Yaniv Nizan's Blog
I'm the CEO and Co-Founder of SOOMLA - our Traceback product provides Ad LTV as a Service. I'm also a thought leader with a distribution list of 14K fans via blog.soom.la and a speaker in different industry events. You can follow me at @y_nizan or at +Yaniv Nizan
The latest report from Comscore reveals some interesting findgins about a special type of users called Heavy App Downloaders. For game publishers, heavy app downloaders could be the users who drive the most amount of ad revenue from ads - the ad whales.
Competition in mobile space is becoming harder and harder but small app companies still have a shot if they embrace the change and follow these tips.
Mobile apps often relay on ad revenue as a monetization source. These apps have trouble calculating LTV due to various issues but mainly since ad-networks are not releasing the neccessary information.
Publishers are often blind to how ad networks operate and what drives their revenue. This post points some of the misconceptions.
Calculating LTV for a game in design phases is different compared to the soft launch phase which is again different from the lauch phase. This post describes the calcualtion in different phases and suggests additional resources such as CLV calculators.
Most game developers are dreaming of making it to the top charts. Stories of how your game will naturally grow from there just from the exposure boost spiked the imaginations of many developers. There are big differences between the Free and the Grossing.
Yaniv Nizan's Comments
[Blog - 06/15/2016 - 01:46]
Thanks for your comment Damir. ...
Thanks for your comment Damir. r nIn IAP - you can get the ARPDAU for a single user - it is simply the amount purchased in that day. You can also aggregate per cohort and do the average on a group of users that YOU DECIDE r nIn Ad based ...
[Blog - 09/30/2013 - 04:06]
I 'm assuming you are ...
I 'm assuming you are being sarcastic but I 'm not sure you really read what I wrote. Iterating on a game is a way to make it better for the user not worse. The fact that the game developer made more revenue with the second game is not because ...
[News - 07/04/2013 - 04:01]
I 'm not sure how ...
I 'm not sure how they implemented it but one way to do these kind of things is with a dynamic store-front. Here are simple instructions using SOOMLA: r nhttp://blog.soom.la/2013/07/uncase-study-how-jetpack-joyride-almost.html
[Blog - 06/24/2013 - 09:12]
@Ramin - I agree with ...
@Ramin - I agree with your second point. This article is more focused on the mobile/tablet space. Currently the game economies there are not fully developed as in MMOs so competition is limited.
[Blog - 05/03/2013 - 02:42]
Hi @John Keyser, thanks for ...
Hi @John Keyser, thanks for your comment. The article is indeed intended for free 2 play games. I completely agree that trying charge for the game and then selling something in it is a bad practice. In other words, no double dipping is allowed here :- . r nAs I ...
[Blog - 12/05/2012 - 02:30]
Hi Simon, thanks for your ...
Hi Simon, thanks for your comment. I really like your writing about the subject of virtual economies. I understand what you are saying and fully agree that exchanging currencies between players is a key component in an economy. However, it seems that all the mobile game developers who responded to ...