ASO – What have we learned after successfully launching over 300 apps.

Thursday, October 25th

À Room 2 User Acquisition - sponsored by Lab Cave Games By: Enric Pedró, Lab Cave

Description: After launching over 300 titles, achieving over 200 million organic downloads, doing over 2,000 updates and more than 3,500 a/b tests one thing is clear, Lab Cave Games has mastered how to increase their traffic and visibility. In this session, Enric Pedró will cover some insights on what Lab Cave team has learned and […]

Creative UA strategies: Best practices from Wooga

Thursday, October 25th

À Room 2 Categories: User Acquisition - sponsored by Lab Cave Games By: Elena Tsarkova, Wooga GmbH

These days it’s extremely important to stand out with your marketing activities in order to attract users to your product. Same goes to a mobile gaming market, with so many games out there it became extremely difficult to show a uniqueness of each game and why user should play exactly that one and not another. […]

Developing an influencer marketing strategy: where to start?

Thursday, October 25th

À Room 2 Categories: User Acquisition - sponsored by Lab Cave Games By: Andrej Kugonic, Nordeus Ingrid Florin Muller, Ankama

Influencer marketing acts a facilitator in the ARM race. Choosing relevant talents and building a fruitful collaboration with them is time demanding, while measuring results can be challenging. Nevertheless, the long term value of working with influencers in acquiring new users for a game, reengaging lapsed players and monetizing them is unquestionnable. How can I […]

External Development – tips and steps to manage a successful relationship with your vendor

Wednesday, October 24th

À Room 2 Categories: xDev By: Réka Sugár, Electronic Arts

The presentation would show what kind of steps you need to make in order to build a working relationship with your vendor in 4 steps: finding the right vendor, onboarding process, the work itself and retrospective.

External development for indies: why and how?

Wednesday, October 24th

À Room 2 Categories: xDev By: David Roulin, Piñata Punch

Description: It is a common belief that indie game developers do not outsource anything. Some even take pride in that idea. This talk is about exploring why indies could outsource work and how they should do it. We’ll cover many aspects, from ethics to budget, method and art direction.

Games as a Service Monetization: The Lootbox Outcry

Wednesday, October 24th

À Room 2 Categories: Monetization By: Patrick Rose, BANDAI NAMCO Entertainment Europe

The lootbox debate was one of loudest of the past few months, going beyond the usually narrow confines of industry debate, and attracting the attention of legislators in several countries around the world. Discussions about lootbox monetization systems are not a new thing, but the releases of certain full-price AAA products featuring lootboxes attracted the […]

Payment methods: big influence to gaming industry?

Wednesday, October 24th

À Room 2 Categories: Monetization By: Faheem Bakshi, Kinguin

One of the biggest revenue stream – Gaming industry. This presentation includes how important the fintech contribution is towards the biggest accomplishment in gaming revenues.

Working with publishers on external development projects

Wednesday, October 24th

À Room 2 Categories: xDev By: Bobby Wertheim, Sega Carl Schmidt, Zynga Mitsuo Hirakawa, Sony Interactive Entertainment Stefan Teubner, Bigpoint GmbH

Description: Panel discussion on building and managing relationships with publisher/developer, and how to get stay competitive in an ever-congested market. The discussion will also cover how independent developers should approach pitching new concepts to publishers for funding and marketing support. Audience: Work for hire and co-dev vendors offering their services to publishers/developers, as well as independent developers […]