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Marketing
   for Mobile Gaming Apps
   AT&T / Casual Connect Hackathon - Mobile Gaming Apps
   7/20/2012


    Brandon Wu, Studio Pepwuper
    http://www.pepwuper.com/




slide also available on: http://bit.ly/MoAppMKT           @plinan
Hundreds of Thousands
of Mobile Games

                my app




                         @plinan
“Doesn’t Work At All”

  Natural Motion CEO
      Torsten Reil
on Mobile Marketing & PR

                           @plinan
“...costs as high as $7 for                          $7!
acquiring users, up from
50 cents a year ago.”
                                    1300%
                                   increase


                                        $0.50

     - Gabe Leydon, Machine Zone        2011           2012
                                         Cost of Acquisition (per player)




                                                                            @plinan
Rovio


“Casual gamers
don't read reviews”




                @plinan
Rovio


“Casual gamers
don't read reviews”




                @plinan
App Store Discovery
              “You can essentially double the number of
              downloads by getting these (basic) things right.”*



                                                    Fruit Ninja
                  ✓ Name (Search Friendly)
                  ✓ Icon
                  ✓ Screenshots



*- Torsten Reil                                                   @plinan
App Store Features
              “good games can sell themselves... assuming they're
              the type of thing that catches Apple's eye.”*


   Be Unique                               “Apple isn't saying, 'right, where's the next Angry Birds?' They've
                                           already got Angry Birds; another one doesn't do anything for them”
                                           - Nathan Vella, Capy Games




    Hardware                               Use hardware / OS features device makers are likely to want to
                                           promote
    Features


*- Mika Mobile, Zombieville, Battleheart                                                               @plinan
Word of Mouth
            “the mobile game with the best chance of success is likely the
            one in your head, and not a new version of the one currently
            sitting on top of the best-seller chart.”*




                                  Be Worth Talking About
                                      (on social networks)




*- Capy Games, Sword & Sworcery                                              @plinan
Marketing
for Mobile Gaming Apps
AT&T / Casual Connect Hackathon - Mobile Gaming Apps
7/20/2012


Brandon Wu, Studio Pepwuper                                 Unity3D User Group Meetup
http://www.pepwuper.com/                               http://www.meetup.com/seattle-unity3d




                                                                                               @plinan
Image and Photo Attributions




•   http://www.flickr.com/photos/cristiano_betta/2909483129/

•   http://www.gamesindustry.biz/articles/2012-06-27-mobile-games-marketing-doesnt-work-at-all-reil

•   http://www.flickr.com/photos/davedehetre/4965139000/

•   http://venturebeat.com/2012/04/01/gabriel-leydon-foresees-the-true-dominance-of-mobile-games-
    coming-interview/

•   http://www.flickr.com/photos/ricardoalvarez/351936779/

•   http://www.flickr.com/photos/ajc1/5807619643/

•   http://www.flickr.com/photos/guspim/4972857785/

•   http://www.behance.net/gallery/The-Future/4503093

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AT&T Casual Connect Hackathon - Marketing for Mobile Gaming Apps by Brandon Wu (Studio Pepwuper)

  • 1. Marketing for Mobile Gaming Apps AT&T / Casual Connect Hackathon - Mobile Gaming Apps 7/20/2012 Brandon Wu, Studio Pepwuper http://www.pepwuper.com/ slide also available on: http://bit.ly/MoAppMKT @plinan
  • 2. Hundreds of Thousands of Mobile Games my app @plinan
  • 3. “Doesn’t Work At All” Natural Motion CEO Torsten Reil on Mobile Marketing & PR @plinan
  • 4. “...costs as high as $7 for $7! acquiring users, up from 50 cents a year ago.” 1300% increase $0.50 - Gabe Leydon, Machine Zone 2011 2012 Cost of Acquisition (per player) @plinan
  • 7. App Store Discovery “You can essentially double the number of downloads by getting these (basic) things right.”* Fruit Ninja ✓ Name (Search Friendly) ✓ Icon ✓ Screenshots *- Torsten Reil @plinan
  • 8. App Store Features “good games can sell themselves... assuming they're the type of thing that catches Apple's eye.”* Be Unique “Apple isn't saying, 'right, where's the next Angry Birds?' They've already got Angry Birds; another one doesn't do anything for them” - Nathan Vella, Capy Games Hardware Use hardware / OS features device makers are likely to want to promote Features *- Mika Mobile, Zombieville, Battleheart @plinan
  • 9. Word of Mouth “the mobile game with the best chance of success is likely the one in your head, and not a new version of the one currently sitting on top of the best-seller chart.”* Be Worth Talking About (on social networks) *- Capy Games, Sword & Sworcery @plinan
  • 10. Marketing for Mobile Gaming Apps AT&T / Casual Connect Hackathon - Mobile Gaming Apps 7/20/2012 Brandon Wu, Studio Pepwuper Unity3D User Group Meetup http://www.pepwuper.com/ http://www.meetup.com/seattle-unity3d @plinan
  • 11. Image and Photo Attributions • http://www.flickr.com/photos/cristiano_betta/2909483129/ • http://www.gamesindustry.biz/articles/2012-06-27-mobile-games-marketing-doesnt-work-at-all-reil • http://www.flickr.com/photos/davedehetre/4965139000/ • http://venturebeat.com/2012/04/01/gabriel-leydon-foresees-the-true-dominance-of-mobile-games- coming-interview/ • http://www.flickr.com/photos/ricardoalvarez/351936779/ • http://www.flickr.com/photos/ajc1/5807619643/ • http://www.flickr.com/photos/guspim/4972857785/ • http://www.behance.net/gallery/The-Future/4503093

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