π #1
Tag the ids within each ad creative: not one id per creative but an id for each "element": light/dark background, team id, player offer, CTA, etc. Add granularity of tagging for each concept so you can really understand what drives results. [DraftKings]
π #2
Yousician did a live op with paid content unlocked (e.g. Jimmy Hendrix songs) and people playing these songs for free for a limited time ended up converting (subscribing) at a 40-50% higher conversion rate. [Yousician]
π #3
If the UA team also does retention it becomes in their own interest to make sure they get quality users in. [DraftKings]
π #4
Having programmatic in-house you can create a lookalike model just like Facebook which allows you to target this audience not only on Facebook but also on programmatic. [DraftKings]
π #5
Learning an instrument is emotional & can become frustrating quickly so they need to set the mindset with their ad creatives: ads show the journey of learning the instrument (inc. hard parts and the frustration) and leverage retargeting to walk them through it [Yousician]
π #6
It is super critical to be able to connect the dots across channels because then you can have a consistent offer across digital, TV, and pass the id(s) to the app in order to adapt the user experience. [DraftKings]
π #7
Naming conventions are critical because otherwise you forget which ad creative worked, or what each iteration is. [Playtika]
π #8
Use audio technology in their other popular app Guitar Tuner to figure out if people have trouble with strings and they retarget that segment with Yousician so they can learn how to play. [Yousician]
π #9
Have a global "hold out" (control) group against which you test to measure incrementally when it comes to retargeting. [TopHatter]
π #10
Seasonality is a big factor and it creates very different kind of lapsed users (that you want to retarget differently). Example: a lapse user coming from NFL for week 1 is very different from a user that came mid-season. [DraftKings]
π #11
Use a hold out group for push notifications to measure incrementally and find the point of diminishing return when sending too many. [DraftKings]
π #12
Success with text message for existing users (through a 3rd party) but not for acquisition.
π #13
Do not send both an email and a push for the same message. [TopHatter]
π #14
Weekends are better for push notifications.
π In yesterday's #growthgems newsletter I shared insights from the recent "Understanding, Optimizing and Predicting LTV in Mobile Gaming" GameCamp webinar
Read the 15 #LTV π from this 100 min video in the twitter thread below π
π 1/15
Chart your creatives on a X axis and check your D3/D7/D28 ROAS to quickly spot outlier creatives (both good and bad) so you can act on that (by reallocating spend for example).
π 2/15
A benchmark comparing ROAS (e.g. D7/D28) for each week (X axis) with success thresholds allows you to evaluate your UA strategies.
Read the #ASO#ASA insights from the 56 min video in the twitter thread below π
π #1
Apple will tell you "do not use search ads data for ASO" because the timeframe of the trend they are reporting is short term. You can not use a short timeframe for ASO because it takes 2-3 weeks to get your keywords fully indexed.
π #2
Apple will still index you for 2 to 3 weeks after an update. If you have good rankings already, you can do keyword metadata optimization every 30 days and have a solid view of how an optimization performed.
Read the #UA#creatives insights in the twitter thread below π
π #1
HopSkipDrive uses the same brand feeling and emotional value across channels but what might differ is the goal of each campaign. Example: Twitter for retargeting/re-engagement and Facebook for conversion.
π #2
Try to take a portfolio-based approach to creative testing and understand that you're adding something new to the mix. Some channels do not have a "clean" way to A/B test (e.g. TikTok) but even if there is it might not give you results of what will happen "live".
15 mobile #growthgems π from "Mobile Marketing for Card Games" with Josh Chandley (Wildcard Games) @eniac, Jonathan Lau (Weee!) and @jokim1
Watch this 52:14 discussion directly...Or start by reading the main #mobilegrowth#UA#creatives insights in the twitter thread below π
A way to test creatives at a lower cost is to start in India with a small budget to filter them out first, then move to Canada and deploying the best-performing onesΒ in the US.
π #2:
For games that have a strong organic demand, it makes sense to pay attention to ASO and also to potentially try preloads on devices as well as try low cost/quality channels. Examples: Gin, Rummy, Solitaire, Tetris.
10 mobile #growthgems π from "How We Scaled from 80k to 6m Users" by Jordan Gladstone (Director of Marketing at Dave - Banking App) at @apppromotion APS WFH USA
ππ Twitter thread below
π #2
Then start filming other people to be able to show the app more. It helps figuring out which messaging works as well as test different thumbnails (e.g. empty gas), showing or not the app (showing the app works better), actors, locations, etc.
π #3
Something that has worked well for Dave is responding to Facebook comments on their ads "as Dave" (they now have a style guide with what Dave likes). It allows for ads to look more organic and creates more engagement, leading to lower CPMs.
π #1
There are very different kinds of subscriptions, and the retention tactics/levers are entirely different for each subcategory:
- Content - music, books, video, comics, news, etc.
- Motivation - health & fitness, dating, education
- Utilities - video editors, dropbox etc.
π #2
Subscriptions align users and developers' interests. People will keep paying if you keep providing them value.
Example of Evernote: as you use it more, it becomes even more valuable and that's when the subscription model makes the most sense.