AppLift Blog

The mobile games marketing Blog.

AppLift Blog

“Rich media? Yes! We’re super excited about this and 80 percent of our campaigns are now run on rich media”.

If you’ve been around the mobile industry for over two years, you may laugh at the above example as just about any company you spoke with at the Mobile World Congress was pitching rich media campaigns, filling their website with shiny examples of amazing HTML5 dynamic creative…

In reality, rich media was an extremely small part of the actual activity as getting this format to work has always been a nightmare. (more…)

Last August we partnered with games market research firm Newzoo to investigate the growth of the global mobile games market as well as the appeal of various global regions for mobile games publishers. We published the findings in a comprehensive infographic, The Global Mobile Games Landscape RELOADED, showing the total growth of smartphone and tablet revenue, a world map of monetization potential, as well as a summary appeal matrix.

According to new figures published by Newzoo last week, it now turns out that the global mobile games revenue should grow even faster than originally expected: the latter will reach $35 billion in 2014, $30.8bn in 2015 and $40.9bn in 2017. These updated figures come in the wake of solid growth figures in both mature and developed markets, as well as across smartphones and tablets.

This strong growth is both organic, benefiting the whole games market, and “cannibalistic”, coming at the expense of other segments, especially online PC games and MMOs. Mobile is now on the way of becoming the major game segment in 2015.

To reflect these changes, we have updated our infographic, which you can easily embed on your website using the following code (650 pixels wide):

<a href="http://www.applift.com/blog/mobile-games-market-update.html"><img alt="The mobile games market will reach $40.8 billion in 2017" src="http://www.applift.com/uploads/The-Global-Mobile-Games-Market-RELOADED.jpg" width="650" /></a>

You can also access the high-res infographic here.

Welcome to the seventh episode of our Mobile Industry Exposed interview series! This time, we posed questions about mobile user acquisition and app marketing trends to Mack Flavelle, VP Business Development at Tapstream.
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It is now time for the sixth instalment of our Mobile Industry Exposed interview series, which has featured key mobile industry players such as Serkan Toto of Kantan Games and PubNative’s Ionut Ciobotaru talk about everything from Japan’s mobile app market to native advertising.

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Whether a game is free (with ad-based monetization), free-to-play (while offering in-app purchases) or paid is a matter of publisher or developer choice and should be based on your business model. Will you go down the F2P route of creating an amazingly addictive game that’s free to download but relies on in-app purchases to make a player more competitive and enhance the user experience?
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Asia Pacific is the world’s largest market for mobile games, presenting a big, though challenging, opportunity for games publishers worldwide. The specifics of the Asian mobile games market conditions and the trends in each of its countries and regions, South Korea, Japan, China and South East Asia, represent so much variation that it’s important for publishers to get to know each one before attempting to enter the Asian market. (more…)

Whether that’s an independent app development shop, a major brand or a zoo, running a business is hard work. Here are five reasons why app marketing can often be reminiscent of managing a wildlife park – complete with illustrative GIFs. (more…)

Last Wednesday we aired a webinar on the best practices of leveraging TV and YouTube as effective user acquisition channels for your mobile games. For those who attended, we sincerely hope you enjoyed it! For those who missed it or if you would like to watch it again, no worries: you will find both the presentation deck and the video recording below.

Don’t hesitate to get in touch with us if you have additional questions or simply would like to know more about our TV and YouTube offerings. (more…)

Welcome to a new episode of our Mobile Industry Exposed interview series! Today, for the fifth instalment, we caught up with Ionut Ciobotaru, Managing Director and Co-Founder of mobile native publisher platform PubNative.
Ionut is no stranger to us at AppLift since, before launching PubNative, he was heading up AppLift’s product team. (more…)

Television commercials, billboards, and magazine ads are the “must haves” when advertising traditional products. They have been around for years and will continue to be a staple in most companies’ advertising budgets. This fact, however, does not seem to apply for mobile game developers. Mobile games are anything but traditional and mobile game developers looking to acquire users have, until now, mostly stuck to advertising on mobile devices. Even though digital advertising is estimated to reach $47.8 billion in 2014, TV advertising will also keep on increasing up to $68.54 billion, with no sign of slowing down anytime soon.Times are changing: both traditional and mobile companies are starting to embrace the second screen.

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Welcome to the fifth instalment of our Asian Beat series! Having dived into South Korea (twice), made it big in Japan and scrutinized the behemoth Chinese market, we now move on to a smaller but extremely promising country: Vietnam. For this specific post we benefit from the insights of Anh Hoang Duc, analyst at Dynamo Partners and native of Hanoi.

A couple of months ago Flappy Bird, an app developed by Dong Nguyen, a Vietnamese developer, roared out of the gates like no app before, leaving behind a mobile games industry flabbergasted by its sudden success. Flappy Bird put the Vietnamese mobile games market in the spotlight in the global developer community, and yet many of the country’s facts and figures are still not widely covered. This post aims at shedding some light on the Vietnamese mobile games market, which has many of the characteristics needed for mobile success: a young population who have grown up with smartphones and tablets as their primary internet touchpoint, widely spread internet penetration, and the booming number of smartphones.

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As the saying goes: “A picture is worth a thousand words”. How about a motion picture then? There is no doubt about the fact that video ads are currently one of the most compelling way to advertise your mobile game (or app for that matter). Video is a strong medium because it enables you to convey a lot of emotions in short period of time. The truth is, however, that when talking of video ads for mobile user acquisition today most people think of in-app video clips. (more…)

It is now time for the fourth instalment of our Mobile Industry Exposed interview series, which has so far seen us talk with key mobile industry players from games market research firm Newzoo and mobile marketing platform Swrve, as well as attribution tracking and in-app analytics company adjust.

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Once again, we are keeping you up to date with the latest news at AppLift as well as a round up of issues affecting the wider mobile industry. (more…)

Effective retention strategies are the key to successful mobile game monetization. Creating a game, and marketing strategy, which hooks users in and keeps them returning results in good player retention levels and more revenue.

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At AppLift, we take the data privacy of the visitors to our website very seriously.
For this reason we have applied to, and received TRUSTe’s Privacy Certification for the property AppLift.com. This means that our Privacy Policy as well as the entirety of our website practices have been reviewed for compliance with the TRUSTe website certification program. (more…)

We are pleased to present the third instalment of our Mobile Industry Exposed interview series, which has so far seen us talk with key mobile industry players from games market research firm Newzoo and mobile marketing platform Swrve. (more…)

Welcome to Asian Beat #4! Having talked about winning moves in South Korea and cracking Japan, we now move to the Chinese mobile games market.

It’s no secret that the China is emerging as one of the most important mobile games markets this year. The forecasted figure for the number of Chinese mobile gamers in 2014 is 288 million, and this is predicted to rise to 770 million by 2018. China is hot on North America’s heels; according to a SuperData Research report from May of this year, the Chinese mobile games market is set to overtake the US and Japan to become the largest mobile games market in the world in 2015.

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App reviews, ratings, referrals, social media endorsements and shares are all beneficial to highlighting the quality of your app or game to potential users browsing the app stores. But just how influential are app reviews, Facebook Likes and the like on click-to-install conversion rates and how can you encourage your players to review and Like your app or mobile game? (more…)

What does the last two weeks in mobile look like? We interview Swrve’s CEO, PubNative talks about native advertising and a PG Connects panel talk about the console/mobile convergence. But there’s no denying it: China is the talk of the town right now when it comes to mobile games news. As well as an opinion piece about China’s booming growth, the last two weeks have also given us a WSJ interview with the Vice President of Tencent’s game business. Stay tuned also for our upcoming Asian Beat installment devoted to China! (more…)

It’s time for the second interview of our Mobile Industry Exposed, the interview series in which we feature key mobile industry players from games market research firms, mobile marketing platforms and more.

This time, we put the spotlight on Swrve CEO Christopher Dean. Swrve is an integrated mobile marketing automational platform that manages the customer life cycle on mobile, with in-app campaigns, push notifications, real-time responsive UX and A/B testing from a number of variables.
Christopher Dean is CEO of Swrve, an integrated marketing, A/B testing and optimization platform for mobile apps. Previously holding senior roles in Urban Airship and Skype, Christopher has a proven track record when it comes to making it happen in mobile marketing automation.

We talked to Christopher about the necessity of A/B testing and other best practices for mobile marketers, plus the most notable findings from Swrve’s April 2014 New Players Report and predictions for the future of the mobile games industry.

  1. Thanks for taking part in the Mobile Industry Exposed interview series. For the benefit of those who don’t yet know, what does Swrve do?
    We started by asking the question “what do marketers want to achieve?” and that’s what we built. In the mobile app universe, there are certain challenges that are universal. So it’s necessary to manage the customer journey, and step in to move the needle around the metrics that really matter to mobile businesses. That means converting new users to engaged users, or ensuring engaged users make their first transaction on mobile. How effectively a business drives these numbers is critical to success. That’s what we help them do.
  2. Part of your offering is providing analytics for retention, conversions and revenue. What challenges are there in tracking right now and how does Swrve overcome these?
    The biggest issue is in tracking revenue. Obviously your app store will give you a verified number for total revenue, but local revenue numbers are easily skewed by fraudulent transactions. The issue there isn’t so much with loss of revenue but with poor decision making. If you run a campaign and measure your ROI on false revenue figures, you’re going to be in trouble! We resolve this by verifying every local event with the app store, so the numbers used to measure success are all accurate.
  3. What other features do clients benefit from when they work with you?
    We provide everything a typical mobile marketer needs to do their job. That includes delivering push notification campaigns and in-app messages to targeted audiences, plus editing and personalizing the app experience live from our dashboard, with no engineering required. Every way in which you may want to communicate with your user base and build stronger relationships, we support it.
  4. Can you give some examples of A/B tests you have carried out for clients and the results you saw?
    One of my favorite examples is from a company called Beamly, which is a great second screen app that I’d recommend to anyone. Beamly decided to put a ‘hamburger’ navigation menu into their app. Everyone told them it would be a good idea, including the team at Google. The result was that engagement fell through the floor. With Swrve, they were able to A/B test that nav against a traditional ‘banner’ solution, and switch live to the winner. The traditional solution won, and drove engagement up 100 percent. It just goes to show that user data always beats expert opinion.

    Another example I love is SpaceApe Games. They built a fantastic immersive tutorial that everyone involved absolutely loved, including us. Unfortunately their retention rates didn’t appear that great. We helped them test a more conventional experience, and it turned out that this was what their users preferred. The result was retention uplift of around 10 percent and another valuable lesson learned. The team at SpaceApe were smart enough to accept what their users told them and let their beloved creation go!

  5. If you could give game publishers three pieces standardized of advice on product, engagement and retention, what would they be?
    On product: Test everything it’s possible to test. Don’t let that mean all creativity is left at the door. But make sure you know what works when it comes to tutorial design or store layout for example.

    On engagement: Treat your players as individuals. We, as an industry, are lucky enough to have an almost infinite amount of data relating to players. Use it! Engagement is about delivering relevant experiences and building a relationship, and that only happens if experiences and campaigns are relevant and personal.

    On retention: Optimize the first five minutes. It’s a fact of life that only one in five downloaded games is played once. That’s a lot of wasted user acquisition spend! Make sure the first session leads to a second.

  6. What are some mistakes you’ve noted that should be avoided by game publishers?
    Ignoring the above advice! I won’t name names, but it is extraordinary how many titles appear to have put little or no thought into how easy they make it for users to actually perform a purchase. Consumers are rightly wary of aggressive monetization strategies but as in any business you should, at a minimum, be easy to buy from. All too often that isn’t the case.
  7. Your 2014 New Players Report, which you made into a white paper, delves into mobile game player retention and user behavior for freemium titles. What trends and findings were there?
    We’re lucky enough to be sitting on billions and billions of events, which gives us the ability to really uncover how game players behave. The results are often surprising. I think most interestingly from the new player report was that over 50 percent of revenues accrue in the first three days of a player’s life. That demonstrates the importance of my earlier point – making it easy to buy. And it’s always interesting to see reconfirmed the tiny portion (in this case .22 percent) of players who contribute 50 percent of revenues.
  8. What new developments do you feel will be influential on the mobile gaming space in the next few years?
    It’s almost impossible to say, but I’m confident that we are going to see a continued increase in the number of games and apps in general that respond in real time to player and user behavior. In terms of what type of games we’ll see more of, I’ll leave that to the creative geniuses out there!

Thank you to Christopher Dean and Swrve. We will be publishing a new interview in two weeks’ time. In the meantime, sign up for our newsletter or follow us on Twitter, Facebook and LinkedIn to stay in the loop!

What has been happening in the last two weeks in mobile? Once again, we’re bringing you the latest in mobile news, both from AppLift and the global mobile industry. Our latest eBook, 7 Steps to Cracking Native Advertising on Mobile, is now out. Additionally, a reminder: if you’re going to Affiliate Summit East in New York, come and meet us there!

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We all love stats. And, at AppLift, working within and for the mobile industry, we love App Store stats. (more…)

On paper at least, Japan looks as though it should be the world’s most lucrative mobile games market. A Distimo report called Asia: The Leading App Market in the World, published in January of this year, indicates that Asia is the world leader in terms of mobile app revenue with 41 percent originating from here, with Japan being the biggest Asian market.

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In a bid to shed some light onto the world of mobile, games and advertising, over the coming weeks (once a fortnight) we are putting the spotlight on key industry players and executives from game publishing companies, mobile ad tracking providers, supply-side platforms and more. We will ask eight questions, specifically geared toward their expertise.

First up is Newzoo CEO Peter Warman. Newzoo are an Amsterdam-based market research company focusing on games, providing data and analysis on all segments, platforms and business models. It was their statistics and research that powered our recently published infographic, The Global Mobile Games Landscape Reloaded.

 Peter Warman is CEO and Co-founder of Newzoo, the games market research and consulting firm, servicing clients across all game business models and continents, such as Valve, Microsoft, EA, King, Wizards of the Coast, Nvidia, Plantronics and Wargaming. After being responsible for sales and business development at Europe’s largest interactive agency (LBi), he was responsible for internet development at Reed Business and operated as commercial director for a MMO for kids. Peter is a frequent speaker on the business aspects of the games industry. Peter enjoys opera as well as good German techno.

We asked Peter about their biggest and most surprising findings so far in 2014, the ever-formidable monster that is the Asian mobile games market and advice for mobile game publishers and advertisers for success in the year ahead.

  1. Thanks for featuring in our interview series, Peter. To give everyone a better understanding of what Newzoo do, who are your clients and how do you benefit them?
    Newzoo’s clients include the majority of the world’s leading games companies, both the traditional publishers and the new stars that have risen since the mobile and Games as a Service revolution changed our industry for good. To name a few: Microsoft, EA, Tencent, Blizzard, Valve, King and SuperCell. Increasingly so, we service global companies who are looking to move into our industry such as Coca-Cola, Facebook, VISA, Logitech and so forth. Newzoo clients have continuous subscriptions that include direct access to our data as well as continuous custom analysis support and strategic consulting. We have competitors on single products, regions or platforms but not when it comes to the full picture in terms of global regions and business models.
  2. You recently published your 45-page 2014 Global Games Market Report, something you update annually. What do you consider to be some of the key findings and biggest surprises contained therein?
    The continued growth of smartphone and tablet gaming was something that was unprecedented several years ago, even for us. To see this phenomenon in hard figures, at the rapid rate at which it is moving, is mindblowing. What I’ve found most interesting in compiling this report is that all the changes in the market give good reason to take a completely different approach to the international rollout of a game. For instance, for certain genres of mobile games, Russia is a bigger opportunity than Germany. And it could be worthwhile to localize into Latin America or Southeast Asia at the beginning, in order to avoid the highly competitive mature markets, as the difference in size is not so big any more and growth rates are in favor of these “emerging markets”, as we used to call them.
  3. According to the same report, Asia remains the largest mobile games market from last year. What do you see as the reasons behind this?
    Firstly, the uptake of mobile gaming in China is surreal. And it also seems that it is not affecting spending on non-mobile platforms like PC and MMOs. Secondly, I want to remind everyone that big grower Japan already had a multibillion dollar mobile gaming business on feature phones. To see this money migrate towards smartphones and tablets at a rapid pace is impressive, especially because the Japanese have only recently started to take to the tablet. While Japan, China and Korea are clearly leading the charge, they have strong wingmen in Thailand, Vietnam, Malaysia, Singapore and Indonesia to ensure Asia’s continued position at the top.
  4. Were there any newcomers or surprises in the top-ranking countries in terms of revenue generated in this year’s report?
    When it comes to mature markets, Australia outperforms most countries in average spending and ranks relatively high in all app store rankings. Taiwan, Singapore, Thailand and Switzerland are also amongst the fastest risers, putting most of these countries in or close to the top 10. Brazil also has a high growth rate, and the total size of the mobile market is frequently overestimated. In terms of total revenue, it still lags behind the rest. I do expect them to enter the top 10 at the end of this year though.
  5. You included Vietnam for the first time this year in your data and insights for worldwide gaming habits. What fuelled this decision and what’s going on there right now?
    Latin America and Southeast Asia are the hottest growth areas in the world. Despite a higher growth rate in Latin America currently, SEA is a larger opportunity in terms of potential market size. And with a population of almost 90 million, Vietnam is an example of a SEA country that should be on any game publisher or company’s target list. Later this year, we will be beginning a huge project to deliver market intelligence on the whole SEA region in the high level of detail and the cultural perspective that we have become known for when it comes to our studies into other regions of the world.
  6. What is your advice to mobile game publishers and advertisers for increased user acquisition and monetization in 2014, based on your research into and knowledge of the industry?
    Understand the bigger picture. Understand the reasons why certain countries and regions are growing so fast. Understand why certain genres appeal more to certain countries and cultures. The ranking of countries for your international rollout might turn out to be different than you expected, so it’s important to think before releasing your game in new countries. In this way you will be able to outsmart competition. The bigger picture should also involve knowledge of the consumers you are targeting. A smart local marketing effort is crucial, especially one that combines a CPI approach with LTV optimization and traditional marketing.
  7. In your opinion, which are the most interesting developments and trends set to make waves in the mobile games world in the near future?
    The uptake in growth countries in general will be very interesting to watch. For example when will smartphone penetration in India really take off? In terms of mobile games themselves, I expect more multiplayer and multiscreen functionalities, more triple-A core type games. And it might become more clear what role mobile devices are going to play in combination with the TV screen, for example whether we will control game content on TV through these devices or will we use our smartphones to pay to play games on any screen?
  8. What do you expect in terms of regional market size and growth in the next few years, both regionally and globally?
    We have published a lot of data, insights and predictions over the last year and the infographic with AppLift also provides market forecasts. If you want to know more ins and outs, invest in our global games market report or talk to us and AppLift!

Our thanks go to Peter Warman and Newzoo. The second part of our Mobile Industry Exposed interview series is coming up in two weeks. Sign up for our newsletter or follow us on Twitter, Facebook and LinkedIn to stay up to date!

It’s here again: the AppLift newsreel, summarizing the last two weeks in AppLift and mobile games industry news. This time we have five highlights in the form of a video, our new infographic, a recent announcement from Google and one of the unmissable upcoming industry events, gamescom!

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In October 2013 we published our first Global Mobile Games Landscape infographic, sharing data on the state of the mobile industry from global game market research company Newzoo. Now, almost one year on, we are coming out with The Global Mobile Games Landscape Reloaded, the revised version with the most up-to-date industry data.
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Once again, it’s time for the latest mobile news, including this week’s exciting announcement from AppLift and a video of our CRO Jean-Philippe being interviewed by PocketGamer at PG Connects Helsinki. (more…)

Yesterday PubNative, the first API-based publisher platform 100% focused on native ads, announced that it had raised a 7-digit seed-funding figure from AppLift. We would like to take this opportunity to explain the reasons behind this investment, as well as how it is going to benefit AppLift’s existing clients and partners.

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Welcome to our second episode in our Asian Beat series!

South Korea is a mammoth opportunity for mobile game publishers. As we mentioned in the first episode of Asian Beat, South Korea’s domestic mobile gaming market reached $754 million in 2012.  Smartphone penetration stood at 73 percent (of the total population of 50 million South Koreans) last August, which is significantly higher than the US (56.4 percent), and second only to the not so far ahead United Arab Emirates (73.8 percent). With 61 percent of said smartphone users playing mobile games, and the total South Korean game market being worth $9.16 billion as of October last year (Japan’s figure stood at just over half of that at $4.6 billion), this can only mean good things for mobile games advertisers in terms of new user acquisition, as well as high retention rates and revenue –if campaigns are run effectively, with consideration paid to our best practices as set out below. (more…)

It’s that time again. Here’s our fortnightly update of news of, and insights into, all things mobile. As well as the latest Apple and Android news, we’ve packed into our roundup all the main insights, trends and forecasts relating to the mobile games market.

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A few weeks ago we published a handy cheat sheet which featured the most important metrics to monitor for mobile game publishers in the fields of user acquisition, retention, engagement and monetization. However, we left out a hugely important part of most mobile publishers’ activity. Advertising. Today, even though the majority out of the overall app revenue comes from in-app purchases, monetizing through virtual items remains extremely hard and on average, only a very small fraction of the user base actually converts. For this reason, in-app advertising, when done right, remains an attractive monetization strategy for all mobile publishers.
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What’s been going on in mobile the last two weeks? The short answer: a lot. Once again though, the slightly longer and more useful answer can be found below, in our five-piece summary of the hottest happenings, including some game-changing antics from Apple and some insights into the South Korean mobile gaming market from our blog! (more…)

A couple of days ago, in our summary of the WWDC14 keynote presentation, we wrongfully stated that we would have liked to see Apple announce more transparency and more advanced analytical features in iTunes Connect. This was without counting on the smaller developer sessions.

It turns out, our wish came true as they did announce just that.

Welcome to our first episode of our Asian Beat series!

In this first issue we investigate the current state of the South Korean mobile games market. In particular, we look at the history of messaging app Kakao Talk as well as the reasons behind its incredible success. We also dive into the game trends, which have been rapidly evolving over the past couple of years.

To begin with, a few facts and figures: (more…)

Yesterday, Apple held the keynote presentation of its annual WWDC (Worldwide Developers Conference) in San Francisco. The company announced a myriad of new products and features, including iOS 8, the latest edition of the mobile operating system, which will be available to the public later this fall.

Overall, Apple’s announcements are quite strong, especially for app developers; for app marketers, Business of Apps nicely summed up the main improvements included in the release.

Here, we would like to focus on just a few which we believe will directly impact the life of mobile marketers. Then, as it has also been noted that many of these new features effectively close gaps between iOS and Android (widgets and third-party keyboard integrations in particular), we would like cast a light on a few things that we would like Apple  to catch up on in terms of app store marketing. (more…)

The links are back! From now on we will select the main stories, facts, figures and charts of the two weeks that were.
Welcome to Mobile News of the Fortnight! (more…)

Big news! Today app store analytics company App Annie announced that it had acquired its competitor Distimo in the wake of an additional founding round of $17 million, bringing their overall financing to $39 million in the process.

This deal shows first and foremost that data and analytics continue to take on a growing importance within the mobile industry. We have always been very fond of both companies’ insights on the app store ecosystem and we are confident that this consolidation will enable even more powerful, qualitative and accurate analytics in the future.

With only one major company left in the app store analytics space, we also hope that these insights will continue to benefit everyone in the industry.

Good luck!

Today we won’t publish the “5 links you shouldn’t miss” as we have done over the past months.

However sad the news, there is one good reason for it: we are preparing a new, better format for this column.

We will release it very soon…stay tuned!

As presented in our Global Mobile Games Landscape infographic, and with $5.9 billion in revenue in 2013, Asia-Pacific is currently and by far the largest market for mobile games. The Asian mobile games market is also overall very lucrative, with a monthly average spend per paying player of $2.86. (more…)

Last week we attended and entered the prestigious Media Momentum Awards In Paris. Every year the Media Momentum Awards, organized by the investment bank GP Bullhound, celebrate the fastest-growing and most promising companies in the European digital space. The event hosted speakers from some of the largest and most renowned European companies, such as the founders of Business Objects, which was acquired by SAP for €4.8 billion in 2007 and of Criteo, which recently IPO’d at a valuation of $2 billion.

We are very excited that the Media Momentum Awards’ jury crowned AppLift as a “Rising Star“. This recognition, along with our successful selection in the RedHerring Europe awards last month (celebrating the top 100 European startups) acknowledges the hard work that we, as a company, have put in over the last two years to become the leading marketing platform for mobile game publishers.

We thank all our partners to whom we dedicate these achievements. We feel proud and honored to be working with you and look forward to keep shipping  :).

Week 20

Here are 4 stories not to miss from the week that was in the mobile industry. (more…)

Week 19

Here are 4 stories not to miss from the week that was in the mobile industry. (more…)

With monetization happening after the install and for a minority of users, the Free-to-Play model presents serious challenges to mobile game publishers, who need to take the whole user lifecycle into account in order to be successful at developing, publishing and marketing their titles. With a multitude of metrics to keep an eye on all along this user lifecycle, Free-to-Play is without doubt a numbers game.

For this reason, we designed a handy cheat sheet with the most important metrics to monitor for mobile game publishers, across 4 main categories:

  • Retention
  • Engagement
  • Virality
  • In-Game Monetization

The cheat sheet is obviously completely free and can be downloaded here!

In the complex and rapidly-evolving mobile marketing landscape, it’s more than ever paramount for mobile marketers to consult the right sources of information in order to remain updated on the latest news and evolutions in the space. At AppLift we do our upmost to bring you insightful tips, news and resources on a regular basis so you can find your way through the mobile jungle. There are however hundreds of other blogs and websites out there and it’s not always easy for the mobile marketer to know which ones to focus on at first.

This is why we put together the top 40 blogs, websites, tools and other resources into one single simple HTML file that you can easily import straight into your browser of choice and consult at your convenience.

Week 18

Here are the 5 stories not to miss from the week that was in the mobile industry. (more…)

Week 17

Here are the 5 stories not to miss from the week that was in the mobile industry. (more…)

What some of the trendiest words in ad tech actually mean.

The mobile ad tech space has only been around for a few years but still long enough to accumulate a clutter of ad tech lingo that leaves newbies and onlookers to the industry equally confused. Sure, you’ve heard these terms before – but do you really know what they mean? If you no longer want to pretend to know but actually want to become clear on what’s behind these fancy acronyms and names, then the following glossary is for you – ranked in decreasing order of buzziness! (more…)

On Wednesday, April 23 we held the second episode of AppLift Webinars on how to leverage Customer Lifetime Value (LTV) for mobile user acquisition campaigns. We had the pleasure of hosting 3 industry experts: (more…)

Week 16

Get the 5 most interesting stories from the week that was in the mobile industry.

Happy Easter! (more…)

A couple of weeks ago, Google updated their Play Store Developer Program Policies with a few substantial changes, notably in terms of app content, app store promotion and advertising. While this is somewhat old news, there are a few points we’d like to focus on more specifically for what they mean for the industry as a whole, and for native advertising in particular. (more…)

Week 15

Get the 5 most interesting stories from the week that was in the mobile industry. (more…)

Week 14

What happened this week in the mobile industry? (more…)

A few weeks ago the EU Commission made the headlines by investigating apps and games advertised as “free” but containing associated costs in the form of in-app purchase items (IAP). The Commission met with national enforcement authorities as well as large tech companies to discuss consumer concerns over the app economy and published a document summing up their common position on the topic.

While the Free-to-Play (F2P) model has now become a mainstream concept for anyone remotely related to the mobile games industry, it is only recently that the European Commission as well as several national authorities started looking for ways to bring more regulation into it.

As a mobile games marketing platform working with and in the interest of mobile game publishers on a daily basis, we thought to use this opportunity to take a deeper look into the current state of various F2P regulation policies in the US, in the UK as well as at the European Union Level.United StatesUnited StatesUnited States (more…)

Week 13

Get the 5 most interesting links from the week that was in the mobile industry. (more…)

Week 12

The Game Developers Conference (GDC) caught most of the media attention this week, but look no further to get the 5 most interesting links from the week that was. (more…)

Week 11

Once again, we have gathered 5 links you absolutely shouldn’t miss this week. Learn about the most promising game developers from all over the world and get an overview of the most popular social messaging apps! (more…)

Week 10

This week we have news from the Asian mobile markets as well as both good and bad news for Apple. (more…)

Of all the components of the user lifecycle, retention is probably the most important metric for freemium apps and free-to-play games. Retention is indeed a direct factor in the computation of the lifetime customer value (LTV) of the users acquired. For instance, early retention metrics such as Day 3 retention can serve as proxies to assess traffic quality for ROI-positive user acquisition campaigns. Needless to say, retention is also a strong indication of the general quality of the app and its user experience.

However paramount it is for app publishers, retention has a problem. (more…)

Week 9

In a week where the Mobile World Congress in Barcelona took the attention of mobile enthusiasts, Flappy Bird clones continue to dominate the App Store rankings. (more…)

Week 8

Facebook, WhatsApp and a staggering $19 billion took the headlines this week. Meanwhile, Android developers were fond to see the Google Play store overtaking the App Store in two key European markets. (more…)

On Wednesday, February 19 we held the first episode of AppLift Webinars on the outlook of the mobile games market for 2014. We were lucky to have some great panelists onboard for this first session: (more…)

Week 7! We’ve resisted talking about Flappy Bird until this week, but it’s now time to yield to the hype (more…)

On the menu for Week 6

Apple’s latest crack down, some bad news for Google, an insider’s take on China’s app ecosystem, Facebook’s Graph Search goes mobile, and insights on the new global game publisher alliances.
(more…)

As reported by TechCrunch (and originally by TapStream), Apple has started cracking down and rejecting apps retrieving their users’ IDFA for other purposes than displaying advertising. (more…)

Week Nr. 5!

This week, there are actually 6 links to share… We published an article on Developer Economics’s blog on the history of mobile marketing. In this article, we summarize the evolutions of the mobile industry over the past 4 years, in an effort to better understand where it’s headed and why.
Click here to read it! As always, please let us know your thoughts.

What was worth reading during Week 5:
(more…)

Another exciting week in mobile! Following our wrap-up of the PG Connects East Meets West conference, we put a lot of focus on Asia this week.

What was worth reading during Week 4:
(more…)

This week we attended and sponsored PG Connects, the first conference organized by PocketGamer. Of the topics covered during the two days of the event and due to our operational Asian office (Seoul) and our own interest and exposure in the area, we chose to focus on the content of the “East Meets West” track. The latter was indeed aimed at understanding the specific challenges of publishing and distributing a mobile game in emerging markets in general, and in Asian countries in particular.

We’ve compiled a quick and non-exhaustive wrap-up of the most important takeaways from the session. (more…)

As part of our new year resolutions, we will be posting 5 links to summarize the most important pieces of mobile and mobile gaming news on a weekly basis.

What happened during Week 3: (more…)

Winter has come, and the Game of Phones rages on.

Winter is finally upon us, and game publishers on every platform are preparing for one of the most important periods of the year. On mobile, during Christmas more than ever, the power struggle between Apple and Google rages on.

No better time to pay a visit to the ghosts of Christmas past, present and future: we’ll take a retrospective look at the story so far, provide a few Christmassy facts to keep in mind and, of course, try to make some predictions of what lies ahead. (more…)

In the midst of the holiday season and with the end of the year closing in, many game publishers are again planning to rely on tactics involving the much talked-about App Store Freeze. Understandably, remaining stuck in the top positions of the iOS free charts for a few days without having to incur any additional spend is any publisher’s dream. However, in 2013 these plans may well come across a small glitch:

The Freeze will probably not happen at all.

In the midst of the holiday season and with the end of the year closing in, many game publishers are again planning to rely on tactics involving the much talked-about App Store Freeze. Understandably, remaining stuck in the top positions of the iOS free charts for a few days without having to incur any additional spend is any publisher’s dream. However, in 2013 these plans may well come across a small glitch:

The Freeze will probably not happen at all.

In the midst of the holiday season and with the end of the year closing in, many game publishers are again planning to rely on tactics involving the much talked-about App Store Freeze. Understandably, remaining stuck in the top positions of the iOS free charts for a few days without having to incur any additional spend is any publisher’s dream. However, in 2013 these plans may well come across a small glitch:

The Freeze will probably not happen at all.

In the midst of the holiday season and with the end of the year closing in, many game publishers are again planning to rely on tactics involving the much talked-about App Store Freeze. Understandably, remaining stuck in the top positions of the iOS free charts for a few days without having to incur any additional spend is any publisher’s dream. However, in 2013 these plans may well come across a small glitch:

The Freeze will probably not happen at all.

(more…)

On Thursday we attended the Berlin edition of the App Promotion Summit, organized jointly by mobyaffiliates and all amber. This event took place roughly 5 months after the inaugural edition in London and aimed to address, discuss and provide insights on the main current challenges of the mobile marketing industry in the fields of discovery and distribution.

On Thursday we attended the Berlin edition of the App Promotion Summit, organized jointly by mobyaffiliates and all amber. This event took place roughly 5 months after the inaugural edition in London and aimed to address, discuss and provide insights on the main current challenges of the mobile marketing industry in the fields of discovery and distribution.

On Thursday we attended the Berlin edition of the App Promotion Summit, organized jointly by mobyaffiliates and all amber. This event took place roughly 5 months after the inaugural edition in London and aimed to address, discuss and provide insights on the main current challenges of the mobile marketing industry in the fields of discovery and distribution.

On Thursday we attended the Berlin edition of the App Promotion Summit, organized jointly by mobyaffiliates and all amber. This event took place roughly 5 months after the inaugural edition in London and aimed to address, discuss and provide insights on the main current challenges of the mobile marketing industry in the fields of discovery and distribution. (more…)

Looking back on two interesting (yet slightly confusing) years of iOS app discovery

With now over 1 million apps available for download on the Apple App Store, app discovery remains a tremendous challenge for developers and publishers, especially for those on a budget.

Over the past two years, much speculation has been surrounding Apple’s true stance on app discovery, especially in regard to third party players getting involved in one way or another. Opinions differ greatly, but it does appear that three main ideas stand out:

Looking back on two interesting (yet slightly confusing) years of iOS app discovery

With now over 1 million apps available for download on the Apple App Store, app discovery remains a tremendous challenge for developers and publishers, especially for those on a budget.

Over the past two years, much speculation has been surrounding Apple’s true stance on app discovery, especially in regard to third party players getting involved in one way or another. Opinions differ greatly, but it does appear that three main ideas stand out:

Looking back on two interesting (yet slightly confusing) years of iOS app discovery

With now over 1 million apps available for download on the Apple App Store, app discovery remains a tremendous challenge for developers and publishers, especially for those on a budget.

Over the past two years, much speculation has been surrounding Apple’s true stance on app discovery, especially in regard to third party players getting involved in one way or another. Opinions differ greatly, but it does appear that three main ideas stand out:

Looking back on two interesting (yet slightly confusing) years of iOS app discovery

With now over 1 million apps available for download on the Apple App Store, app discovery remains a tremendous challenge for developers and publishers, especially for those on a budget.

Over the past two years, much speculation has been surrounding Apple’s true stance on app discovery, especially in regard to third party players getting involved in one way or another. Opinions differ greatly, but it does appear that three main ideas stand out: (more…)

With much anticipation and extensive coverage, Google released Android 4.4 nicknamed “KitKat” last week, along with its new phone, the Nexus 5. Google not being per se a hardware company, it produced its latest phone jointly with LG Electronics (Google has indeed always teamed up with various device manufacturers - including Samsung – for the production of its Nexus phones).With much anticipation and extensive coverage, Google released Android 4.4 nicknamed “KitKat” last week, along with its new phone, the Nexus 5. Google not being per se a hardware company, it produced its latest phone jointly with LG Electronics (Google has indeed always teamed up with various device manufacturers - including Samsung – for the production of its Nexus phones).With much anticipation and extensive coverage, Google released Android 4.4 nicknamed “KitKat” last week, along with its new phone, the Nexus 5. Google not being per se a hardware company, it produced its latest phone jointly with LG Electronics (Google has indeed always teamed up with various device manufacturers - including Samsung – for the production of its Nexus phones).With much anticipation and extensive coverage, Google released Android 4.4 nicknamed “KitKat” last week, along with its new phone, the Nexus 5. Google not being per se a hardware company, it produced its latest phone jointly with LG Electronics (Google has indeed always teamed up with various device manufacturers - including Samsung – for the production of its Nexus phones). (more…)

Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend…
They need solid data to understand their markets and their users in order to back these important choices. Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend…
They need solid data to understand their markets and their users in order to back these important choices. Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend…
They need solid data to understand their markets and their users in order to back these important choices. Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend…
They need solid data to understand their markets and their users in order to back these important choices. (more…)

We are pleased to announce that we received an additional investment of $7 million (€5 million) from Prime Ventures, shortly after our original series A funding round of $13 million. We’re also announcing the hire of former Rocket Internet MDs Hendrik Harren and Stephen Chung as MD and COO and MD Asia, respectively.

The funds will be used to hire further talent and focus on developing our Customer Lifetime Value optimization technology. We are pleased to announce that we received an additional investment of $7 million (€5 million) from Prime Ventures, shortly after our original series A funding round of $13 million. We’re also announcing the hire of former Rocket Internet MDs Hendrik Harren and Stephen Chung as MD and COO and MD Asia, respectively.

The funds will be used to hire further talent and focus on developing our Customer Lifetime Value optimization technology. We are pleased to announce that we received an additional investment of $7 million (€5 million) from Prime Ventures, shortly after our original series A funding round of $13 million. We’re also announcing the hire of former Rocket Internet MDs Hendrik Harren and Stephen Chung as MD and COO and MD Asia, respectively.
The funds will be used to hire further talent and focus on developing our Customer Lifetime Value optimization technology. We are pleased to announce that we received an additional investment of $7 million (€5 million) from Prime Ventures, shortly after our original series A funding round of $13 million. We’re also announcing the hire of former Rocket Internet MDs Hendrik Harren and Stephen Chung as MD and COO and MD Asia, respectively.

The funds will be used to hire further talent and focus on developing our Customer Lifetime Value optimization technology. (more…)

Along with the colorful release of iOS 7 and its unprecedented adoption rate, Apple watchers realized that the Cupertino company has doubled the limit on the size of apps and content that users can download when they’re not connected to a wifi network on their device; increasing it to 100 MB from the former cap of 50 MB. This does not come as much of a surprise as it has continuously been upgrading this limit; first from 10 to 20 MB, and then from 20 to 50 MB in March 2012.

Let’s take a quick look at the consequences of this update and place it back into its broader context.Along with the colorful release of iOS 7 and its unprecedented adoption rate, Apple watchers realized that the Cupertino company has doubled the limit on the size of apps and content that users can download when they’re not connected to a wifi network on their device; increasing it to 100 MB from the former cap of 50 MB. This does not come as much of a surprise as it has continuously been upgrading this limit; first from 10 to 20 MB, and then from 20 to 50 MB in March 2012.

Let’s take a quick look at the consequences of this update and place it back into its broader context.Along with the colorful release of iOS 7 and its unprecedented adoption rate, Apple watchers realized that the Cupertino company has doubled the limit on the size of apps and content that users can download when they’re not connected to a wifi network on their device; increasing it to 100 MB from the former cap of 50 MB. This does not come as much of a surprise as it has continuously been upgrading this limit; first from 10 to 20 MB, and then from 20 to 50 MB in March 2012.

Let’s take a quick look at the consequences of this update and place it back into its broader context.Along with the colorful release of iOS 7 and its unprecedented adoption rate, Apple watchers realized that the Cupertino company has doubled the limit on the size of apps and content that users can download when they’re not connected to a wifi network on their device; increasing it to 100 MB from the former cap of 50 MB. This does not come as much of a surprise as it has continuously been upgrading this limit; first from 10 to 20 MB, and then from 20 to 50 MB in March 2012.

Let’s take a quick look at the consequences of this update and place it back into its broader context. (more…)

Two households, both alike in dignity…

In the current raging game of phones, it has until now been rather easy for everyone to pick a side between Apple and Google, depending on design, philosophical affinities, love of customizability or simply need for monetization.

Two households, both alike in dignity…

In the current raging game of phones, it has until now been rather easy for everyone to pick a side between Apple and Google, depending on design, philosophical affinities, love of customizability or simply need for monetization.

Two households, both alike in dignity…

In the current raging game of phones, it has until now been rather easy for everyone to pick a side between Apple and Google, depending on design, philosophical affinities, love of customizability or simply need for monetization.

Two households, both alike in dignity…

In the current raging game of phones, it has until now been rather easy for everyone to pick a side between Apple and Google, depending on design, philosophical affinities, love of customizability or simply need for monetization. (more…)

In-app purchases and display advertising are often perceived as two competing business models for freemium apps. However, if implemented the right way, they can be used in conjunction with each other. How should you manage the balance between them in order to optimize your in-app monetization strategy? Eric Seufert offers his insights.

In-app purchases and display advertising are often perceived as two competing business models for freemium apps. However, if implemented the right way, they can be used in conjunction with each other. How should you manage the balance between them in order to optimize your in-app monetization strategy? Eric Seufert offers his insights.

In-app purchases and display advertising are often perceived as two competing business models for freemium apps. However, if implemented the right way, they can be used in conjunction with each other. How should you manage the balance between them in order to optimize your in-app monetization strategy? Eric Seufert offers his insights.

In-app purchases and display advertising are often perceived as two competing business models for freemium apps. However, if implemented the right way, they can be used in conjunction with each other. How should you manage the balance between them in order to optimize your in-app monetization strategy? Eric Seufert offers his insights.

(more…)

A couple of days after the big WWDC announcement, iOS7 seems to have left very few people indifferent. Whether it’s the apparent lack of innovation or the fact that the new operating system seems to be a jolly mash up of the whole industry, a lot has been said and written about the new design and functionalities of Apple’s latest iOS vintage. Comments and reactions are often critical (however usually justified), a few are actually good, and some are also, by Internet tradition, funny.A couple of days after the big WWDC announcement, iOS7 seems to have left very few people indifferent. Whether it’s the apparent lack of innovation or the fact that the new operating system seems to be a jolly mash up of the whole industry, a lot has been said and written about the new design and functionalities of Apple’s latest iOS vintage. Comments and reactions are often critical (however usually justified), a few are actually good, and some are also, by Internet tradition, funny.A couple of days after the big WWDC announcement, iOS7 seems to have left very few people indifferent. Whether it’s the apparent lack of innovation or the fact that the new operating system seems to be a jolly mash up of the whole industry, a lot has been said and written about the new design and functionalities of Apple’s latest iOS vintage. Comments and reactions are often critical (however usually justified), a few are actually good, and some are also, by Internet tradition, funny.A couple of days after the big WWDC announcement, iOS7 seems to have left very few people indifferent. Whether it’s the apparent lack of innovation or the fact that the new operating system seems to be a jolly mash up of the whole industry, a lot has been said and written about the new design and functionalities of Apple’s latest iOS vintage. Comments and reactions are often critical (however usually justified), a few are actually good, and some are also, by Internet tradition, funny. (more…)

On Sunday, we announced a series A funding round of $13 million (€10 million) by Dutch venture capital and growth equity fund Prime Ventures.On Sunday, we announced a series A funding round of $13 million (€10 million) by Dutch venture capital and growth equity fund Prime Ventures.On Sunday, we announced a series A funding round of $13 million (€10 million) by Dutch venture capital and growth equity fund Prime Ventures.On Sunday, we announced a series A funding round of $13 million (€10 million) by Dutch venture capital and growth equity fund Prime Ventures. (more…)

It’s no secret that in the past couple of years, Free-to-Play has asserted itself as the main and most successful revenue model for mobile games.It’s no secret that in the past couple of years, Free-to-Play has asserted itself as the main and most successful revenue model for mobile games.It’s no secret that in the past couple of years, Free-to-Play has asserted itself as the main and most successful revenue model for mobile games.It’s no secret that in the past couple of years, Free-to-Play has asserted itself as the main and most successful revenue model for mobile games. (more…)

Yet another vintage of MWC comes to an end. After nearly a week of action packed, whirlwind days of mobile enthusiasm from: meetings, holding down the fort at the exhibitor booth, every excuse under the sun to attend a networking event or party, we are going to trim away the conference madness to extract the key points for attending MWC, for the mobile apps industry and more specifically, mobile gaming.

Yet another vintage of MWC comes to an end. After nearly a week of action packed, whirlwind days of mobile enthusiasm from: meetings, holding down the fort at the exhibitor booth, every excuse under the sun to attend a networking event or party, we are going to trim away the conference madness to extract the key points for attending MWC, for the mobile apps industry and more specifically, mobile gaming.

Yet another vintage of MWC comes to an end. After nearly a week of action packed, whirlwind days of mobile enthusiasm from: meetings, holding down the fort at the exhibitor booth, every excuse under the sun to attend a networking event or party, we are going to trim away the conference madness to extract the key points for attending MWC, for the mobile apps industry and more specifically, mobile gaming.

Yet another vintage of MWC comes to an end. After nearly a week of action packed, whirlwind days of mobile enthusiasm from: meetings, holding down the fort at the exhibitor booth, every excuse under the sun to attend a networking event or party, we are going to trim away the conference madness to extract the key points for attending MWC, for the mobile apps industry and more specifically, mobile gaming.

(more…)

Hello and welcome to the first part of our series on the user lifecycle!

User Acquisition is certainly the hottest and most debated issue in the mobile marketing space right now. With almost 800,000 apps on the Apple AppStore, and as many on Google Play, discoverability in particular remains a major issue for app publishers.

Hello and welcome to the first part of our series on the user lifecycle!

User Acquisition is certainly the hottest and most debated issue in the mobile marketing space right now. With almost 800,000 apps on the Apple AppStore, and as many on Google Play, discoverability in particular remains a major issue for app publishers.

Hello and welcome to the first part of our series on the user lifecycle!

User Acquisition is certainly the hottest and most debated issue in the mobile marketing space right now. With almost 800,000 apps on the Apple AppStore, and as many on Google Play, discoverability in particular remains a major issue for app publishers.

Hello and welcome to the first part of our series on the user lifecycle!

User Acquisition is certainly the hottest and most debated issue in the mobile marketing space right now. With almost 800,000 apps on the Apple AppStore, and as many on Google Play, discoverability in particular remains a major issue for app publishers.

(more…)

On the side of the gaming conference and trade fair Casual Connect Europe in Hamburg (meet us there!), AppLift co-founder and managing director Tim Koschella was interviewed by mobilbranche.de, a German website dedicated to mobile industry news. We thought the interview offered a good summary of AppLift’s vision and positioning in the mobile gaming space. For those of you who are lucky enough to speak German ;), you can find the original article here. Otherwise, no worries, here’s a translation:On the side of the gaming conference and trade fair Casual Connect Europe in Hamburg (meet us there!), AppLift co-founder and managing director Tim Koschella was interviewed by mobilbranche.de, a German website dedicated to mobile industry news. We thought the interview offered a good summary of AppLift’s vision and positioning in the mobile gaming space. For those of you who are lucky enough to speak German ;), you can find the original article here. Otherwise, no worries, here’s a translation:On the side of the gaming conference and trade fair Casual Connect Europe in Hamburg (meet us there!), AppLift co-founder and managing director Tim Koschella was interviewed by mobilbranche.de, a German website dedicated to mobile industry news. We thought the interview offered a good summary of AppLift’s vision and positioning in the mobile gaming space. For those of you who are lucky enough to speak German ;), you can find the original article here. Otherwise, no worries, here’s a translation:On the side of the gaming conference and trade fair Casual Connect Europe in Hamburg (meet us there!), AppLift co-founder and managing director Tim Koschella was interviewed by mobilbranche.de, a German website dedicated to mobile industry news. We thought the interview offered a good summary of AppLift’s vision and positioning in the mobile gaming space. For those of you who are lucky enough to speak German ;), you can find the original article here. Otherwise, no worries, here’s a translation: (more…)

The fast growth of the freemium model over the past couple of years has made it obvious that mobile game developers and publishers need to draw a thick line between user acquisition and monetization. Getting people to download your app is merely the first step. What follows is the need to engage, retain and finally convert those people into paying users. In other words, from player to payer. This distinction requires you to think ahead and plan the various steps that will lead to the efficient monetization of your user base. We can think of this series of steps as AVREM:

The fast growth of the freemium model over the past couple of years has made it obvious that mobile game developers and publishers need to draw a thick line between user acquisition and monetization. Getting people to download your app is merely the first step. What follows is the need to engage, retain and finally convert those people into paying users. In other words, from player to payer. This distinction requires you to think ahead and plan the various steps that will lead to the efficient monetization of your user base. We can think of this series of steps as AVREM:

The fast growth of the freemium model over the past couple of years has made it obvious that mobile game developers and publishers need to draw a thick line between user acquisition and monetization. Getting people to download your app is merely the first step. What follows is the need to engage, retain and finally convert those people into paying users. In other words, from player to payer. This distinction requires you to think ahead and plan the various steps that will lead to the efficient monetization of your user base. We can think of this series of steps as AVREM:

The fast growth of the freemium model over the past couple of years has made it obvious that mobile game developers and publishers need to draw a thick line between user acquisition and monetization. Getting people to download your app is merely the first step. What follows is the need to engage, retain and finally convert those people into paying users. In other words, from player to payer. This distinction requires you to think ahead and plan the various steps that will lead to the efficient monetization of your user base. We can think of this series of steps as AVREM:

(more…)

AppStore marketing is a challenging sport.

In our last article we highlighted the importance of having all your AppStore visual assets ready as early as possible. This requisite has just been made all the more stringent by Apple who announced that, as of January 10 2013, screenshots will be locked once the app has been approved. This change in policy seems justified by their efforts to thwart a common scamming tactic employed by fake apps, which resides in swapping out approved screenshots with new ones stolen from popular iOS titles, in order to lure users in.

AppStore marketing is a challenging sport.

In our last article we highlighted the importance of having all your AppStore visual assets ready as early as possible. This requisite has just been made all the more stringent by Apple who announced that, as of January 10 2013, screenshots will be locked once the app has been approved. This change in policy seems justified by their efforts to thwart a common scamming tactic employed by fake apps, which resides in swapping out approved screenshots with new ones stolen from popular iOS titles, in order to lure users in.

AppStore marketing is a challenging sport.

In our last article we highlighted the importance of having all your AppStore visual assets ready as early as possible. This requisite has just been made all the more stringent by Apple who announced that, as of January 10 2013, screenshots will be locked once the app has been approved. This change in policy seems justified by their efforts to thwart a common scamming tactic employed by fake apps, which resides in swapping out approved screenshots with new ones stolen from popular iOS titles, in order to lure users in.

AppStore marketing is a challenging sport.

In our last article we highlighted the importance of having all your AppStore visual assets ready as early as possible. This requisite has just been made all the more stringent by Apple who announced that, as of January 10 2013, screenshots will be locked once the app has been approved. This change in policy seems justified by their efforts to thwart a common scamming tactic employed by fake apps, which resides in swapping out approved screenshots with new ones stolen from popular iOS titles, in order to lure users in.

(more…)

First things first: we’re wishing you a happy, successful and (let’s make it) fun year ahead!

A couple of days ago we announced that we were going to increase the online presence of AppLift in 2013. Beyond regular company and industry news, we’d like to use our position as the first CPA network dedicated to mobile games to bring you informative and insightful content to help you acquire and efficiently monetize your users. Let’s grow the mobile space together!

First things first: we’re wishing you a happy, successful and (let’s make it) fun year ahead!

A couple of days ago we announced that we were going to increase the online presence of AppLift in 2013. Beyond regular company and industry news, we’d like to use our position as the first CPA network dedicated to mobile games to bring you informative and insightful content to help you acquire and efficiently monetize your users. Let’s grow the mobile space together!

First things first: we’re wishing you a happy, successful and (let’s make it) fun year ahead!

A couple of days ago we announced that we were going to increase the online presence of AppLift in 2013. Beyond regular company and industry news, we’d like to use our position as the first CPA network dedicated to mobile games to bring you informative and insightful content to help you acquire and efficiently monetize your users. Let’s grow the mobile space together!

First things first: we’re wishing you a happy, successful and (let’s make it) fun year ahead!

A couple of days ago we announced that we were going to increase the online presence of AppLift in 2013. Beyond regular company and industry news, we’d like to use our position as the first CPA network dedicated to mobile games to bring you informative and insightful content to help you acquire and efficiently monetize your users. Let’s grow the mobile space together!

(more…)

Hi there!

It’s been some time since our last post, when we announced the launch of HitFox Game Ventures (now HitFox Group). A lot has happened in 6 months. Since the creation of AppLift in August 2012, we’ve been working hard to build the first and the best performance CPA network exclusively dedicated to mobile games.

Hi there!

It’s been some time since our last post, when we announced the launch of HitFox Game Ventures (now HitFox Group). A lot has happened in 6 months. Since the creation of AppLift in August 2012, we’ve been working hard to build the first and the best performance CPA network exclusively dedicated to mobile games.

Hi there!

It’s been some time since our last post, when we announced the launch of HitFox Game Ventures (now HitFox Group). A lot has happened in 6 months. Since the creation of AppLift in August 2012, we’ve been working hard to build the first and the best performance CPA network exclusively dedicated to mobile games.

>Hi there!

It’s been some time since our last post, when we announced the launch of HitFox Game Ventures (now HitFox Group). A lot has happened in 6 months. Since the creation of AppLift in August 2012, we’ve been working hard to build the first and the best performance CPA network exclusively dedicated to mobile games.

(more…)

The successful Berlin-based start-up HitFox leaps into the next phase. Serial entrepreneurs Jan Beckers, Tim Koschella, Ruben Haas and Hanno Fichtner founded HitFox Game Ventures, the world’s first vertical incubator for game distribution business models. HitFox Game Ventures has its sights on start-ups and acquisitions in the field of sales and marketing of games. Specializing in one sector is a pioneering achievement. To date the market is still dominated by generalized incubators.

The successful Berlin-based start-up HitFox leaps into the next phase. Serial entrepreneurs Jan Beckers, Tim Koschella, Ruben Haas and Hanno Fichtner founded HitFox Game Ventures, the world’s first vertical incubator for game distribution business models. HitFox Game Ventures has its sights on start-ups and acquisitions in the field of sales and marketing of games. Specializing in one sector is a pioneering achievement. To date the market is still dominated by generalized incubators.

The successful Berlin-based start-up HitFox leaps into the next phase. Serial entrepreneurs Jan Beckers, Tim Koschella, Ruben Haas and Hanno Fichtner founded HitFox Game Ventures, the world’s first vertical incubator for game distribution business models. HitFox Game Ventures has its sights on start-ups and acquisitions in the field of sales and marketing of games. Specializing in one sector is a pioneering achievement. To date the market is still dominated by generalized incubators.

The successful Berlin-based start-up HitFox leaps into the next phase. Serial entrepreneurs Jan Beckers, Tim Koschella, Ruben Haas and Hanno Fichtner founded HitFox Game Ventures, the world’s first vertical incubator for game distribution business models. HitFox Game Ventures has its sights on start-ups and acquisitions in the field of sales and marketing of games. Specializing in one sector is a pioneering achievement. To date the market is still dominated by generalized incubators. (more…)

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