How to start working with user acquisition in mobile gaming? Which topics do you need to focus on at the beginning? How it looks like for different mobile genres? Mobile attribution, fraud detection.
1. User Acquisition? Where do I even start?
Lukasz Kwiecien, Head of Marketing Operations
September 2018
GameCamp 1
2. Who are we?
GameCamp 2
Founded in
2014
$150M
Revenue
2017
400+
Employees
8
Offices
3. Intro – bunch of general information about UA
GameCamp 3
• I know the LTV – so what?
• CPI vs CPA vs CPC vs CPM, etc
• Attribution
• Monetization models
• Traffic sources
5. Media buying models
GameCamp 5
• CPM – cost per mille
• CPC – cost per click
• CPI – cost per install
• CPA/E – cost per
action/engagement
Impression
Click
Install
Action
6. Attribution – what is that?
GameCamp 6
• Where does this installation come from?
• Are my users playing?
• Which users are paying?
• Who delivers best users?
• How my actions impact the inflow of users?
• Appsflyer and others (Adjust, Kochava, Singular and
more)
7. How should I make money on my game?
GameCamp 7
• Free with iaps
• Free with ads
• Free with iaps and ads
• Paid
• Paid with iaps
8. Traffic sources – where should I invest?
GameCamp 8
§ Non Organic
• Social
• Search
• Adnetworks
• DSP’s & Native
• Affilliates
• Influencers
§ Organic
15. Where are those payers – how do I reach them?
GameCamp 15
Source: Gameanalytics.com
• Tier 1 Geos
• US being #1 market
• Who am I competing with?
• Genre dependent – niche games users are
harder to reach
• Who are my potential target audience?
16. The importance of the creative – how do I appeal to my
audience
GameCamp 16
Source: MightySignal Parade
17. The importance of the creative
GameCamp 17
Source: MightySignal Parade
18. ASO – the black (?) magic
GameCamp 18
Source: MightySignal Parade
20. Looking beyond install
GameCamp 20
• What events should I look at?
• Who is an engaged player?
• How does my players behave?
• Am I being cheated by vendors?
• How does the engagement correlate with
payment probability?
21. Measuring success
GameCamp 21
• CPI vs Cost-per-purchase
• ROAS
• Importance of cohorted data
• ROAS Dx=ARPU Dx/eCPI
• ROAS Dx=Revenue Dx/Cost of that cohort
• Lifetime and payback
24. Takeways
GameCamp 24
• Small budget = limited sources (Google + FB)
• Try to avoid affiliate traffic!
• Measure your players behaviour
• Know how to calculate metrics
• Know the ad products, ask for help and be
patient
• Iterate and test
26. Ads monetization based games
GameCamp 26
• No iaps = lower LTV
• Low LTV = Low CPI
• Focus on retention
• Need massive scale to be profitable (or does it?)
Voodoo’s Helix Jump Android – 100M+ downloads
• One finger play, quick sessions, fast
action