* 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:
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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. Of course, the lifetime value there is tiny at the moment, but if you have so many hundreds of millions of potential customers, if you can get that large base, and as the LTV starts improving, you’re going to be able to make a lot of money.”Mentioned in this Episode:
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(19:46-20:09) “And now, also the big one is Africa because of the fact that there are so many people getting mobile devices. So we don’t really look at game time, or time played, but more on the retention metrics because that gauges how often you have opportunities to make money out of your customer base.” (7:34-7:55) “The key thing about any game, especially in the casual market, is that you need a user base to want to play and be engaged with the game, and come back and play it often. * 23:15 Why creativity comes from hyper-casualQuotes: * 17:11 Marketing mobile games around the world
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* Where do you think the mobile gaming space is going and where is creativity going to be coming from in the future? Timestamp: * Have you seen any trends in terms of what games might see better adoption in the Europe, Middle East, and Africa regions? * Do you have different marketing strategies for different countries and regions? * Is there a way to make sure you’re feeding users age-appropriate content? * How did the feedback from the Subway Surfers community inform how you marketed the game? * What are some of the monetization strategies you used with Subway Surfers to convert users that typically play for free? * What inspired you to start your own consultancy? Questions Farhan Answered in this Episode: Prior to launching Hyper HQ, Farhan was the Head of Growth at SYBO, a mobile game developer in Denmark, the Head of User Acquisition at Nanobit, a mobile game developer in Croatia, and a Product Marketing Manager at Social Point, a mobile game developer in Spain. What intel from your user base could be generating a ton of revenue? In-app purchases versus rewarded video ads? Where are the opportunities for game developers in markets around the world? Farhan answers these questions and more.įarhan is the founder of Hyper HQ, a consultancy for user acquisition and ad monetization for mobile games. It is complementary to our merchant portal especially designed to monitor M-Kula and M-Tuza activity.In this episode of Apptivate’s new gaming series, Farhan Haq returns to the podcast to share his expertise on monetizing mobile games. The application core functionalities are the following: The Apptivate Vendor-Merchant is a tool enabling merchants to accept the meal Pass. M-Tuza is a gifting solution provided by an employer to its employees and agents as an incentive and recognition too redeemable within the Apptivate Gifting network.
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#Apptivate apps download
Download this app named Apptivate Vendor.M-Kula is employee benefit given by an employer to its employees for obtaining a proper meals at restaurants within the Apptivate network.