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".
π #3
HopSkipDrive builds creatives off customer surveys. You can A/B test all day but you really want to first understand the value you're creating for all verticals. Example for drivers: either emotionally-driven or money-motivated and they use different creatives for each.
π #4
Money-motivated users β more text-oriented creatives because they don't identify with the emotional imagery so presenting the money making options. Emotionally driven β pictures showcasing some drivers to illustrate the look and feel of helping kids getting to school.
π #5 (1/2)
Initially JamCity was looking at traditional demographics (gender, age, etc.) but now they look more at the motivations. Mobile games are broadly appealing and the obvious motivations are boredom and wanting to relax.
π #5 (2/2)
But there are also much deeper motivations why people play the game. They've identified much more specific segments that they are then targeting through creatives (not through targeting on Facebook) and even product.
π #6
You can initially start with a creative in a broad targeting to see what kind of users it brings then tweak it in that specific direction. Doing this several times you end up with a creative portfolio so that on Facebook the creatives can find their subset of users.
π #7
JamCity has a fairly large consumer insights team doing quantitive and qualitative which brings a huge amount of data that they can base tests on for both creatives and product. They leverage that to improve the ads themselves but also the early retention.
π #8
JamCity has an internal team and several offices but also a huge amount of vendors (about 15) that have different specialties (UA, general marketing, production companies, high-end CG, etc.) which helps keep things diverse and creatives fresh.
π #9 (1/2)
There are huge opportunities on TikTok to leverage great creators that are doing innovated things. The platform encourages finding ideas that are convincing but also "game" the algorithm.
π #9 (2/2)
Influencer content is translatable to other platforms that have vertical video (Snapchat, Instagram) so TikTok can be a good testing ground.
π #10
For JamCity playables haven't worked out as well as everyone had hoped but HTML-interactive ads on Google UAC are really impactful. Make sure you have enough inventory for that kind of assets.
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.
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.
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]
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.