Marketing   for Mobile Gaming Apps   AT&T / Casual Connect Hackathon - Mobile Gaming Apps   7/20/2012    Brandon Wu, Studi...
Hundreds of Thousandsof Mobile Games                my app                         @plinan
“Doesn’t Work At All”  Natural Motion CEO      Torsten Reilon Mobile Marketing & PR                           @plinan
“...costs as high as $7 for                          $7!acquiring users, up from50 cents a year ago.”                     ...
Rovio“Casual gamersdont read reviews”                @plinan
Rovio“Casual gamersdont read reviews”                @plinan
App Store Discovery              “You can essentially double the number of              downloads by getting these (basic)...
App Store Features              “good games can sell themselves... assuming theyre              the type of thing that cat...
Word of Mouth            “the mobile game with the best chance of success is likely the            one in your head, and n...
Marketingfor Mobile Gaming AppsAT&T / Casual Connect Hackathon - Mobile Gaming Apps7/20/2012Brandon Wu, Studio Pepwuper   ...
Image and Photo Attributions•   http://www.flickr.com/photos/cristiano_betta/2909483129/•   http://www.gamesindustry.biz/ar...
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AT&T Casual Connect Hackathon - Marketing for Mobile Gaming Apps by Brandon Wu (Studio Pepwuper)

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Brandon's talk on marketing for mobile games at the AT&T / Casual Connect Hackathon.

Brandon Wu is the founder of Studio Pepwuper (http://www.pepwuper.com/) - an independent Game Studio based in Seattle.

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  • AT&T Casual Connect Hackathon - Marketing for Mobile Gaming Apps by Brandon Wu (Studio Pepwuper)

    1. 1. Marketing for Mobile Gaming Apps AT&T / Casual Connect Hackathon - Mobile Gaming Apps 7/20/2012 Brandon Wu, Studio Pepwuper http://www.pepwuper.com/slide also available on: http://bit.ly/MoAppMKT @plinan
    2. 2. Hundreds of Thousandsof Mobile Games my app @plinan
    3. 3. “Doesn’t Work At All” Natural Motion CEO Torsten Reilon Mobile Marketing & PR @plinan
    4. 4. “...costs as high as $7 for $7!acquiring users, up from50 cents a year ago.” 1300% increase $0.50 - Gabe Leydon, Machine Zone 2011 2012 Cost of Acquisition (per player) @plinan
    5. 5. Rovio“Casual gamersdont read reviews” @plinan
    6. 6. Rovio“Casual gamersdont read reviews” @plinan
    7. 7. App Store Discovery “You can essentially double the number of downloads by getting these (basic) things right.”* Fruit Ninja ✓ Name (Search Friendly) ✓ Icon ✓ Screenshots*- Torsten Reil @plinan
    8. 8. App Store Features “good games can sell themselves... assuming theyre the type of thing that catches Apples eye.”* Be Unique “Apple isnt saying, right, wheres the next Angry Birds? Theyve already got Angry Birds; another one doesnt do anything for them” - Nathan Vella, Capy Games Hardware Use hardware / OS features device makers are likely to want to promote Features*- Mika Mobile, Zombieville, Battleheart @plinan
    9. 9. Word of Mouth “the mobile game with the best chance of success is likely the one in your head, and not a new version of the one currently sitting on top of the best-seller chart.”* Be Worth Talking About (on social networks)*- Capy Games, Sword & Sworcery @plinan
    10. 10. Marketingfor Mobile Gaming AppsAT&T / Casual Connect Hackathon - Mobile Gaming Apps7/20/2012Brandon Wu, Studio Pepwuper Unity3D User Group Meetuphttp://www.pepwuper.com/ http://www.meetup.com/seattle-unity3d @plinan
    11. 11. Image and Photo Attributions• http://www.flickr.com/photos/cristiano_betta/2909483129/• http://www.gamesindustry.biz/articles/2012-06-27-mobile-games-marketing-doesnt-work-at-all-reil• http://www.flickr.com/photos/davedehetre/4965139000/• http://venturebeat.com/2012/04/01/gabriel-leydon-foresees-the-true-dominance-of-mobile-games- coming-interview/• http://www.flickr.com/photos/ricardoalvarez/351936779/• http://www.flickr.com/photos/ajc1/5807619643/• http://www.flickr.com/photos/guspim/4972857785/• http://www.behance.net/gallery/The-Future/4503093

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