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
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.
Everyone wants more organic installs and the way to get them is to make your game highly shareable. By inspecting games that succeeded in becoming viral and comparing them to other game, the slides in this post offer a recipe for game virality.
People have been talking about games as seriously addictive. Good games are simulating real life and the user start confusing the virtual world with the reality. Let's learn how to design addictive games by looking at what makes a user hooked.
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.
Are you launched? Have you launched yet? When are you launching?
These are questions you hear often when developing your first games. I always dreamed of a doing a big launch like Steve Jobs. Time to wake up. Free to Play games and a Big Launch don't mix
Yaniv Nizan's Comments
[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 - 12/05/2012 - 02:30]
Well, since 2 is 95 ...
Well, since 2 is 95 of the activity in mobile games we need a catchy name for it. Something like: Lite Game Economy, Casual Game Economy, Mobile Game Economy.
[Blog - 06/24/2013 - 09:12]
Moving the reply from the ...
Moving the reply from the main thread to the comment: r n r n@cristofer - Can you find the link for us It sounds like a very interesting article. Specifically the advice you quoted is pure gold.
[Blog - 05/03/2013 - 02:42]
Great comment. Many games are ...
Great comment. Many games are starting the users with a few in-game coins and using a tutorial to guide them to the store where they buy their first weapon,car, ...