AppLovin presents: Ask the Developer
Starting your app business can be challenging and confusing. With our blog, we aim to educate developers and marketers alike on the world of ad tech, but one of the best ways to learn is to hear it from the developers themselves. That’s why we started the Ask the Developer series, which features developers from around the world and covers topics from marketing to user acquisition. Below, you’ll find each of our Ask the Developer interviews and case studies.
GMO Media’s Prepics (iOS | Android) is a wildly popular app among junior high and high school girls in Japan. It’s part of a social network called Prican, which has been around for over 11 years. Prepics lets users communicate via customizable photos and images.
In this Ask the Developer, we sat down with GMO Media’s Community Media Division Leader Marino Suzuki to talk about Prepics’ monetization strategy. Learn more in our full interview.
Founded in Tokyo, Japan in 2012, SmartNews set out to create an AI-powered news app that would help users discover diverse news. In a market where Google and Apple dominate with their own news apps, it can be tough for other news aggregator apps to succeed, but SmartNews manages to compete with its strong user acquisition strategy.
We sat down with SmartNews’ Head of US Marketing Fabien Nicolas to talk about the challenges of building an app in a crowded ecosystem and how SmartNews is building a better news reading experience. Learn more in our full interview.
At our panel during the Casual Connect conference in Los Angeles, we spoke with Julian Erhardt of Fluffy Fairy Games, Josh Nilson of East Side Games, and Eiso Kawamoto of Metamoki about their unique stories and experiences navigating the intricacies of the mobile gaming market. The key takeaways from the panel were which KPIs mobile game devs should be tracking, the biggest mistakes devs can make, and why they shouldn’t be afraid of failure. Learn more in our full panel recap.
Fluffy Fairy Games, the creator of Idle Miner Tycoon, found itself in a unique position with a huge Facebook community. This was a result of Fluffy Fairy understanding the importance of community in shaping their game into what its most dedicated players wanted.
“We spent a lot of time thinking about our players and how to make them happy,” said Nate Barker, Director of Business Development at Fluffy Fairy Games. “We essentially just built what they asked for.” Learn more in our full interview.
Ever read an interview with a cardboard mushroom? Here’s your chance. We sat down with Mr. Cardboard Nameko of Beeworks Co., Ltd. to talk about their hit game, Nameko’s Nest. Beeworks uses a mix of in-app purchases (IAP), banner ads, and rewarded video ads to monetize its game. Mr. Cardboard Nameko walks us through the best placements for rewarded video in order to avoid disrupting the user flow. Learn more in our full interview.
In order to grow in an increasingly saturated mobile games market, developers have to look globally in order to grow. Even small indie developers like SELECT BUTTON are now looking globally, and they found great success outside their home market in Japan. By using a crowd-sourced translation service, SELECT BUTTON saw its success in international markets overtake its home market. Learn more in our full interview.
The Chinese market us a unique one, but developer IGG, the creator of Lords Mobile, found that a solid global UA strategy helped their game succeed at home and abroad. IGG chose partners with global experience like AppLovin to help them break into international markets by being flexible and focusing on performance. IGG also employed both video and playable ads in their strategy to achieve higher conversion rates and user retention. Learn more in our full interview.
While video and playable ads dominate the mobile marketing conversation today, there’s still a time and place for other formats like native ads. Developer GOODROID managed to increase their revenue by 10-15% simply by utilizing exiting in-game space to display native ads.
“Since their placement is so unobtrusive, we’ve heard zero complaints from users,” said GOODROID CEO Matsuda-san. However, developers should avoid making native ads too easily to tap on by mistake, which can frustrate players. Learn more in our full interview.