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Asia 2017Video Coverage

Saikala Sultanova: Space Ape User Acquisition | Casual Connect Video

July 5, 2017 — by David Radd

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I would advise to spend time to really understand what UA encompasses. - Saikala SultanovaClick To Tweet

So far in 2017, we have witnessed great improvements for user acquisition in gaming. Join Saikala Sultanova (currently Director of User Acquisition, Mobile at Ubisoft, and Head of User Acquisition at Space Ape Games at the time of speaking) during her session at Casual Connect Asia. She shared Space Ape Games’ best practices and latest findings, when it comes to supporting new game launches. One of the key takeaways that Saikala highlighted was: “To make sure that you always have a backup plan. So if you have a plan one to build a simulation, make a plan B because when things change and you go with your game to global launch and you have this ultimate goal so you will have plans A, B and C… If you have three different options, it helps you move towards the same goal.” Listen in to get your “UA takeaway” of the day!

Europe 2017Video Coverage

Teut Weidemann: Being Teut About Free-To-Play | Casual Connect Video

June 19, 2017 — by David Radd

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Monetization is best when it’s a natural part of the whole game, not a separate artificial thing on…Click To Tweet

Teut Weidemann is a man that knows the game industry business, especially when it comes to common monetization mistakes. In a talk delivered at Casual Connect Europe, Teut divulged his knowledge from his 10 years of consulting F2P companies. In this talk, Teut covered some of the most common mistakes in game design and monetization systems – which should help prevent them for your next game so you don’t have to hire him to fix them! A big piece of advice that Teut imparted was: “In-game sales damage your revenue in the long term. Money compensates time or skill. The later the player starts to spend in the game, the more likely he will turn into a whale.” Learn more in the full session feature below!

Asia 2017Video Coverage

Simon Toh: The Keys to Approaching the APAC Region | Casual Connect Video

May 20, 2017 — by David Radd

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Remind developers that early monetization planning goes a long way in sustaining business. - Simon TohClick To Tweet

The time for Asian-Pacific mobile app publishers to switch to programmatic methods for monetizing. As the Head of APAC Platform Sales for MoPub, Simon Toh spoke about the need for developers to take advantage of mobile programmatic to monetize risk so that they don’t miss out on differentiated demand, revenue and control user experience. Simon stated, “To grow your top line, it is important for you to find new ways to monetize more of your users preferably all of them and not be overly dependent on in-app purchases.” During his talk at Casual Connect Asia, Simon also delved into what the beneits for publishers which included a glimpse into innovative ad formats and spend trends in the APAC market. To learn more, tune in to the video below of his full session.

ContributionsPR & Marketing

How Trivia Crack Kingdoms got 10,000 New Users in Targeted Countries with Zero Money Invested

May 17, 2017 — by Industry Contributions

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By Ignasi Prat – CMO of Tappx

No matter how big or small your studio is, one fact remains true: paying for users is expensive. Paying for good users is even more expensive. And being able to retain them is the philosopher’s stone that every publisher desires in order to succeed in the mobile ecosystem.

This article is not a diatribe against companies offering user acquisition services or against publishers who decide to use a paid strategy to increase their user base. With good performance and proper management of costs and life cycle, paid acquisition can be very beneficial and a great way to accelerate traction for your games.

This article aims to show there’s life beyond paid advertising. We are going to demonstrate how we succeed in increasing our user base by using alternative strategies and tactics that required no investment.

ContributionsResearch

Predictive Analytics in Games

May 12, 2017 — by Industry Contributions

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By devtodev analysts, Vera Karpova and Vasiliy Sabirov

Currently, product analytics reached a sufficiently high level of development. Many analytical systems are equipped with a variety of tools that will tell in detail how users behave in the application: when they buy, where they live, how much they cost for the company and how they leave.

These tools have become a part of daily life, regular monitoring; assistants in the decision-making process – now it is a must-have for any project.

Funnels and segments don’t surprise anybody anymore, and as in any other business, having reached the top of one reveals a will to go further and improve.

In this regard, the sphere of analytics is no exception, and in the past few years a new kind of data analysis – predictive analytics – began to develop.

You’ll also have an idea of predictive analytics, if you monitor the metrics on a daily or even hourly basis.

For example, you know that usually at 12 a.m. there are about 20,000 users in your game, and today this indicator is much lower. It equals 15,000 users. You understand that there is a trend for decline, which means that it is necessary to find the cause as soon as possible and improve the situation before the indicator falls even more.

Europe 2017Video Coverage

Melinda Montano: Helping Developers Go Cross-Platform | Casual Connect Video

April 19, 2017 — by Catherine Quinton

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Going cross-platform can keep a game alive and played for years to come. - Melinda MontanoClick To Tweet

Going cross platform is an opportunity to increase your potential audience. It can please your current userbase and it can grow your lifetime revenue. Such a leap needs to be considered carefully. As Melinda Montano, Business Development Manager at Kongregate explained during their presentation at Casual Connect Europe, “Before you decide to go cross-platform, understand why you’re doing it. Figure out the opportunity – do you want more revenue, users, prestige?” The complications developers often encounter when going from mobile to PC and vice-versa. These include perceived game value, freemium/premium, to the specifics of UX/UI changes. Melinda’s talk, PC and Mobile: Going Cross Platform Post-Launch provides actionable insights for your cross-platform PC and mobile plans. One simple tip Melinda offered was: “In UI, the biggest thing to remember when going from PC to mobile is that we have hands. They cover the screen.” For more, see the full lecture below.

Europe 2017Video Coverage

Bjoern Bergstein: The Best Monetization Model For Your Game | Casual Connect Video

April 2, 2017 — by Catherine Quinton

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No matter how good the games you develop, unless they turn a profit, preferably the highest possible profit of course, your games can’t succeed. So how do you best monetize your games? Bjoern Bergstein would be an excellent person to ask.

After studying Game Design and Game Production at Games Academy Berlin, Bjoern founded and ran his own game studio for a short time. Bjoern then joined Tivola Publishing GmbH, a company highly experience in games for families, and is now Head of Games, responsible for all in-house development.

Bjoern Bergstein speaking at Casual Connect Europe 2017, photo by Lera Polska

At Casual Connect Europe, Bjoern discussed the three monetization models: Premium, Freemium and Free-to-Play, and the pros and cons of each. The final decision about which method will be best to use depends on many different factors, so this is a complex decision. During Bjoern’s session Monetization for the Whole Family – The Long Way to Find the Right Monetization Model, Bjoern described Tivola Publishing’s journey to find the best model for their company and the insights they gained, as well as sharing helpful examples. To succeed as a new company he suggested “Don’t try to compete or copy big players.” Instead, find your own niche, “use the niche and be good at it.” To learn more, be sure watch the full video of Bjoern’s session.

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To read more about Bjoern Bergstein including a lecture from Casual Connect Europe 2016, see this exclusive article.

Europe 2017Video Coverage

Rujul Patel: Leading the Ad-Supported Game Revolution | Casual Connect Video

March 30, 2017 — by David Radd

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Like game development, ad monetization must be user centric and user sensitive. - Rujul PatelClick To Tweet

Rujul Patel, Fyber’s SVP of Global Developer Relations, is on a mission to help mobile game developers make money. The key to mission success: balancing IAP monetization with ad monetization. ““We need to see how to have ads work better in mobile games,” said Rujul during their session at Casual Connect Europe. Many game developers, however, believe that ads hurt the game experience and could cannibalize IAP revenue. At their session, Rujul dispels these concerns with a few examples of developers who successfully added rewarded video ads to their monetization strategies.

Exclusive InterviewsIndustry

Barak Regev on Using Google Cloud Platform to Scale and Succeed

March 26, 2017 — by Catherine Quinton

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Barak Regev, Director of Google Cloud Platform for EMEA of Google, says that the best things about working for Google are the amazing people, as well as the culture, goals and freedom of working at Google.

Barak Regev is Director of Google Cloud Platform, EMEA of Google

Barak had worked for Microsoft for seven years when Meir Brand, GM of Google IL, called, offering the opportunity to apply for a position establishing Google Enterprise in the EMEA region. This was six and a half years ago, and Barak was, of course interested. For the past four years, he has been leading the Google Cloud Platform business in EMEA, building and scaling the EMEA team responsible for sales and business development of Google’s Cloud Platform solutions. In this position, Barak must also hire the talent, expand Google’s ecosystem, evangelize Google’s solutions and, as he said, “inspire my people to think big.”

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