quinton

Tal Shoham is the VP International Business Development, Supersonic
Tal Shoham is the VP International Business Development, Supersonic

How do you solve the problem of capturing the attention of today’s video-stimulated consumers with your ads? One of the best ways is to use rewarded video ads, the most rapidly growing category in mobile advertising. But mastering this art requires perfecting the balance of ads in your app to increase engagement, maintain retention, monetize the app appropriately and preserve your user fan base.

Tal Shoham discussed this delicate art in depth during the session, “Mastering the Art of Rewarded Video” at Casual Connect Asia. Tal is VP of International Business Development, Developer Solutions at ironSource and is responsible for cultivating lasting relationships with publishers and developers across the globe. Tal came to this career after more than ten years as product manager in the defense industry.

“Everyone loves video: advertisers, publishers, users,” according to Tal. To learn more about this important monetization trend, watch the video of the complete session below.


To read more about Tal Shoham, see this exclusive interview with Casual Connect.



DFS: The Story of a Blue Ocean in Europe

May 12, 2016 — by Valery Bollier of Oulala Games

First there was ZEturf, then came Oulala.

In the late 2000s, I was the Marketing Director and shareholder of an online horse racing company called ZEturf. Our customer-centred stance soon made me realise that young customers’ demands between the ages of 18 and 35 were changing radically. Logically, this tied in with the fact that they had been raised with consistently innovative video games, leading up to their current desire to chase after the thrill of playing for money by playing games that were invented a century ago. Their expectations soared higher than a game based purely on luck, anticipating something more ambitious; a skill game, like most video games, that would subsequently enable them to prove their ”supremacy” over their peers and their community.

The question that inevitably arose is why the market was not making immediate arrangements for an offer in view of the rising demand for a new type of game.