Rovio's VP of Finance for Games on UA and finance – A match made In heaven
summary
Marketplace is huge and costly: ~800,000 games and >750 new games daily, so user acquisition becomes the growth engine; building a hit costs roughly 5 million development plus UA investments that Rovio estimates at $10M to reach top‑100, ~$20M for top‑50, and up to $75M to reach top‑10 annually for US iOS under typical KPIs. Measure success as gross profit vs effective CPI, treat each game, cohort and geography as its own business case, prioritize spender cohorts, model virality with organic multiplier and regression analysis, and steer monthly toward chosen payback horizons rather than one‑time spikes.
AI-written summary · about
chapters (15)
- 0:00Intro
- 0:22Opening speech
- 0:57Data
- 2:57KPS
- 5:38Business Case
- 8:15The basics
- 8:41Macro
- 9:32How to monitor
- 11:40Games are different
- 12:13Games cant compare
- 13:48Players are different
- 16:03geographies are different
- 17:34K Factor
- 19:45How Rovio is doing it
- 21:24Questions
related talks
21m80% data, 20% luck – How to make profitable games in 2019
47mWhat do investors and potential acquirers really look for?
32mFueling Growth Through User-centric UA Creative Design
20mMobile gaming: Been there, done that
10mHigh Order Bit
19mHyper-casual math
17mBuilding a Long-term Gaming App Business: Applying Lessons of the Past to Power Your Success
31mLevelling up – How to move from a small indie to an established publisher
