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Pocket Gamer Connects Digital #6 (Online)

mobile game developers, user acquisition managers, monetisation managers, publishers and distribution partners, product managers, live ops engineers, indie studio founders

creative A/B testing for store art; alternative Android store distribution; user acquisition and retention tactics; IDFA opt-in and SKAdNetwork adaptation; playable and rewarded video ads; in-game branded ads and billboards; hybrid monetisation: subscriptions and battle pass; live ops in the cloud; influencer marketing for games; seasonal Asian market monetisation; M&A and publishing strategies

titleauthorlength
Art Definition: The Queen's Gambit of CROJose García35m
Lab Cave runs iterative ASO/CRO using Google Play experiments and A/B tests (SplitMetrics for iOS), formulates hypotheses from competitor research and reviews…
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The Big Catch – Unlock New Audiences with Motivational-led CreativeLynda Barry24m
Shows a tested framework: pick four of eight player motivations (self‑expression, progression, discovery, power, escapism, relaxation, social, expertise)…
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Growing Your Audience in Alternative App StoresPedro Dinis29m
Catappult claims distribution across alternative Android stores drives scale — they report close to 20 billion downloads a year for apps they handle and run a…
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Best Practices in User Acquisition & RetentionPeggy Ann Salz, Martin Macmillan, Matej Lancaric, Tibo Vincent-Ducimetière, Asaf Hochman52m
Panel claims that playables double or triple IPMs and on average deliver 20% lower CPA versus video; advertisers prove this across Unity and some networks…
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How to Optimise Game Success & Monetisation With the Right Brand PartnersNicholas Longano, Patrick Dolan, Zach Stadlin-Robbie39m
Argues that g-commerce turns game lobbies into non‑disruptive stores that monetize every player, claiming a multi‑trillion opportunity across 3 billion gamers…
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Monetisation Optimisation in Apple's New NormalJustin Welter26m
Apple enforces an IDFA opt-in so publishers test branded pre-prompt flows (Among Us, Ball Blast examples) that explain data use and offer ad-free purchases…
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Choosing the Best Ad Format for Your GamePeggy Ann Salz, Meg Mylan, Akseli Virtanen, Eiso Kawamoto, Jobie Tan, Efe Incesulu53m
Panelists argue that rewarded video and playables outperform banners and text ads for mid‑core and idle games, with playables especially effective for…
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Exploring the Potential of InGamePlay Brand AdsDAVE BRADLEY, Chris Wright, Hannes Hultgren31m
AdInMo’s SDK embeds branded assets as in-world billboards and objects inside mobile games and Impact Unified integrates it into Umpire’s Call, a 3D cricket…
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The Game Business Post-vaccine - A New Path to 'Normality'Kay Grünwoldt, Kirstin Bosc, Renee Gittins, Xavier Carrillo Costa, George Osborn, Petri Hyokyranta48m
Panel reports the games sector stays resilient with about 80% productivity and roughly a quarter of companies still hiring, while almost half of developers…
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Seize the Moment-Seasonal Changes in the Asian Market -The Best Times to MonetiseJason Parmar31m
Asia accounts for almost half of global games revenue about $85B and China shows 76% of players in tier 3–5 cities producing 70% of its game revenue, so ad…
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Are M&As the New Markers of Success?Luke Alvarez, Marvin Liao, John Peterson, Nuno Goncalves Pedro, Eitan Reisel, Dieter Schoeller43m
Panel argues M&A fatigue is false: 2020–21 shows seller's market dynamics with mega deals (Microsoft/Bethesda), IPOs and large private rounds driving more…
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Being Successful in Self-publishingMartin Macmillan, Riley Andersen, Laurent Benadiba33m
One panelist reports 6 million downloads and another cites ~34 million players and both say they raised and reused cash (one raised ~$500k) to scale teams and…
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Organising Projects: Financing vs. Killing itMartin Macmillan, Chris Calderon, Christopher Natsuume, Markus Vahtola49m
Panelists compare concrete processes and outcomes for running multiple titles: portfolio of risk—keep ~half the studio on profitable co-dev or work‑for‑hire…
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How to Win in a Fragmented Mobile Market?Nikita Zatsepin17m
Claim: distributing beyond Google Play adds measurable reach and revenue using Unity tools. Unity Distribution Portal Unity Distribution Portal (UDP) automates…
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Is it Still About the Whales? Getting the Most of Your UsersMartine Spaans, Toni Sala Echaurren, Eado Hofstetter, Bolin Xiao, Vasil Gospodinov59m
Panel argues that monetization shifts from a few IAP whales to a mix of paying cohorts and ad-heavy users, citing ~70–80% revenue from whales+dolphins and ~5%…
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The Crossroads Between Edge Computing, Privacy, & Ad MonetisationAbhishek Sen27m
Privacy changes lead to sharp addressability loss — IDFA opt‑ins fall around 75–85% opt‑out, and a study shows 40–50% drop in in‑app revenues for…
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IDFA / iOS14: How Contextual Advertising Can Save Game Studios MillionsChristian Facey18m
Claim: contextual audio ads can replace much IDFA-driven revenue loss by using on-device audio intent signals, game genre and app ID to sell brand bids without…
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Keys to Success in 2021Emory Irpan29m
Unity's 2021 Gaming Report compiles engine, Ads/Analytics, DeltaDNA, Multiplay and Vivox data and shows clear, actionable shifts: daily active users spike in…
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Hybrid Monetisation, Subscriptions, Battle-pass - What is Best for You?Nick Murray, Sarah Tilley, Jonathan Lin, Antanina Livingston, Daniel McLaren40m
Panel argues hybrid monetization pairs battle passes and subscriptions with liveops experiments: deploy a limited-time battle pass to test pricing and…
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How the Industry is Preparing for Post-IDFAJon Jordan, Philip Gontier, Tanya Lee, Saurav Dutta, Shay Ze'ev Yosifon, Neil Mills47m
Panelists describe concrete moves: teams are buying massive LAT traffic to benchmark post‑IDFA performance, updating SDKs and Info.plists urgently, and A/B…
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Liftoff's Preparation for ATTAnthony Mkhize30m
Liftoff outlines concrete steps for post‑ATT UA: switch attribution to SKAdNetwork (sk ad network) for iOS 14.5+, avoid recreating IDFAs, and use a third‑party…
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Beyond IDFA - The Publisher ViewpointOscar Clark, Jarkko Rajamaki?
Argues that ATT/IDFA makes precise user-level targeting far harder so UA teams shift to probabilistic models and aggregate signals, using SKAdNetwork…
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Dear Influencer AgencyShanzay Usama34m
Top actionable rules: send a best deck anyone's ever seen as first contact, check the game's name and spell names correctly (one organizer eliminated three of…
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Targeted Approaches to the Casual Game Market in ChinaYufan Wang32m
Ohayoo presents concrete China numbers and tactics: casual games hit ~400M MAU and ~200M daily users in 2020, generating ~$5B (projected $7B), downloads rose…
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Getting a Publisher vs. Self-publishingCaglar Eger, Bertrand Vernizeau, Alex Van Lepp, Michelle Brandstetter, Jami Wardman52m
Publishers describe a checklist: run a small UA test and measure retention and first‑session length, inspect in‑game behavior and monetization, and treat ASO…
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From an Indie Game to Hypercasual Success - Can Any Game Go Hyper?Shai Sasson30m
CrazyLabs describes a fast, data-led pipeline: concept to worldwide launch in four to six weeks, early tests in one to two weeks using the Click dashboard, and…
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15 Minutes on 15 Seconds: Breaking Down a Hit Hypercasual AdJake Parker27m
Kwalee claims 600 million downloads and shows that winning hypercasual ads are actual gameplay recordings, not staged trailers: capture a first-second…
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Hypercasual Ideation - How #1 Hit Games Are BornMoria Goldstein Toren35m
CrazyLabs’ internal checklist: scan social platforms for repeating videos, confirm trend offline, isolate the pure fun moment, make a mock-up and a pitch that…
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What Does it Take to Create Real Social Games?Emil Kjaehr, Langer Lee, Parin Shah, Joanna Haslam, Benjamin Charbit53m
A tech-first claim: making real social games means giving players creation tools and agency rather than chasing graphics, exemplified by successes like Valheim…
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What can Hypercasual Games Teach the World?Stephen Lee, Aysegul Can, Marco Frisina, Callum Carmichael, Jake Parker55m
Hypercasual development centers on rapid testing and ruthless iteration: teams build a prototype in one to two weeks (often in Unity), run creative-driven UA…
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Why Developers Fail on Alternative App Stores & How to SucceedMaciej Burno30m
Argues that alternative stores deliver real users and revenue if treated as a channel: expect about 5–25% incremental revenue within 24 months, examples…
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Best Practices & Pitfalls to Avoid When Creating Game VideosNatalia Shuhman29m
Portfolio lists 123 game videos and a production pipeline that starts with a brief of 12 questions (four decide goal, audience, platform rules and prioritized…
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Know Your Players, Grow Your Game: A Guide to Live Ops in the CloudMarion Finnigan23m
Argues that live ops is a continuous cycle of design, delivery and feedback and gives concrete tooling: an analytics pipeline built with CloudFormation feeding…
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Live Ops Strategies That are a Must for Every Game DeveloperEmil Kjaehr, Stuart Muckley, Philipp J. Karstaedt, James Mayo, Pierre Katkoff44m
Panelists argue start live ops during prototype stage, plug a live ops platform early to let non-tech teams run events and avoid last-minute plumbing. Treat…
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Are Influencers the Future of Game Marketing?Sophia Aubrey Drake, Alwin Wong, Mika Kuusisto, Philip Wride, Amy Huang, Daniel Cole52m
Panelists describe concrete wins and tools: a Bash tournament platform that drove one streamer’s audience 3x follower growth in six months, ENCE used sponsor…
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Healthy Growth Tactics for EsportsMark Reed, Brett Diamond, Ilias Pajoheshfar, Spike Laurie, Ignat Brobovich, Berkley Egenes58m
Panel argues developers must deliver a fun, fair game with matchmaking, custom lobbies and spectator tools to scale — examples: Valorant built for competition…
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