The other day, I had to venture into the tangled mess of my cable bag. No matter how organized I think I’m being — neatly wrapping cords around their plugs and keeping everything separate — whenever I leave the bag alone for five minutes, it all turns into a Gordian knot by the time I return. It’s infuriating. I really should get a nice box, and make it easy to find what I need.

It struck me how similar that feeling is to juggling data from a bunch of different games. Lots of tools and data, all in a mess…

Playable ads have become more and more popular in the last couple of years. According to eMarketer, 28% of ad agency professionals in the US think playable ads are the most effective format out there.

So what makes a great playable? And what steps should you take when making your own? We look at that, and more, in this blog. But before we dig in, let’s go over the basics.

Playable ads — the basics

Playable ads are exactly what they sound like — adverts you can play. Similar to free demos, they let you try out an app or game before you commit to…

As we released A/B testing last month, we thought we’d share a few tips, tricks and ideas on how to make the most of your experiments. So put on your lab coat, fire up the flux capacitor and let’s get to sciencing.

If you’re new to A/B testing, it’s a pretty simple concept. Send three variations of your game out into the wild: A, B and a control group. One group of your users sees A, another sees B and the last sees no change at all (your control group). You pit them against each other and see which performs…

Editors note: This post was originally published in 2016. As it’s been a while since we’ve explored what the best tools are that you should be using, we thought we would go ahead and give this post a refresh. Let us know if you think we’ve missed anything important.

How can you lower acquisition costs, improve engagement and drive more purchases? Where will you find the time? From basement to studio, game developers manage a growing remit of technical skills… yet the hours in a day stay fixed.

For sure, there are thousands of time-saving apps and services that you…

As millions of people work from home or are on furlough, they’ve needed something to pass the time: streaming TV shows, learning instruments and, of course, playing games. At least, that’s the assumption. We dug into our data to find that playtime has soared and people are spending more, but each genre is affected differently.

We’ve analyzed our data in two ways

1. Global network analysis

Our first approach was to look at the overall data across our network. Over 75,000 developers use GameAnalytics to analyze how gamers are playing. That’s about 40,000 active mobile games, all in all, including 40 of the top 100 most downloaded games on the app…

China is already the biggest mobile game market in the world. Over the past few years, this market has undergone astonishing growth yet, even so, the sheer potential of this market remains untapped by the majority of Western game developers. With this being said, more studios and publishers need to update their strategy to take this market into account and avoid overlooking a potential goldmine. Be aware, however, that publishing in China comes with a range of challenges unique to the market.

To make things easier, many developers and publishers opt to work with local partners (like JoyPac), to help…

Header Bidding for Mobile Games

Today we’re exploring the world of header bidding and ad monetization for mobile games. If that just made you say ‘huh?’, then this is the post for you.

We’ll go through the basics, the advantages and disadvantages, and demystify the acronyms and jargon that surround it. So the next time someone starts talking about eCPM or RTB, you’ll know what’s fluff and what’s truly significant for your studio.

Jargon buster

It’s impossible to talk about ad mediation without using jargon and industry terms. …

We’re rapidly witnessing changing trends with hyper-casual games, as well as seeing regular new titles fighting for top positions on the app store. With this in mind, relying on tired marketing strategies or an ill-informed idea that free-to-play titles don’t need a marketing budget won’t do you any favors.

When monetizing your hyper-casual game, you’ll want to focus on getting as many people playing as quickly as possible, but also make sure they come back. Usually, if a hyper-casual game has less than 40% day 1 retention, big publishers will cut their losses and say “Next!”.

So, when you make…

Analysis from Benchmarks+ takes into account several different performance quantiles, including the “superstars” (top 5%, 10%, 15%), and the “standard” quantiles (top 25%, median, bottom 25%). We’ve segmented the analysis in this way to give a broad signal of typical performance bands seen across the industry. Tracking these quantiles also sheds light on historical trends per “band” to give a better sense of how the industry has evolved.

Using Benchmarks+, we have analyzed how the main gaming categories and genres have performed for daily ARPPU (Average Revenue Per Paying User), looking at the full year of 2019, and all the…

Here at GameAnalytics, we receive, store and process game events from 1.2 billion monthly players in nearly 90,000 games. These events all pass through a system we call the data collection API, which forwards the events to other internal systems so that we eventually end up with statistics and graphs on a dashboard, displaying user activity, game revenue, and more.

The data collection API is fairly simple in principle: games send events to us as JSON objects through HTTP POST requests, and we send a short response and take the event from there. …


Here’s everything you need to take your mobile game to the next level.

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