My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
The Procession of Progression in Game Design
 
Xbox One: a flawed plan, well executed
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [3]
 
Maturity, Challenge, Art and Games
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 23, 2013
 
EA ANNOUNCES NEED FOR
SPEED RIVALS RACING TO
XBOX...
 
E3: Indie Co-op Puzzler
Tiny Brains Confirmed
for...
 
The Age of Shadows on
Distant Worlds starts
now!
 
Super Splatters Bursts
onto Steam in Late June
 
THE MIGHTY QUEST FOR EPIC
LOOT BRINGS OUT THE...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
GDC China: How cross-promotion for mobile titles can hit big
GDC China: How cross-promotion for mobile titles can hit big
 

November 16, 2012   |   By Simon Carless

Comments Post A Comment

More: Smartphone/Tablet, Business/Marketing, GDC China





In a talk kicking off the Smartphone & Tablet Games Summit at GDC China 2012 in Shanghai, Chartboost's Clay Kellogg discussed the sometimes surprising advantages of cross-promoting your mobile title, revealing some impressive statistics from the Mega Jump franchise.

Specifically, Chartboost partner Get Set Games, which runs the free-to-play titles Mega Jump and now Mega Run, saw some spectacular results when they cross-promoted downloads of their newest iOS/Android smartphone & tablet game.

The result? Over 10 million users for the latest in the Mega franchise, and a 45.1% clickthrough rate from Mega Jump to check out more info about Mega Run, with an install rate of 9.9% - extremely impressive.

Alongside external advertising and cross-promotion (which Chartboost also helps to monitor or facilitate), Kellogg believes that cross-promotion within your own portfolio of titles is "fundamental" to strategy.

He showed other examples of internal cross-promotion with click through rates as high as 15-35%. But the Chartboost exec also stressed that you need to have similar styles of game in order to cross-promote most successfully.

In conclusion - a larger portfolio of self-created mobile games can help multiply your userbase quite swiftly. But if you're making abstruse styles of games that each target different audiences, then you're losing a big loyalty advantage that you might otherwise be able to leverage.
 
 
Top Stories

image
Blog: I took my Ouya game to retail, and here's what happened
image
A Guacamelee! combat design analysis
image
Here's how much 'whales' spent so far this year
image
'This model of game making is so fundamentally broken.'


   
 
Comments


none
 
Comment:
 




 
UBM Tech