Behavioral player segmentation to maximize profit and improve engagement.
Pixel Federation will be sharing their approach to monetization strategy in their game Diggy’s Adventure. We’ll look into our journey from the earliest times of having a simple shop offer up until using highly segmented offers today. Come to learn how does the segmentation work, what data do we use, how do we test it and last but not least, what are our plans for the future (ML).
Rewarded ads: good and bad approaches. How we approach rewards ads to increase monetisation and gameplay?
Rewarded ads are one of hottest topics in mobile gaming industry. They can bring additional stream of revenue, although they can destroy the gameplay too. How to do it well? Presentation based on examples.
Military icon in England vs. Robot icon in Japan: stronger monetisation via good ASO localisation and finding user inisghts.
It’s not a secret that consumers from different countries have different preferences while doing shopping. Mobile gaming is no exception here – to convince people to download YOUR game you should consider localization of ASO assets. And by localization we don’t mean translation of description. We mean adjusting everything that you can change: app preview, screenshots, key-art and icon based on country-specific preferences and user insights. As part of marketing department of Vivid Games I would like to show how this process works from establishing the hypothesis through testing them in google play console to applying different assets in different countries. Preso will be based on tests done by Vivid Games on Space Pioneer and Gravity Rider games.
GameCamp party at bar: W oparach absurdu at Warsaw, Zabkowska 6
GameCamp party at bar: W oparach absurdu at address: Warsaw, Zabkowska 6. Join for some networking, getting to know new people from industry, industry discussions. Party is open, although registration was giving access to open bar for some time. More info at: http://www.gamecamp.io/agenda/gamecamp-party/
2018 in mobile gaming in retrospective based on AppsFlyer data
2018 in mobile gaming in retrospective. What can we expect in 2019 based on AppsFlyer data? Where did the money go? How budgets were shifting in different games categories? Where the cost of acquisition is going up and where it is going down?
How best to soft-launch your mobile game! We will cover the most important elements of a successful gaming soft launch, including the core setup, best and worst practices, and practical tips to wrap it all up. Presentation based on examples.
Korean Market: small country, huge potential for gaming revenue
At every GameCamp we are looking closer at one specific gaming market. Korean gaming market is one of biggest mobile gaming markets in the world. What you should know about Korean users to have strong Growth there. Presentation based on research on Korean users and examples.