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8 types of mobile game creatives you should try
Our lessons from testing over 8,000 ads
Who we are
2
We promote mobile apps,
achieving scale through
creative testing
3
How we do it
4
Scaling thanks to the most effective creative
5
Scaling
This is now common knowledge:
the most effective creative along
with the most adequate audience
help reach scale
The most effective creative or
concept can very often perform
well on other channels
Our systematic process helps us find great creatives faster
6
Testing
We test different concepts to find
creatives that outperform the rest
We build on previous findings to
optimise the best performing creatives
Concept Exploration
Creative Iteration
We test 5 new ads every week per app
There are many parameters to consider
7
Parameters
Option 1 Option 2 Option 3
Geo
Core: more expensive but
more accurate
Peripheral: cheaper but less
transferable
Platform
Use Facebook and Instagram
if your delivery goes there
Use Audience Network if your
delivery goes there
Use Auto Placement if you’re
looking for lower CPMs on FB
Bidding
Mobile App Install: cheaper
but less transferable
App Event: more expensive
and more accurate
Value Optimisation: most
expensive and most accurate
Audience
Broad: if your product has a
mass market appeal
LAL audience: if your product
is more niche (5-10%)
Split test
Yes: all ads get the same
delivery but is more expensive
No: Facebook will favour an ad
but can be cheaper
Concepts
8
Satisfying
Gameplay
9
Concepts
What: video shows gameplay. It
can be recreated and simplified.
The focus is on sequences of
successful moves, potentially
followed with sounds effects
Why: satisfaction coming from
watching engaging content
Where: hyper casual, casual
games, resource management
Opinion
10
Concepts
What: the concept is based on
asking users for an opinion
Why: videos catches the users’
attention by asking for an opinion.
It works well with self-explanatory
apps
Where: casual games, narrative
games, building/resource
management, mid-core
Indicative concepts which did not always perform
Solve
11
Concepts
What: this type of ads invites users
to solve a problem
Why: satisfaction or frustration
coming from finding or not the
solution to the problem
Where: casual games
Indicative concepts which did not always perform
Create
12
Concepts
What: videos show a user
completing a task. The ad does not
necessarily reflect the content of
the game
Why: satisfaction/frustration
coming from completing or not a
task
Where: casual games
Indicative concepts which did not always perform
Narrative: Escape
13
Concepts
What: they tell a story that is not
always part of the game. They can
be tied to the game itself. The first
out of three sub-themes is escape
asking how characters can run
away
Why: urgency of the situation and
satisfaction or frustration from the
outcome
Where: casual games, mid-core
Indicative concepts which did not always perform
Narrative: Reunite
14
Concepts
What: they tell a story that is not
always part of the game. They can
be tied to the game itself. This
sub-concept is asking how
characters can be reunited
Why: urgency of the situation and
satisfaction or frustration from the
outcome
Where: casual games, mid-core
Indicative concepts which did not always perform
Narrative: Fix
15
Concepts
What: they tell a story that is not
always part of the game. They can
be tied to the game itself. The last
sub-theme is asking how a
dramatic situation can be fixed
Why: urgency of the situation and
satisfaction or frustration from the
outcome
Where: casual games, mid-core
Indicative concepts which did not always perform
Tutorial
16
Concepts
What: the ad explains how the
game works. It usually shows
multiple selling points
Why: a way to show what the app
is about, explaining the game
mechanics
Where: building/resource
management, mid-core games
Indicative concepts which did not always perform
Upgrade
17
Concepts
What: the videos shows the
upgrade potential and how
characters or items can go from
small to big
Why: satisfaction coming from
improving a character or item
Where: building/resource
management, mid-core games,
sports
Progression
18
Concepts
What: the video shows a user what
they can achieve in the app if they
reach a certain level
Why: satisfaction coming from
progressing
Where: building/resource
management, mid-core games,
sports
How we use it
19
Heatmap Based on our Experience
20
Study
Thanks for your time
21
Want to get in touch?
contact@mirigrowth.com

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8 Types of mobile game and app creatives you should try

  • 1. 8 types of mobile game creatives you should try Our lessons from testing over 8,000 ads
  • 3. We promote mobile apps, achieving scale through creative testing 3
  • 4. How we do it 4
  • 5. Scaling thanks to the most effective creative 5 Scaling This is now common knowledge: the most effective creative along with the most adequate audience help reach scale The most effective creative or concept can very often perform well on other channels
  • 6. Our systematic process helps us find great creatives faster 6 Testing We test different concepts to find creatives that outperform the rest We build on previous findings to optimise the best performing creatives Concept Exploration Creative Iteration We test 5 new ads every week per app
  • 7. There are many parameters to consider 7 Parameters Option 1 Option 2 Option 3 Geo Core: more expensive but more accurate Peripheral: cheaper but less transferable Platform Use Facebook and Instagram if your delivery goes there Use Audience Network if your delivery goes there Use Auto Placement if you’re looking for lower CPMs on FB Bidding Mobile App Install: cheaper but less transferable App Event: more expensive and more accurate Value Optimisation: most expensive and most accurate Audience Broad: if your product has a mass market appeal LAL audience: if your product is more niche (5-10%) Split test Yes: all ads get the same delivery but is more expensive No: Facebook will favour an ad but can be cheaper
  • 9. Satisfying Gameplay 9 Concepts What: video shows gameplay. It can be recreated and simplified. The focus is on sequences of successful moves, potentially followed with sounds effects Why: satisfaction coming from watching engaging content Where: hyper casual, casual games, resource management
  • 10. Opinion 10 Concepts What: the concept is based on asking users for an opinion Why: videos catches the users’ attention by asking for an opinion. It works well with self-explanatory apps Where: casual games, narrative games, building/resource management, mid-core Indicative concepts which did not always perform
  • 11. Solve 11 Concepts What: this type of ads invites users to solve a problem Why: satisfaction or frustration coming from finding or not the solution to the problem Where: casual games Indicative concepts which did not always perform
  • 12. Create 12 Concepts What: videos show a user completing a task. The ad does not necessarily reflect the content of the game Why: satisfaction/frustration coming from completing or not a task Where: casual games Indicative concepts which did not always perform
  • 13. Narrative: Escape 13 Concepts What: they tell a story that is not always part of the game. They can be tied to the game itself. The first out of three sub-themes is escape asking how characters can run away Why: urgency of the situation and satisfaction or frustration from the outcome Where: casual games, mid-core Indicative concepts which did not always perform
  • 14. Narrative: Reunite 14 Concepts What: they tell a story that is not always part of the game. They can be tied to the game itself. This sub-concept is asking how characters can be reunited Why: urgency of the situation and satisfaction or frustration from the outcome Where: casual games, mid-core Indicative concepts which did not always perform
  • 15. Narrative: Fix 15 Concepts What: they tell a story that is not always part of the game. They can be tied to the game itself. The last sub-theme is asking how a dramatic situation can be fixed Why: urgency of the situation and satisfaction or frustration from the outcome Where: casual games, mid-core Indicative concepts which did not always perform
  • 16. Tutorial 16 Concepts What: the ad explains how the game works. It usually shows multiple selling points Why: a way to show what the app is about, explaining the game mechanics Where: building/resource management, mid-core games Indicative concepts which did not always perform
  • 17. Upgrade 17 Concepts What: the videos shows the upgrade potential and how characters or items can go from small to big Why: satisfaction coming from improving a character or item Where: building/resource management, mid-core games, sports
  • 18. Progression 18 Concepts What: the video shows a user what they can achieve in the app if they reach a certain level Why: satisfaction coming from progressing Where: building/resource management, mid-core games, sports
  • 19. How we use it 19
  • 20. Heatmap Based on our Experience 20 Study
  • 21. Thanks for your time 21 Want to get in touch? contact@mirigrowth.com