Week 20Here are 4 stories not to miss from the week that was in the mobile industry.
- Tricks and tips for how to get your game featured in the Apple’s App Store (Adotas)In this article, Adotas suggests a few easy steps that Google can take to fix app discovery on the Play Store, and get ahead of Apple in the process. Wise words!
- Are Native Ads Different From In-Feed Ads? (AdExchanger) AdExchanger brings up the fact that in-feed ads (such as Facebook's app install ads on mobile) have recently grown to be considered as "native" by default, even if they don't truly match their surrounding content. Is native only the eye of the beholder, as noted by the IAB in its "Native Advertising Playbook"?
- Why choose between F2P and Premium when you can have both? (PocketGamer.biz)The top grossing chart for kids' apps is interesting: it is surprisingly balanced between paid and free apps. Carter Dotson makes the case that game publishers, beyond children's games, should think about releasing their games in two versions: one which would appeal both to gamers willing to pay upfront and one for the others.
- Why Gachapon is ultimate monetization method in Free to Play (Gamasutra)Gashapon (or Gatcha/Gachapon) is a popular Japanese Free-to-Play feature, by which users can gamble a fixed amount of money to receive an random reward, and which we already mentioned it in our wrap-up of the PG Connects East Meets West conference. Gamasutra explains why Gatcha is the ultimate Free-to-Play mechanism, supported by microeconomic theory. Serious stuff.
- Low conversion in free-to-play is a feature, not a bug (MobileDevMemo)Low conversion rates is an inherent feature of the Free-to-Play model, argues Eric Seufert, and should in no case be interpreted as a failure of the product. A healthy reminder in the current debate around the F2P model.