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The product was quite successful itself. Thus, our aim was to choose the right way to scale ad campaigns to other GEOs and traffic sources without losing audience’s quality. |
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The game focuses on ad monetisation, therefore we relied on event optimisation X_ads_views. However, completely ignoring purchase-optimisation can cause user’s ad LTV decrease. That is why we were launching Purchase-optimisation campaigns and ROAS-optimisation campaigns simultaneously. |
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We used not only Facebook as a traffic source, but also Unity Ads and AppLovin. The reason is that their audiences are the most loyal to mobile games. It has a beneficial effect on product metrics (User Lifetime and Retention rate) and monetisation metrics (Ad views, Purchases). These traffic sources need a high budget for testing at the beginning, but often it is worth it. |
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Apart from gameplay videos, AdQuantum also designed gameplay misleading creatives. Tracking retention changes for each particular creative helped us instantly define a creative with high CTR and IPM metrics that however, had low retention rate. |
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We used multiple assets in order for ads to match the game content. Despite the fact that sometimes we used misleading creatives, the major part of our ads was directly based on game assets. Hence, the ad videos plot was very close to the actual gameplay. After all, it helped us to correct the drop in retention and continue to increase the efficiency of our user acquisition. |