Pocket Gamer Connects San Francisco 2017
2017-06-27..2017-06-28
San Francisco, United States
[Pocket Gamer Connects San Francisco 2017, Pocket Gamer Connects San Francisco 2018, Pocket Gamer Connects San Francisco 2019, Pocket Gamer Connects San Francisco 2024, Pocket Gamer Connects San Francisco 2025]
who it's for
monetisation managers, mobile game developers, user acquisition managers, publishers, ad operations engineers, growth marketers, data analysts
topics
rewarded video optimization; ad mediation strategies; unified ad auction design; tv-driven app attribution; in-app purchase design; coin-annuity drip mechanics; piracy detection and mitigation; paid user acquisition scaling; whale player big-data analysis; merchandise and Twitch integrations; subscription and annuity pricing; ad creative blacklist detection
| title | author | length |
|---|---|---|
| Mobile monetisation – Are all $ made equal? | Ayala Rudoy | 18m |
SafeDK demonstrates that ad monetisation can leak revenue: blacklist violations occur in ~70% of cases, a single ugly creative becomes the fourth-most served… | ||
| Fighting mobile apps piracy | Tan Tmangraksat | 15m |
Claims that 97% of top Android premium apps and 87% of top iOS apps were pirated in 2014 and that freemium titles see ~80% (top 100 ~75%) compromise, with… | ||
| How to design annuities for your mobile game | Ted Verani | 20m |
Sell a large coin bundle up front and drip it daily over a fixed window so planners buy where impulse offers fail, using existing daily login code and ML… | ||
| Advanced ad strategies that drive revenue and boost engagement | Jon Walsh | 18m |
Claims that three changes lift ad revenue from about $2,000 to $7,810/day on the same 200k DAU app: raise rewarded-video engagement from 14% to ~40% (28k → 80k… | ||
| Monetisation masterminds | Dan Laughlin, Sam Peck, Shannon Chang, Brian Kealer | 27m |
Panel claims that showing rewarded video to payers increases revenue, reporting rewarded eCPMs around $20–25 on US iOS and warning that offering only one… | ||
| Publishers on their dream monetisation platform | Oscar Clark | 35m |
Publishers want concrete levers: clear eCPM and fill transparency across mediators, usable dashboards that merge ironSource and Unity Ads data, and lightweight… | ||
| Using TV to drive app downloads at scale | RICHARD DOWNEY | 22m |
Shows how TV is bought and optimized for mobile with concrete techniques: use attribution providers (AppsFlyer/Tune), TV-monitoring tools (advanced analytics… | ||
| Learn the key fundamentals to social casino game design, monetisation and marketing | MARK BECK | 20m |
Company builds and tests several social casino products and finds a clear win: Scatter Slots uses quest/achievement mechanics tied to bet level to attract… | ||
| Is this really all there is? More ways to monetise mobile games | Mike Hines | 18m |
Claims that beyond premium/freemium/ads you can monetize with merch and fan-driven participation: Amazon offers print-on-demand t-shirts on Amazon from… | ||
| Does paid user acquisition make sense as a way to scale my game? | Martin Macmillan, John Hayward-Mayhew, Christopher Farm, Bethany Frank | 25m |
Recommendation: run a small paid test, learn fast, then only scale if metrics hold. Start with a $100–$200 test and push at least 1,000 installs through the… | ||
| Don't go it alone – How choosing the right partner is key to success | Chris Lefebvre | 33m |
Panel argues that partner choice must match measurable needs: pick UA partners who can run dynamic templates and multivariate video testing (one vendor turns… | ||
| How to design games for optimal IAPs | William Grosso, Emily Greer, Becky Anne Hughes | 24m |
Freemium redesigns break the game into components, broke the core mechanic apart and replace fail-based gates with meaningful items, boosts and itemization… | ||
| Uncovering DuoFun’s approach to mid-market IAPs | Andy Wang | 20m |
Studio adopts a retention-first, social-heavy approach and intentionally targets $20–$60 recurring spenders instead of chasing whales. A reusable real-time… | ||
| What you need to know about the future of mobile monetisation | Deepak Thakral | 20m |
Chartboost reports the mobile market is plateauing in the US but global growth continues, with $46B estimated for 2017 and ~25% coming from China. Ad formats… | ||
| A clear view into making in-app advertising work through a fair unified auction | Felix The | 09m |
Explains why the mobile waterfall silences demand and how header bidding tries to fix it but struggles with fragmented mediation, SDK review delays and… | ||
| The app is dead – How post-app store games increase social conversion | Michael Carter | 19m |
Claims app stores are fading as distribution shifts into super app platforms like Facebook Messenger where Blackstorm Labs publishes an HTML5 title ever… | ||
| Building an effective paid UA operation for mobile apps in a multi-channel environment | Andrey Kazakov | 14m |
Company-built dashboard centralizes campaign creation, bid and budget changes, and creative management across networks, claiming to cut per-channel ops so… | ||
| Whales in the wild: What big data reveals about the biggest game spenders | Ron Kato | 19m |
Slice Intelligence uses a 5M-person panel and 9M anonymized purchase receipts to analyze ~500K mobile spenders across 4,000 titles and finds 16% of users drive… | ||
| The growth techniques that every game developer should know about | Aurora Klaeboe Berg | 24m |
Growth focuses on concrete in-game mechanics that spark organic installs: synchronous multiplayer (Fun Run hits 300,000 downloads inflection then doubles… | ||
| nothing matches | ||