Pocket Gamer Connects Digital NEXT 2021
2021-11-15..2021-11-17
-- online --
who it's for
game publishers, monetization managers, mobile game developers, user acquisition managers, multiplayer engineers, product managers, indie game developers
topics
in-game brand placements; rewarded video optimization; playable ads testing; audio ad monetization; webshop for mobile games; real-time hypercasual multiplayer; mediation auction audits; deterministic engine networking; hypercasual review scorecard; metaverse wearables and billboards; M&A and industry consolidation; hybrid IAP and ads monetization
| title | author | length |
|---|---|---|
| Superstar Session: Real Estate for Game Publishers: How to Monetise Your Virtual World | Sam Huber | 35m |
Admix offers a drag-and-drop plug-and-play Unity/Unreal plugin that sells in-game placements to 100+ brands across ~400 games, backed by $25M new funding (… | ||
| Panel: How Have New Ad Formats Changed Mobile Gaming? | Jon Jordan, Lev Kommisarchik, Christian Facey, Caglar Bozkurt | 50m |
Panel reports that Anzu places real brand billboards inside games across mobile, PC and console and that studio integrations ran campaigns for Ford and Calvin… | ||
| Panel: The Truth About Ads: Is Disruption, a Requirement or an Opportunity for Game Makers? | Enric Cabestany, Nathaniel Barker, Shalom Michaeli, Amy Huang, Stefan Adamczyk | 46m |
Panelists argue post‑IDFA targeting shifts from deterministic IDs to battery Wi‑Fi and disk space signals and probabilistic models, and claim consolidation and… | ||
| The Change in Mobile Landscape: What Does it Mean for You as a Developer? | Mikko Luotio | 30m |
Claim: building an external webshop for mobile games that duplicates the in‑game store and links via social login to player accounts unlocks local payment… | ||
| Hypercasual Games & Real Multiplayer, a Marriage Come True! | Mark Val | 35m |
Claims that real-time multiplayer can work for hypercasual on low-end phones and bad networks, and proves it by building Stumble Guys with Kitka using Photon… | ||
| Tentpole Game Design: How to Make a Competitive Multiplayer Experience that Drives Deep Engagement | David Strally | 31m |
Five design tenets: hire for culture not just pedigree, build player empathy, buy commoditized tech and focus on one competitive advantage, manage the… | ||
| Panel: War Stories on the Business of Multiplayer Games | Mark Val, Sean Kauppinen, Teut Weidemann | 47m |
Panelists recount concrete fixes and failures: using Photon (remember offline demo tokens expire after 24 hours) and deterministic engines like Quantum with… | ||
| Superstar Session: The Key Elements for a Meaningful Hypercasual Game Review | Maria Goldsteyn | 31m |
CrazyLabs lays out a practical review system: a scorecard 1–5 across four categories—gameplay clarity, production value, innovation and engagement—plus a hard… | ||
| Fireside Chat: What the Mobile Space Looks Like as we Head into 2022 | Lev Kommisarchik, Jane Anderson, Brian Baglow | 28m |
Mobile gaming faces rapid consolidation with big moves like AppLovin acquires Mopub and platform shifts from App Tracking Transparency that force new… | ||
| Panel: Indie to Empire: Growing Your Game Through New Monetisation Models | Kay Gruenwoldt, Yoni Markovizky, Christian Facey, David Philippson, Riley Andersen, Andrei Luzan | 35m |
Panel lays out concrete tactics: aim for rewarded video as first ad format, add interstitials for hyper‑casual and experiment with audio ads (AudioMob reports… | ||
| Game On or Game Over: Level Up Your Gaming Strategy | Tato Mikadze | 16m |
Mobile games hit over 1 billion downloads, drive 1.7B consumer spend and more than 5 billion hours per week in 2021 Q3, with average weekly spend up ~35% year… | ||
| Panel: The Effect of M&A on the Global Games Industry: Is the Future About Fewer, Bigger Companies? | Cordel Robbin-Coker, Shum Singh, Lexi Sydow, Simon Prytherch, Nikita Matsokin | 56m |
Conference panel reports that 2020 is a blockbuster year for M&A and 2021 already eclipses it, with private equity activity showing $9B PE deals and roughly… | ||
| Betting Big on the Metaverse: Are You Ready? | Natasha Vasilyeva | 25m |
Anzu describes a playable route into the metaverse by programmatically placing real-world brand ads as blended in-game billboards, logos and video across… | ||
| Panel: What Techniques Can we Apply from Hypercasual Games & Bring into Living Games? | Aaron Orr, Evelyn Mora, Costantino Carrega Bertolini | 43m |
Hypercasual design prizes snackable sessions, simple relatable themes and low barriers to entry while live games rely on live ops, metagame and user agency… | ||
| nothing matches | ||