Tag Archives: PlayHaven

Mobile Deluxe Maximizes Revenue Across All Players

We’re excited to present a series of success stories from partners who are best utilizing our platform and seeing exceptional results. The first success story in this series highlights Mobile Deluxe.

Mobile Deluxe, a popular developer of casual games for iOS and Android, recently began using PlayHaven to increase revenue. Leveraging PlayHaven’s Virtual Goods Promotions, Interstitial Ads, and User Segmentation tools, they are able to experiment with different campaigns across diverse user groups to improve player monetization.

Download the full case study to learn more.

Mobile Deluxe

You Can Have Your Cake and Eat It, Too – Maximize Ad Revenue and Maintain User Retention in Mobile Games

PlayHaven Data Insights:

  1. Developers can significantly increase mobile game revenue via ads without sacrificing user retention.
  2. Mobile game developers that allow ads for games of the same genre can increase ad revenue by up to 196%, without loss in retention.
  3. One PlayHaven partner increased net eCPMs on iPhone by 85% and iPad by 174% by allowing same genre ads, and maintained the same level of retention.
  4. Placing ads after users are engaged with a game can improve user retention by up to 57%.

So, you’ve built a great mobile game – in addition to in-app purchases, advertising revenue can make a significant contribution to your game monetization. But, in order to maximize potential ad revenue and keep players in your game, you must make informed decisions with regard to which games you advertise and when to display those ads.

Your goal in running in-game ads should be driving maximum revenue while maintaining retention among current users. We’ve taken an in-depth look at ad performance and retention between game genres to help our partners understand how to maximize their games’ advertising revenue while maintaining user retention.

Contrary to popular belief – ads for games within a similar genre do not cannibalize your user base
A common concern we hear from game developers is that by allowing similar games to advertise in their game, there is potential to lose users to competitors and consequently miss opportunities for in-game monetization via in-app purchases.

PlayHaven findings reveal that this is not the case and game developers can use ads for same genre games to generate revenue up to 196% more efficiently while seeing no loss in user retention compared to only running ads from games of different genres.

Ad Retention Graph 1

More after the jump »

Come Party with PlayHaven and AdColony at GDC Online

GDC Online is finally here and the PlayHaven crew is teaming up with AdColony to take Austin by storm!

Join us at 5pm on Tuesday, October 9 at Parkside for some good company, good food + drinks, and live music. 

Planning to be in Austin this week? We’d love to see you there!

More after the jump »

VentureBeat’s BYOT podcast is given wings

PlayHaven is excited to announce that we have partnered for the launch for the BYOT Podcast on Venturebeat. This successful Mobcast by Bitmob.com was taken over by VentureBeat to help ensure its duration.

Here it is: the first episode of GamesBeat’s official podcast, BYOT. That stands for “Bring Your Own Topic,” but you don’t have to put those trampolines or tapirs away just yet. Who doesn’t love a bouncing tapir? Their first show features an all-star cast from the lovely GamesBeat staff: editor-in-chief Dan “Shoe” Hsu, head writer Dean Takahashi, copy editor Jason Wilson, and culture editor Sebastian Haley. Each of them has brought his own 2012-centric topic to discuss with the group, and they break it up with a smattering of evil trivia. Topics:

*Games of 2012 we should champion
*The single worst things to happen to gaming this year
*The rise of online gambling
*Are we done with blockbuster games?

 Find more on this podcast here.

*PlayHaven fully supports having an opinion, but recognizes that the opinions reflected in this podcast are not necessarily those of PlayHaven.

When you’re finished changing, you’re finished.

“When you’re finished changing, you’re finished. “ – Benjamin Franklin

Recently, I found myself in the middle of a Six Degrees of Wikipedia spree (it started at skeuomorphism) where I had landed on a page about a mid-90s Windows shell called Packard Bell Navigator. A big part of my early computer life was sunk into PB Navigator’s Kidspace, a little digital nook on the family computer that looked something like this:

Back in the mid-90s, I thought this was the coolest thing ever. Who knows how much time I spent clicking around on this screen looking for “Easter eggs” (if you clicked on the little skull or squid up in the corner, for example, it made a funny noise) and rearranging my games on the shelves, not to mention actually playing those games (my favorites were Rodent’s Revenge and SkiFree).

Looking back on this interface now, nearly twenty years later (geez! Way to make myself feel old!), with my brand new job as PlayHaven’s Senior User Experience Designer, I’m kind of amazed at how much things have changed.

In the design world, change is constant. Even if a product or application seems “finished” to our consumers, chances are we’re behind the scenes, sworn to secrecy, getting the next big thing ready.

Most of the time, changes are incremental. We release small changes to introduce functionality, fix bugs or improve the experience, and keep the product running smoothly and efficiently. Little by little, the product evolves and grows, at a comfortable rate; the releases are frequent, but the changes are manageable, almost bite-sized.

Dramatic changes, however, happen much less frequently, and have a much bigger impact. More after the jump »

PlayHaven in the house for Casual Connect!

Casual Connect is upon us and PlayHaven will have a 10 person strong team in Seattle this week. On Wednesday, July 25th, we are excited to join MobileAppTracking by HasOffers for Mobile App Playground! Hosted at the Crocodile we are pumped for a night of live DJ’s, dancing, drinks, prizes and more! Going to be in Seattle this week? Let’s connect!

21 iPhone Accessories That Make Gaming More Fun, Give or Take 16?

A little over five years ago when the iPhone was released, Jobs and Apple overhauled the entire mobile phone industry in one fell swoop. A simple yet elegant device delivered every feature we not only wanted but also did not know we desired. The iPhone gave Apple the foothold it needed to gain an advantage in areas outside of the mobile industry. Companies like Windows and Dell struggled while RIM was left as a shell of its former self. Needless to say, the iPhone revolutionized personal communication devices. More after the jump »

11 Techniques for Player Value Maximization: Part 2

This is a continuation from part one where we discussed techniques for maximizing player value. Now let’s crank it to 11…

7. Reduce Friction and Reward UGC

User generated content (UGC) is a great way to add new content for “free”; however, only a small percentage of players actually contribute. As with purchase flows, reducing the friction of creating and submitting content, will often increase UGC. How can you simplify the process? Is there a way to make UGC part of the primary gameplay? What happens when you reward players for submitting awesome content?

More after the jump »

Inliner: Automatically compress JS, CSS, and Images into your HTML

Our technology is built on user interfaces implemented in HTML and Javascript. This gives our platform the flexibility to deliver multiple types of promotions, announcements, and other interactive experiences to our publisher games.

One of the biggest performance killers on mobile website is connection latency, even a speedy 4G/LTE connection takes precious seconds to start. Consider the number of Javascript, CSS, and image files that need to be loaded to fully display a page. Each of those requires an additional connection, affected by connection latency. Optimal mobile website performance means reducing the number of connections to an absolute minimum.

More after the jump »

PlayHaven Highlighting LTV maximization at Mobile Gaming USA

As the mobile gaming industry becomes increasingly more competitive, maximizing the amount of time that audiences spend on your games is crucial in order to achieve engagement and monetization goals.

Max Rollinger, Director of Mobile Gaming USA, sat down with Ryan Hoover, Director of Product Management at PlayHaven, for a podcast to discuss how publishers and developers can more effectively retain their audiences for the long haul.

Tune in as Ryan breaks down:

* What LTV maximization is and how it can be used to measure a game’s success

* Best practices for keeping gamers engaged, from in-game ads to rewards

* Monetizing your games – How to decide if the freemium or premium route is the best bet for your organizational strategy More after the jump »