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Pocket Gamer Connects Digital #4

mobile game publishers, hypercasual developers, user acquisition managers, monetisation leads, live ops managers, studio founders and CEOs, publishing managers

automated app ads; preload playable ads; hypercasual rapid prototyping; hybrid monetisation strategies; SKAdNetwork and IDFA migration; rewarded video and offer walls; Azure PlayFab tooling; regional localisation for MENA; South Korea market entry; creative A/B and store optimisation

titleauthorlength
Top Lessons to Learn from Monitoring Your Mobile CompetitorsSimon Thillay30m
AppTweak's market intelligence workflow tracks category rank, download estimates, reviews, search volume and creatives; one client gets daily reports…
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How Automated App Ads can Help You Achieve More for LessFinbarr O’Mahony30m
Facebook launches Automated App Ads to run app install campaigns with simplified inputs (fewer than 15 versus ~40), a one campaign one ad set one ad structure…
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Fireside Chat: You Need to be in South Korea! Everything You Need to Know About G-STAR (and Beyond)DAVE BRADLEY, Don Kim30m
South Korea is the fourth-largest games market with huge mobile strength (legacy MMOs moving to mobile) and roughly a mid-teens share of global revenue; expect…
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Speed Panel: Using Preloads as the Ultimate Playable AdDuncan Blackett, Claire Rozain, Anushka Mukherjee31m
Panel argues preloads cut both physical friction (clicks, redirects) and mental friction (ad intent mismatch) and outperform limited playables by delivering a…
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Superstar Session: Sustainable Social Growth on Instant GamesOlha Muzychenko16m
Instant Games growth hinges on concrete levers: implement leaderboards/tournaments that drive seven‑day, time‑sensitive competition to boost retention; test a…
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Fireside Chat: The State of Play in the MENA MarketChris James, Amjad Alloush29m
Jordan Gaming Lab dates to 2011 and now runs seven branches plus a mobile lab van for remote training; the App Challenge goes virtual and already crowns…
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Superstar Session: Making Your Game MENA ReadyJoseph Shomali42m
Focuses on the Arabic-speaking MENA market: 18 countries, ~400 million people and a severe content gap with under 1% of online content in Arabic. Reports high…
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Superstar Session: Don't Go Indie, Go Hyper!Gabriel Tanasic27m
Argues that hypercasual development delivers faster iterations, lower costs and clearer revenue: Kwalee-style teams hit core prototype in <1 day, publish via…
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Speed Panel: The Death of IDFA & Cookies - Your Monetisation is at RiskJonathon Troughton, Tony Colafrancesco, Clayton McLaughlin31m
Apple's IDFA and cookie changes create a real revenue risk — Facebook warns iOS14 could cut 50% network revenue, and agencies say programmatic RTB has zero…
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Panel: Have we Reached the End of Innovation with Hybrid Monetisation?Oscar Clark, Tony Deane, Thomas Bidaux, Martine Spaans, Nick Murray, Liz Waldeck-Pinckert51m
Panel argues hybrid monetisation still moves forward with concrete fixes: in-app bidding and tighter placement analytics raise yield per impression; rewarded…
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Panel: Alternative ways to Monetise Your GamesKayleigh Partleton, Robert Garfinkle, Vedran Rutnik, Minwoo Lee, James Hughes, Robert May46m
Panel reports that rewarded video remains the top revenue driver, audio ads can run while gameplay continues if they are opt‑in and rewarded, and offer walls…
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Superstar Session: Uncover Opportunities & Expand Your Portfolio by Understanding Gamer PreferencesJunde Yu, Lexi Sydow28m
App Annie launches Game IQ (Sept) — a taxonomy-plus-tag system that labels apps by granular subgenres and in‑game features and powers publisher, country and…
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Fireside Chat: How we Transitioned from Successful Casual Games Developer to HypercasualSophia Aubrey Drake, Jake Parker, Mark Fludder32m
Studio reports ~80 million downloads across seven self‑published titles and a mid‑2018 pivot to user‑acquisition led, hypercasual work, with three hypercasual…
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Fireside Chat: Post-Pandemic Gaming Market AnalysisMatthew Forde, Govindraj Basatwar38m
Claims that mobile game downloads jump ~75% in Q1 and McAfee finds gaming threats up ~43% sit alongside Akamai's report of ~10 million credential‑stuffing…
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Superstar Session: Azure PlayFab Party ShowcaseCaroline Cai19m
Azure PlayFab Party is a relayed, low-latency networking and chat layer backed by Azure that uses DTLS 1.2 and Xbox Live voice tech to transport game state…
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Superstar Session: Do not Resuscitate - Why Publishing Managers are Life-guards, not UndertakersRotem Eldor32m
Publishing managers act as lifeguards: they measure real metrics, iterate fast, and kill games that fail tests. They prototype videos in Unity or After…
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Superstar Session: Hypercasual Live Ops- Building a Data-driven Growth MachineMichal Issachary30m
Defines live ops as post-scale (about one month after scaling) and describes a data-first pipeline that runs hundreds of parallel tests across stores…
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Panel: How do we Prepare for the End of IDFA?Joseph Kim, Filippo de Rose, Andre Cohen, Alon Golan, Paul Bowen51m
Panel predicts publishers must implement SKAdNetwork now; expect ad revenue and eCPMs to fall widely — estimates range from 20% to 80% eCPM drop — and…
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Curated Panel: Funding, Scaling & Selling Your Hypercasual Studio in 2020Martin Macmillan, Alisher Yakubov, Jon Hook, Naum Mihajlovski50m
Hypercasual studios get practical routes: start with a publisher to learn UA, creatives and monetization, then self-publish once a hit proves the process…
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Panel: Working with Publishers from Different CulturesDAVE BRADLEY, Justin Keeling, Guillaume Jamet, Douglas Ogeto, Rotem Eldor, Joseph Shomali, Ioana Hreninciuc51m
Panels states markets differ sharply: 370 million gamers in India with six billion downloads this year and massive growth in social multiplayer; MENA estimates…
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Panel: How to Spot a Bad Publishing Deal?Liam O'Neill, Bobby Wertheim, Francis Ingrand, Jon Hook, Jari Pauna, Nour Khrais43m
Publishing is a partnership, not a supplier deal: expect contracts that lock you in for years (often around five), spell out KPIs, payment timing, cancellation…
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IDFA:How the Right Publisher can Help Choose Tools, Partners & Prepare Data to Avoid the Apocalypse.Andre Cohen45m
Predicts roughly 80% data loss on iOS when IDFA goes opt‑in, with opt‑in rates observed in tests around single‑digit to low‑teens percentages, and shows…
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Superstar Session: Wordscapes: How the World’s Most Popular Word Game Boosted LTV by 40%Carol Miu31m
Wordscapes drives a 40% LTV lift by adding weekend tournaments and weekday sticker events, tested via DeltaDNA. Tournaments run in 13‑week seasonal crown…
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Panel: Building the Perfect TeamAna Toledo, Renee Gittins, Minna Eloranta, Melissa Phillips, Abdellah Alaoui Mdarhri, Leyla Johnson, Sophie Vo47m
Panelists define a “perfect team” with specific practices not buzzwords: trust and shared why at the foundation, an enforced code of conduct, and hiring that…
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Superstar Session: Game Development 101 Opening CeremonyNour Khrais11m
Opening ceremony describes a decade-old gaming summit backed by the King Abdullah II Fund and a gaming lab that aims to bridge MENA studios and publishers…
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Superstar Session: The App Challenge CeremonyNour Khrais35m
App Challenge announces three winners after about 300 students attend an orientation, 82 teams apply and 23 teams complete five days of cloud-based training…
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Superstar Session: Hypercasual Games Under the Microscope: What Happened in 2020?Ioana Hreninciuc29m
GameAnalytics uses its benchmarks.plus dataset (about 2 billion monthly players and 100,000 tracked games) to compare platforms: iOS D7 retention ~25% vs…
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