Pocket Gamer Connects Digital #7 (Online)
2021-07-12..2021-07-16
-- online --
| title | author | length |
|---|---|---|
| Superstar Speed Panel: Rethinking InGame Advertising | 34m | |
Claim: programmatic non-interruptive, programmatic placements insert brand assets into native billboards and props so ads don’t break play. Built: an in‑house… | ||
| Levelling Up Your Mobile Gaming Strategy on Snapchat | Callum Carmichael | 30m |
Snap positions Snapchat as a major gaming channel, claiming 500 million monthly active users and 280M daily actives, 60% using the camera daily; describes snap… | ||
| The Big Lie of User Acquisition: Strategies That do not Work in 2021 | Hanna Kachalka | 30m |
Claims that brand and creatives drive ASO and UA outcomes with numbers: Apple reports ~58% opt-out overall and ~66% in games so paid channels shift to Apple’s… | ||
| iOS 15 Upcoming Changes & Impact on ASO | Simon Thillay | 34m |
Apple adds three store marketing tools: 35 custom product pages that let campaigns land on alternate screenshots/videos (assets reviewed separately, expect 1–2… | ||
| Measurement in a Privacy First World | Sharad Jaiswal | 30m |
Argues that advertising measurement now relies on first-party and aggregated data and server-side matching instead of device IDs, and that building on-platform… | ||
| Panel: How to Optimise Revenue & Retention for Your Games | Jacki Vause, Dan Anahory, Dean Day, Elad Levy, Philipp J. Karstaedt, Chris Wright | 50m |
Panel argues monetize from GDD onward, not after launch, and treats ads as integrated product placement (AdInMo billboards) rather than interruptive breaks… | ||
| How to Maximise Engagement (& Fun!) Through Live Ops Strategies | Momchil Kyurkchiev, Sebastien Borget | 33m |
Leanplum and The Sandbox describe a data-driven live ops stack: remote config to flip offers and SDKs, lifecycle CRM via push/in-app/email, and A/B testing as… | ||
| Superstar Session: Unlocking Gaming's Potential as a Media Channel | Samuel Huber | 33m |
Admix positions in-play ads as native product placements that run via a lightweight SDK plugin for Unity, serving real-time, data-driven creatives across ~300… | ||
| Huawei Ads - All About Quality | Youssef El Kara | 32m |
Huawei Ads claims direct reach into 1 billion Huawei devices with ~700M smartphones and AppGallery 540M MAU (42M in Europe, 61% growth). The platform offers a… | ||
| Panel: The Truth About Ads: Is it a Disruption, a Requirement or an Opportunity for Game Makers? | Jacki Vause, Diego Ricchiuti, Christian Atack, Oscar Clark, David Westerman, Pooja Viswanathan | 53m |
Panel argues ads work as rewarded views that boost retention and as direct‑response UA, not just interruptions. Practical tactics covered: build a 30‑second… | ||
| The Continued Rise of Hypercasual in the East & How to Break Your Game into the Chinese Market | Marco Frisina | 30m |
China is a $25 billion mobile market (about 25% of global mobile gaming) where hypercasual grows fastest: downloads nearly quadruple during the pandemic and… | ||
| Superstar Session: Publishing Isn’t ‘One Size Fits All’ - What Does Your Game Need? | Shai Sasson | 30m |
CrazyLabs presents concrete playbook: company claims 4.5 billion downloads, works with 350 developers, and cites hits like DIY Makeup (~60M), Phone Case DIY… | ||
| How Voodoo hit Five Billion Downloads | Alexander Shea | 29m |
Company claims five billion downloads and explains the concrete pipeline behind it: weekly coaching for studios, a data-driven funnel to avoid false negatives… | ||
| Fireside Chat: Ignite Your Brand With High-impact Collaborations. | Sophia Aubrey Drake, Vanessa Rouhani | 32m |
Jam City describes a true 360 collaboration: a Wheel of Fortune takeover that includes a week on the TV set, an in‑game event tied to a $15,000 cash prize, TV… | ||
| Panel: The Perfect Storm: Identifying the Best Time to Connect With Publishers | Sophia Aubrey Drake, Mark Hickey, Cassia Curran, Josh Nilson, Des Gayle, Théophile Tabary | 50m |
Publishers report receiving 1,000–2,000 pitches per year and the PC/console market has roughly 250 publishers, so developers need a clear, testable product not… | ||
| Superstar Session: Breathing Life Into a New IP: A Lesson in Rethinking What You (Think You) Know | Jernej Česen | 31m |
Outfit7 rethinks publishing for a new IP, Mythic Legends, by cutting the brand tie to Talking Tom, creating a new publishing account, and treating distribution… | ||
| The Messy Middle - From Trend Gamification to a Profitable Hypercasual Game | Olaf Morelewski | 28m |
CrazyLabs reports 4 billion downloads and 350 partner developers and argues hypercasual still grows ~20% yearly and supplies ~1/3 of mobile downloads. Key… | ||
| The Future of App Monetisation: An Industry Outlook | Michael Bertaut | 27m |
Report synthesizes interviews with 25 industry leaders, predicts mobile game ad revenue growing at ~17% CAGR to about $53B by 2024, and urges concrete moves… | ||
| Superstar Session: Critical Traffic Patterns & Insights to Monetise Your Game in Japan & SEA Markets | Masha Andriyenko, Maria Andriyenko | 31m |
Pangle claims 22x growth in two years, exclusive access to TikTok for Business, and a suite of tools like playable ads/production and event optimization; Japan… | ||
| Maximising IAP Revenue With Global Pricing | Ted Verani | 32m |
Wappier builds a pricing platform that auto-adjusts IAPs per country across live SKUs using macro/microeconomic signals plus game revenue data, then refines… | ||
| Panel: Tools & Techniques for Game Economy Analysis & Optimisation | Joseph Kim, Nick Murray, Afsar Ahmad, Alvaro Gil Abad | 50m |
Panel reports practical tactics: Ludo Star and another title hit a combined 6 million daily users, teams build a basic internal web config tool (Node.js) to… | ||
| Panel: What Changes in Ad Monetisation Post-IDFA - The Good, the Bad & the Ugly | Oscar Clark, Eado Hofstetter, Otto Simola, Bozo Jankovic, Will Melzer | 42m |
Post-IDFA changes force concrete responses: SKAdNetwork and programmatic specs get implemented, adapters and SDKs require constant updates, and some publishers… | ||
| Superstar Session: The Future is Cross Platform | Felix The | 22m |
Players already demand cross-play and Unity points to Multiplay hosting (hybrid scaler with a managed bare-metal fleet and cloud‑agnostic overflow) plus Vivox… | ||
| How to Make Your RnD Rock! | Pavel Sudakov | 27m |
Belka Games sets R&D rules: start with the core loop, ship small features every 2–3 week sprints, and validate with metrics — day 3/day 7 retention first, then… | ||
| Panel:Customer Support for Your App's Success: How Customer Support Teams Drive App Metrics & Profit | Daniel Nicolescu, Dana Pavel, Richard Banič, Grzegorz Gierczyk | 33m |
Panel shows AppFollow, Ten Square Games and Pixel Federation describing a concrete workflow: integrate AppFollow with helpdesk, build localized templates, and… | ||
| Panel: What Tools all Game Developers Should Have at Hand at all Times | Kate Edwards, Randy Saaf, Juan Gril, Tadhg Kelly, Michail Greshishchev | 41m |
Teams favor practical, low-friction tools: CI/CD from day one and containerized Kubernetes deployments cut live-ops cost and scale. Use lightweight engines for… | ||
| Superstar Session: Making Profitable Hypercasual Hits | Balaji Thangaraj Vijayan, Christoph Sachsenhausen | 33m |
Shows that a profitable hypercasual hit is about metrics, not promises: benchmarking with Apptopia and internal BI, then iterating seven times in ~2.5 weeks to… | ||
| What Makes a Game Truly HyperSocial? | Fintan Gillespie | 25m |
Snapchat positions games as lightweight HTML5 experiences with embedded chat and voice, claiming over 200 million Snapchatters have played Snap Games and about… | ||
| Superstar Session: Key to Success in Post-iOS 14 Advertisements: SKAdNetwork Data Reconciliation | Carole Wai Hai | 31m |
Post-iOS14 attribution shows concrete gaps: only 68% on iOS 14.5+, and of those just 24% opt-in for IDFA, so most installs fall to SKAdNetwork with 24–48 hour… | ||
| Panel: What Makes a Social Game Truly 'Social'? | DAVE BRADLEY, Jasmin Dahncke, Alessandro Lacroce, Jeferson Valadares, Rym Zerroug | 41m |
Panelists argue social games succeed when they prove specific things: built-in friend invites, measurable recurring groups and overlap in social graphs, and… | ||
| What are Your Existing Users Worth & How to Extract Maximum Value | Martin Macmillan | 29m |
Defines residual cohort value as the measurable area under stacked cohort LTV curves and models it to price an asset lenders can use; claims lenders will… | ||
| Fireside Chat: Is it Time to Rethink the Ad Monetisation Waterfall | Martin Macmillan, Bozo Jankovic | 30m |
Explains that the market is moving from manual waterfalls to hybrid header bidding with most mediations having roughly 5–10 real bidders, not 200, and that… | ||
| Panel: Where is the Money at in M&A? | Martin Macmillan, Shanti Bergel, Shaun Rutland, Alexis Bonte, Kartik Prabhakara | 54m |
Analysis of Jan 2020–Mar 2021 shows roughly 83% of acquisition value flowing to studios that self‑publish, not those reliant on third‑party publishers; buyers… | ||
| Panel: How to Prepare Your Studio for M&A | Matthew Forde, Shum Singh, Romain Levrini, Jesus Bosch, Christopher Bergstresser, Justin Berenbaum | 45m |
Panel argues studios hire a finance director and use a banker to run the VDR and process so financials, cap table and corporate docs are clean; align all… | ||
| Cheaters’ Secrets Unveiled – How Cheaters Operate in Mobile Games & How to Counteract Them | Michail Greshishchev | 30m |
Mobile games face concrete, measurable threats: a May 2020 scan finds 86% of top-50 Google Play games had cheats available and many hacks arrive as either… | ||
| Panel: Best Practices in Design, Development & Distribution of Hypercasual Games | Brian Baglow, Erhan Ahmad, Riley Andersen, Balaji Thangaraj Vijayan, Natalia Pakhomova | 49m |
Panel distills concrete practice: teams build rapid prototypes in days tracked on Trello with “movie strip” briefs, run Facebook creative tests, then… | ||
| Shared Values: What it Means to Have a Strategic Investment Partner on Board | Nikita Matsokin | 29m |
MY.GAMES Venture Capital says strategic partnership brings concrete lift: 37 studio investments and 13 in‑house teams feed shared services, a proprietary myUA… | ||
| nothing matches | ||