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* Do you see different markets engaging with Rec Room through different platforms, like console versus mobile? * In terms of creatives that you’re running internationally, do you have different strategies by market? * How do you prioritize international markets? * How do you prioritize what you’re going to be testing? * How do you explain what Rec Room offers in a creative ad? What are the elements that help people understand what Rec Room is the most? * Can you describe the structure of your UA team and your role?

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* How does monetization within the app work? * Could you classify Rec Room as a metaverse? * What is Rec Room and how would you describe it? Questions Aaron Answered in this Episode: Rec Room is a gaming platform with millions of user-generated rooms for people to hang out and play their favorite games. In this episode, Brian talks to Aaron Pietsch, the Senior User Acquisition Specialist at Rec Room about creative strategies, prioritizing different international markets, and theories about the metaverse. Host Brian Altman will be talking to marketers from gaming apps about strategies, best practices, and industry trends for running campaigns across different regions of the world. Welcome to Apptivate’s newest segment on marketing mobile games. Competition has never been more intense - so how are marketers getting ahead? Worldwide consumer spending is well into the billions, downloads are reaching record levels, and the time spent in-app has increased. The growth and revenue potential of the mobile gaming space continues to explode. It’s not only something beautiful.”Mentioned in this Episode: (21:43-21:55) “Design was made to involve everyone in society and to make everyone capable at the end of the day. (13:10-13:14) “It’s important to keep in mind that marketing needs to be done in a responsible way.” * 16:55 Tracking how inclusive your ads are * 12:00 We need more accessible, diverse, inclusive, responsible creative * What makes an accessible creative and what should marketers consider? * How do you measure that your ads are addressing this idea of inclusivity? * What’s an example of creative ads that are inclusive or not inclusive? * From a creative standpoint, what’s something mobile marketers in the gaming industry should be doing more of in your opinion? * What is the structure of your team that builds out creatives and the functions of each group? * Do you organize focus groups internally or do you use a third party to build out focus groups? * What is the best method for an advertiser to collect feedback on their creatives? * What do you think are some things that are really important to consider when building out creatives for your user base? Questions Claire Answered in this Episode: Claire is also the founder and a board member of the Puzzle Society in Helsinki, Finland. Rovio is a Finnish game developer famous for its game, Angry Birds. She says marketing isn’t just about click-through rates – marketers have a responsibility to consumers and society. But how do you learn about your users? How do you include everyone and ensure your ads are accessible, responsible, and diverse? Claire Rozain, a UA lead of Rovio, joins the podcast to dive deeper into this topic. When marketers think about designing creatives for their mobile games, they usually have their users in mind.







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