Friday, April 26, 2024
Mobile Marketing

Case study Gram Games used a marketing platform to draw in users

(c)iStock.com/portishead1

It requires a partnership to make a great thing great. For our company, a creator of games, cooperating with a advertising platform that was knowledgeable resulted in not one, but two games we were proud of getting hits.

There were just two keys to our success: a commitment to cooperating it in real time attain new users at scale and to monetise effectively and data.

When our firm, Gram Games, initially approached AppLovin, which supplies information so brands could scale their reach to new consumers on mobile, we were fighting with a contradiction: the match we launched with received rave reviews in the app stores, but it did not generate substantial revenue, nor did it climb globally.

Create cohorts we just didn’t have the analytics to quantify user attributes, engage them , and capitalise on patterns in user behavior.

New strategy had

So, as we proposed the launching of a sport! , we knew that a different strategy had to be deployed; one that zeroed in on a particular marketplace, took into consideration one that was scalable, and the particulars of gameplay advertisements should be placed.

By passing them information and working closely with AppLovin, Gram gained access.

It took continuing and in-depth cooperation between our two companies to Attain such remarkable results, but it was so worth it

We could see the big picture and drill down in the minutiae on KPIs such as X, Y, and Z, using AppLovin’s dash. We could see where the efficiencies were adjust accordingly.

The results were astonishing. Within a few brief weeks of launch at September 2014, 1010! Was in the top ten in 65 nations in the games category across Android and iOS, and it had more than two million matches.

Data = achievement

Now 1010! Has been downloaded over 65 million occasions. Finally its success is rooted in our usage of data to understand the games players.

We all know if they get trapped or leave and what they like, what they don’t like, how they play. From there we can monetise successfully, to the extent that 99% of the game’s earnings come from screen advertisements.

We have our own information collection and analytics platform, which we utilize together with analytics provided by AppLovin to determine the strategic format and placement of ads.

Working collectively with AppLovin, we could take our bespoke data reporting tools to be aware of the users on a granular level (all anonymised information, of course).

And by knowing profiles and the behavior of our customers, AppLovin was not only able to re create displaying ads, but also by finding the best users elsewhere and bringing them.

Above normal

We can’t really differentiate what we do as mobile marketing.

With a lot of data it’s targeted advertising. We’re always adjusting how we achieve the players that are ideal and we generate income from our viewers.

It took in-depth and ongoing cooperation between both companies to achieve such remarkable results, but it was worth it, because it did Gram’s place as one of the top game publishers in the 41, solidifying.

With AppLovin, we joined forces in 2016 again when we first launched Merged! . Eight months after launching! Is currently approaching 10 million downloads.

At Gram, we’ve found that the quicker we can find and adjust to what’s happening in our matches, the more likely improve our revenues and we are to deliver exactly what our customers are looking for.

While that level of responsiveness and agility depends on a top-notch platform with access it depends on having a sound partnership that is open to experimenting, innovating, and iterating on exactly what works.