Voodoo and MoPub deconstruct the hyper-casual phenomenon
summary
Voodoo runs an ad‑first playbook: banner, full‑screen and rewarded ads across games, uses Tenjin to tie ad revenue to install sources, and merges UA and monetization teams so acquisition and yield decisions happen together. Company automates non‑value tasks, runs a lab to A/B waterfall setups and creative, and names ironSource, Tapjoy and Unity among top networks. Growth claims include 1 billion downloads and a $200M round from Goldman Sachs; in‑app header bidding is expected to replace much manual mediation.
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chapters (14)
- 0:00Introduction and context
- 1:03Evolution of mobile gaming
- 2:29Hyper-casual rise explained
- 3:54Voodoo's growth and Selina's intro
- 5:42Voodoo's business model changes
- 6:47Monetization strategy deep dive
- 8:10Industry challenges and header bidding
- 9:18User-level data importance
- 10:28UA and monetization merge
- 11:53Time allocation and experimentation
- 12:35Voodoo's experimentation mindset
- 13:45Hyper-casual future outlook
- 14:51Key takeaways for developers
- 17:05France's hyper-casual dominance
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