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Pocket Gamer Connects Digital #7 (Online)

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Superstar Speed Panel: Rethinking InGame Advertising34m
Claim: programmatic non-interruptive, programmatic placements insert brand assets into native billboards and props so ads don’t break play. Built: an in‑house…
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Levelling Up Your Mobile Gaming Strategy on SnapchatCallum Carmichael30m
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…
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The Big Lie of User Acquisition: Strategies That do not Work in 2021Hanna Kachalka30m
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…
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iOS 15 Upcoming Changes & Impact on ASOSimon Thillay34m
Apple adds three store marketing tools: 35 custom product pages that let campaigns land on alternate screenshots/videos (assets reviewed separately, expect 1–2…
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Measurement in a Privacy First WorldSharad Jaiswal30m
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…
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Panel: How to Optimise Revenue & Retention for Your GamesJacki Vause, Dan Anahory, Dean Day, Elad Levy, Philipp J. Karstaedt, Chris Wright50m
Panel argues monetize from GDD onward, not after launch, and treats ads as integrated product placement (AdInMo billboards) rather than interruptive breaks…
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How to Maximise Engagement (& Fun!) Through Live Ops StrategiesMomchil Kyurkchiev, Sebastien Borget33m
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…
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Superstar Session: Unlocking Gaming's Potential as a Media ChannelSamuel Huber33m
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…
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Huawei Ads - All About QualityYoussef El Kara32m
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…
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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 Viswanathan53m
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…
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The Continued Rise of Hypercasual in the East & How to Break Your Game into the Chinese MarketMarco Frisina30m
China is a $25 billion mobile market (about 25% of global mobile gaming) where hypercasual grows fastest: downloads nearly quadruple during the pandemic and…
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Superstar Session: Publishing Isn’t ‘One Size Fits All’ - What Does Your Game Need?Shai Sasson30m
CrazyLabs presents concrete playbook: company claims 4.5 billion downloads, works with 350 developers, and cites hits like DIY Makeup (~60M), Phone Case DIY…
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How Voodoo hit Five Billion DownloadsAlexander Shea29m
Company claims five billion downloads and explains the concrete pipeline behind it: weekly coaching for studios, a data-driven funnel to avoid false negatives…
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Fireside Chat: Ignite Your Brand With High-impact Collaborations.Sophia Aubrey Drake, Vanessa Rouhani32m
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…
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Panel: The Perfect Storm: Identifying the Best Time to Connect With PublishersSophia Aubrey Drake, Mark Hickey, Cassia Curran, Josh Nilson, Des Gayle, Théophile Tabary50m
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…
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Superstar Session: Breathing Life Into a New IP: A Lesson in Rethinking What You (Think You) KnowJernej Česen31m
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…
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The Messy Middle - From Trend Gamification to a Profitable Hypercasual GameOlaf Morelewski28m
CrazyLabs reports 4 billion downloads and 350 partner developers and argues hypercasual still grows ~20% yearly and supplies ~1/3 of mobile downloads. Key…
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The Future of App Monetisation: An Industry OutlookMichael Bertaut27m
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…
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Superstar Session: Critical Traffic Patterns & Insights to Monetise Your Game in Japan & SEA MarketsMasha Andriyenko, Maria Andriyenko31m
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…
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Maximising IAP Revenue With Global PricingTed Verani32m
Wappier builds a pricing platform that auto-adjusts IAPs per country across live SKUs using macro/microeconomic signals plus game revenue data, then refines…
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Panel: Tools & Techniques for Game Economy Analysis & OptimisationJoseph Kim, Nick Murray, Afsar Ahmad, Alvaro Gil Abad50m
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…
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Panel: What Changes in Ad Monetisation Post-IDFA - The Good, the Bad & the UglyOscar Clark, Eado Hofstetter, Otto Simola, Bozo Jankovic, Will Melzer42m
Post-IDFA changes force concrete responses: SKAdNetwork and programmatic specs get implemented, adapters and SDKs require constant updates, and some publishers…
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Superstar Session: The Future is Cross PlatformFelix The22m
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…
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How to Make Your RnD Rock!Pavel Sudakov27m
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…
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Panel:Customer Support for Your App's Success: How Customer Support Teams Drive App Metrics & ProfitDaniel Nicolescu, Dana Pavel, Richard Banič, Grzegorz Gierczyk33m
Panel shows AppFollow, Ten Square Games and Pixel Federation describing a concrete workflow: integrate AppFollow with helpdesk, build localized templates, and…
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Panel: What Tools all Game Developers Should Have at Hand at all TimesKate Edwards, Randy Saaf, Juan Gril, Tadhg Kelly, Michail Greshishchev41m
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…
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Superstar Session: Making Profitable Hypercasual HitsBalaji Thangaraj Vijayan, Christoph Sachsenhausen33m
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…
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What Makes a Game Truly HyperSocial?Fintan Gillespie25m
Snapchat positions games as lightweight HTML5 experiences with embedded chat and voice, claiming over 200 million Snapchatters have played Snap Games and about…
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Superstar Session: Key to Success in Post-iOS 14 Advertisements: SKAdNetwork Data ReconciliationCarole Wai Hai31m
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…
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Panel: What Makes a Social Game Truly 'Social'?DAVE BRADLEY, Jasmin Dahncke, Alessandro Lacroce, Jeferson Valadares, Rym Zerroug41m
Panelists argue social games succeed when they prove specific things: built-in friend invites, measurable recurring groups and overlap in social graphs, and…
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What are Your Existing Users Worth & How to Extract Maximum ValueMartin Macmillan29m
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…
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Fireside Chat: Is it Time to Rethink the Ad Monetisation WaterfallMartin Macmillan, Bozo Jankovic30m
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…
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Panel: Where is the Money at in M&A?Martin Macmillan, Shanti Bergel, Shaun Rutland, Alexis Bonte, Kartik Prabhakara54m
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…
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Panel: How to Prepare Your Studio for M&AMatthew Forde, Shum Singh, Romain Levrini, Jesus Bosch, Christopher Bergstresser, Justin Berenbaum45m
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…
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Cheaters’ Secrets Unveiled – How Cheaters Operate in Mobile Games & How to Counteract ThemMichail Greshishchev30m
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…
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Panel: Best Practices in Design, Development & Distribution of Hypercasual GamesBrian Baglow, Erhan Ahmad, Riley Andersen, Balaji Thangaraj Vijayan, Natalia Pakhomova49m
Panel distills concrete practice: teams build rapid prototypes in days tracked on Trello with “movie strip” briefs, run Facebook creative tests, then…
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Shared Values: What it Means to Have a Strategic Investment Partner on BoardNikita Matsokin29m
MY.GAMES Venture Capital says strategic partnership brings concrete lift: 37 studio investments and 13 in‑house teams feed shared services, a proprietary myUA…
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