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UA STRATEGY FOR GAMES
ANH NGUYEN – USER ACQUISITION MANAGER AT ROVIO
WHITE NIGHTS HELSINKI 2016
 UA Manager @ Rovio
 2 years in Rovio
 Managing global UA campaigns for Angry Birds 2,
Plunder Pirates, Nibblers…
ANH NGUYEN
AGENDA
 What is UA?
 Audiences
 Common UA tactics
 Paid User Acquisition
AUDIENCES
WHAT IS USER ACQUISITION?
WHAT IS USER ACQUISITION?
 User Acquisition is data drive marketing with “Return on Ad Spend” focus
WHAT IS USER ACQUISITION?
 User Acquisition is data drive marketing with “Return on Ad Spend” focus
 UA is mainly for F2P games
WHAT IS USER ACQUISITION?
 User Acquisition is data drive marketing with “Return on Ad Spend” focus
 UA is mainly for F2P games
 UA is involved in early phase of game development
 Concept, creative
 Market research
 Audiences
 Soft Launch
 Global Launch
 Post Launch / F2P game’s lifetime
AUDIENCES
AUDIENCES
AUDIENCES
 Audience types:
 Hardcore: Arrange time around gaming session
 Mid-core: Arrange gaming session around schedule
 Casual: Play games when time presents / allows
AUDIENCES
 Audience types:
 Hardcore: Arrange time around gaming session
 Mid-core: Arrange gaming session around schedule
 Casual: Play games when time presents / allows
 Audiences affecting your User Acquisition’s plan
 Mid-core & hard core users are very engaged but small user base -> Competing with CoC, GoW with high
CPIs
 Casual game have broader user base -> Cheaper to acquire
 UA help to validate audience, game arts, mechanic -> Possibly adjust the game accordingly
AUDIENCE - HOW TO TARGET CORRECT AUDIENCES?
 Use User Acquisition’s parameters
 Age
 Gender
 Country
 Platform
 Device Type
 Similar / Competitor’s games as benchmark
AUDIENCES
HOW TO START WITH USER ACQUISTION?
HOW TO START WITH UA?
 Pre-production testing
 Appstore optimization
 A/B testing at every level of UA
 Acquiring users via paid channel
PRE-PRODUCTION TESTING & APPSTORE OPTIMIZATION
Testing target audience
 Before game launches:
 Game concept, gameplay & character arts
 Naming
 Icon
 Appstore’s metadata
PRE-PRODUCTION TESTING & APPSTORE OPTIMIZATION
Testing target audience
 Before game launches:
 Game concept, gameplay & character arts
 Naming
 Icon
 Appstore’s metadata
 After game launches
 Continue optimizing whole user funnel
 Improving store conversion via A/B testing, Appstore optimization
 Keywords optimization
TESTING
TESTING
TESTING
TOOLS FOR TESTING & ASO
 Prio Launch:
 Appannie, Appscotch
 Facebook advertising
 Mobile A/B testing for ASO tools (Splitmetrics…)
 After game launches
 Google Play Store A/B testing platform
 Keywords: Appannie, Sensortower, MobileDevHQ, Google Keywords Planner tool
AUDIENCES
PAID USER ACQUISITION
PAID USER ACQUISITION
 A highly successful mobile advertising strategy leverages several ad networks to manage ad
inventory and acquire users across channels.
PAID USER ACQUISITION
 The Core of UA is LTV > eCPI
 Analytic is essential
Freemium Economics
By Eric Seufert
PAID USER ACQUISITION
 Many advertisers have 40-50% spend
outside US
 Common paid channels
 Facebook
 Video networks (AdColony, Unity, Vungle,
Applovin…)
 Chartboost
 Always exploring new channels or ad type
format (Instagram or FB Video Carousel)
PAID USER ACQUISITION
 To spend at scale:
 Increase CPI bid
 Increase CTR & CVR
CREATIVE - INCREASE CTR & CVR
CTR (Ad creative)
 High quality art
 Gameplay focused
 Video > banner
 CTA
 Characters
 Appealing to target audiences
CVR (Appstore metadata)
 ASO- display related
 Icon
 Screenshots
 Ratings & reviews
 Video
 Description
GOOD ADS ARE IMPORTANT
SUMMARY
 UA is important part of F2P game company
 Knowing your audience, picking right battle
 UA help to validate audience, game arts, mechanic
 UA does not mean having big budget to spend
 Testing & ASO are critical for every game launches
 Paid UA is all about LTV > eCPI
 If you could not bid high, focusing on optimizing toward CTR & CVR
THANK YOU FOR LISTENING

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Anh Nhuyen, Rovio

  • 1. UA STRATEGY FOR GAMES ANH NGUYEN – USER ACQUISITION MANAGER AT ROVIO WHITE NIGHTS HELSINKI 2016
  • 2.  UA Manager @ Rovio  2 years in Rovio  Managing global UA campaigns for Angry Birds 2, Plunder Pirates, Nibblers… ANH NGUYEN
  • 3. AGENDA  What is UA?  Audiences  Common UA tactics  Paid User Acquisition
  • 4. AUDIENCES WHAT IS USER ACQUISITION?
  • 5. WHAT IS USER ACQUISITION?  User Acquisition is data drive marketing with “Return on Ad Spend” focus
  • 6. WHAT IS USER ACQUISITION?  User Acquisition is data drive marketing with “Return on Ad Spend” focus  UA is mainly for F2P games
  • 7. WHAT IS USER ACQUISITION?  User Acquisition is data drive marketing with “Return on Ad Spend” focus  UA is mainly for F2P games  UA is involved in early phase of game development  Concept, creative  Market research  Audiences  Soft Launch  Global Launch  Post Launch / F2P game’s lifetime
  • 9. AUDIENCES  Audience types:  Hardcore: Arrange time around gaming session  Mid-core: Arrange gaming session around schedule  Casual: Play games when time presents / allows
  • 10. AUDIENCES  Audience types:  Hardcore: Arrange time around gaming session  Mid-core: Arrange gaming session around schedule  Casual: Play games when time presents / allows  Audiences affecting your User Acquisition’s plan  Mid-core & hard core users are very engaged but small user base -> Competing with CoC, GoW with high CPIs  Casual game have broader user base -> Cheaper to acquire  UA help to validate audience, game arts, mechanic -> Possibly adjust the game accordingly
  • 11. AUDIENCE - HOW TO TARGET CORRECT AUDIENCES?  Use User Acquisition’s parameters  Age  Gender  Country  Platform  Device Type  Similar / Competitor’s games as benchmark
  • 12. AUDIENCES HOW TO START WITH USER ACQUISTION?
  • 13. HOW TO START WITH UA?  Pre-production testing  Appstore optimization  A/B testing at every level of UA  Acquiring users via paid channel
  • 14. PRE-PRODUCTION TESTING & APPSTORE OPTIMIZATION Testing target audience  Before game launches:  Game concept, gameplay & character arts  Naming  Icon  Appstore’s metadata
  • 15. PRE-PRODUCTION TESTING & APPSTORE OPTIMIZATION Testing target audience  Before game launches:  Game concept, gameplay & character arts  Naming  Icon  Appstore’s metadata  After game launches  Continue optimizing whole user funnel  Improving store conversion via A/B testing, Appstore optimization  Keywords optimization
  • 19. TOOLS FOR TESTING & ASO  Prio Launch:  Appannie, Appscotch  Facebook advertising  Mobile A/B testing for ASO tools (Splitmetrics…)  After game launches  Google Play Store A/B testing platform  Keywords: Appannie, Sensortower, MobileDevHQ, Google Keywords Planner tool
  • 21. PAID USER ACQUISITION  A highly successful mobile advertising strategy leverages several ad networks to manage ad inventory and acquire users across channels.
  • 22. PAID USER ACQUISITION  The Core of UA is LTV > eCPI  Analytic is essential Freemium Economics By Eric Seufert
  • 23. PAID USER ACQUISITION  Many advertisers have 40-50% spend outside US  Common paid channels  Facebook  Video networks (AdColony, Unity, Vungle, Applovin…)  Chartboost  Always exploring new channels or ad type format (Instagram or FB Video Carousel)
  • 24. PAID USER ACQUISITION  To spend at scale:  Increase CPI bid  Increase CTR & CVR
  • 25. CREATIVE - INCREASE CTR & CVR CTR (Ad creative)  High quality art  Gameplay focused  Video > banner  CTA  Characters  Appealing to target audiences CVR (Appstore metadata)  ASO- display related  Icon  Screenshots  Ratings & reviews  Video  Description
  • 26. GOOD ADS ARE IMPORTANT
  • 27. SUMMARY  UA is important part of F2P game company  Knowing your audience, picking right battle  UA help to validate audience, game arts, mechanic  UA does not mean having big budget to spend  Testing & ASO are critical for every game launches  Paid UA is all about LTV > eCPI  If you could not bid high, focusing on optimizing toward CTR & CVR
  • 28. THANK YOU FOR LISTENING

Editor's Notes

  1. Eric, our VP of UA mentioned about “Winner take it all” as big advertisers pouring money to UA making CPIs to be more and more expensive. But there are still way for other advertisers / game developers to acquire users
  2. Finding right audiences and make games which serve that target audiences
  3. Many developer are making great apps / games but find it hard to acquire users, retain and then monetize them Before Rovio is very brand focusing marketing for premium and now we move to F2P and we rely more and more on UA to maximize user base
  4. Many developer are making great apps / games but find it hard to acquire users, retain and then monetize them Before Rovio is very brand focusing marketing for premium and now we move to F2P and we rely more and more on UA to maximize user base
  5. Many developer are making great apps / games but find it hard to acquire users, retain and then monetize them Before Rovio is very brand focusing marketing for premium and now we move to F2P and we rely more and more on UA to maximize user base
  6. Finding right audiences and make games which serve that target audiences
  7. Finding right audiences and make games which serve that target audiences
  8. Finding right audiences and make games which serve that target audiences
  9. Different game types resonate best with different audiences. Build your game that serve the market you would like to enter
  10. Finding right audiences and make games which serve that target audiences
  11. Once you have define target audiences and thinking about User Acquisition then here is what you should do
  12. portrait vs landscape with vs without characters With vs without preview videos
  13. portrait vs landscape with vs without characters With vs without preview videos
  14. Continuously testing, optimizing different angle of appstore’s assets
  15. Finding right audiences and make games which serve that target audiences
  16. Video dominating To open new markets, looking at organic’s LTV as well as average CPIs in those markets
  17. Video dominating To open new markets, looking at organic’s LTV as well as average CPIs in those markets
  18. Video dominating To open new markets, looking at organic’s LTV as well as average CPIs in those markets