Welcome to the Deconstructor of Fund podcast. Today we're diving into the world of loyaltydriven user acquisition and retention with none other than Aaron Tundi, chief commercial officer at Mispl. Now, if you've been paying attention to the mobile gaming space over the past few years, you've probably heard Misplay's name come out often as the benchmark everyone is chasing. So, in this episode, Aaron joins me to unpack how Misplay became the OG of reward and engagement, why developers are increasingly turning to loyalty platforms to acquire high value users, and how Misplay's AI powered matchmaking between players and games creates a win-win scenario for players, developers, and Misplay itself. We get into why Misplay has taken deliberate and methodical approach to global expansion, what makes their user base so sticky and valuable, and how company is evolving its offering beyond just Google Play. And yes, Aaron teases us some big announcement for MAU Vegas this month. So whether you're looking for high LTB users, just curious how loyalty is redefining growth on mobile, this
episode insights won't won't want to miss. That's a lot. I think this was a fun episode. I think it's a short. I think it's insightful. I think Aaron is a beast. So without further ado, ladies and gentlemen, let's just get into it. [Music] Aaron Tandi, welcome to the podcast. Thank you, Mishka. Great to be here. You were about to tell me about Jackson Hole. I Well, I was going to say, you live in the the winter weather and and the snow and you you you get it. So, uh you know, it's it's a beautiful place to to raise kids and enjoy all seasons. Yes, exactly. This is like Montreal without the culture and the French and the and the English. just a bit more just a bit more isol isolated, you know, and just on top of a volcano by Yellowstone. No big deal. Exactly. Uh but we're not here to talk about Jackson Hole, which would be an interesting podcast on itself. We're
here to talk about misplay and I have to say congratulations because for 2 years I've been seeing pitches of the next misplay. It's it's a huge compliment. I mean, we we've we did it first. You know, people refer to us as the OG in the market, which I love. And the success speaks for itself, especially in in recent years with the rapid growth and look, rewarded works, right? I started my career at Tapjo in 2013 doing reward stuff. And so, I think as our markets continue to grow and you know, it's wavy, right? People are like incentivized is a bad word. Now, rewarding is okay. And you kind of go on these journeys, right? But ultimately, like it's a massive compliment. um and and we see success and our clients have worked with us for many many many years and I think that speaks for itself. So now you call it rewarded because I've also heard about loyalty apps and and we certainly do refer to ourselves as loyalty and you know the terms get thrown around loyalty and rewarded for us. I think when we think
loyalty specifically, which is really, you know, what we call our bread and butter, it's it's about that one-to-one relationship with the user, right? It's not necessarily putting uh SDKs in host apps like offer walls. It's more a case of, hey, do users trust your brand? Are they coming back? Are they sticky? Are you listening to them? Are you taking their feedback into account? And ultimately, are you driving a personalized experience for them, right? that's yielding strong rewards that they're interested in. And and by the way, it it's actually pretty interesting. I was doing a bit research on the entire loyalty industry, not just misplay. $96 million $96 billion, excuse me, industry with projections to grow into 2029 to $150 billion. Why? Powered by gamification, AI, and a mobile first experience. So loyalty, that's loyalty as a whole. So, it's interesting that transition into mobile gaming and how much of an opportunity I really think there still is. I I think it's still the early stages. Yeah, there I I was just looking at a company that has a loyalty
like it's a loyalty app, but it's it gifts you tokens basically rewards for health activity. So, it it's not even fitness, it's like everything health related. So everything is being incentivized, rewarded, and um and and yeah, just it's interesting how it's getting into all these uh verticals. But but talking about misplay, so correct me if I'm wrong. Misplay, Google Play only at the moment, right? Download the app. Once you have the app, it recommends you different types of games. So there's a little bit of a personalization going on. And the more you interact with a specific game, the the longer you play, the more uh milestones you achieve. Actually, haven't used misplay because I think it's not live in the winter wonderland, but uh but the the more the more you interact, the the more you get rewards and that is essentially the loop. So, you get incentivized to interact with a game that is personal
personalized to you for a longer time. And of course, the developer gets a retained player, not just a offer war player that reaches level five and dips out, but somebody who's actually rewarded to play that game. Web stores, you've seen what good looks like, but have you seen great app charge is the direct to consumer platform backed by the likes of Supercell and built by monization pros from Moonactive, Platika, Huge Games, and others. People who know the difference. App charge powers over half a billion dollars in transaction a year for top studios optimizing every detail. Deeply personalized web store offers custommade design, industryleading monetization features, in-game payments SDK, and more. 70% of top grossing games already have a web store, but the ones scaling fastest, they're doing it with app charge. Learn more at appcharge.com.
Exactly. And I think you hit the nail on the head. I think the key for us as well is giving users a pretty vast choice of games that they can choose from. If you force a user to just play one or two games that they're not that interested in, sure they may get in there and try and do something and chase that carrot along, but guess what? They're going to they're going to drop. And what we've seen is that, you know, engagement drives spend in games. That's not an an that's not a a mythical statement by any means, but you really see the engagement when users are playing their favorite games, right? And then so if they're they're doing those actions in those games and they're being rewarded for doing so, there's that win-win scenario for both the user and the game publisher. And and also like I've seen this throughout my career where in some cases the users almost get this gratification that they feel like the game itself is almost doing something for them and giving them something too. uh which is again a nice kind of trifecta in terms of that win-win-win situation. Yeah. Well, we well talking
about you know this incentivize or this loyalty model. So it like how does this come together when we think about user acquisition part because we understand it from the retention part that's kind of embedded into it. But is it how would I put it? Like I we're working on a let's say we're working on a hybrid casual report or white paper with with Meta and we put loyalty apps as you know the best possible users but the least amount of them. Would that be correct categorization? Is kind of like the the pool is not that large or has the pool increased significantly where you can have this as one of the main growth channels for your titles? Yeah, it's a it's a great question. For me, the way I see it is that a lot of gamers have engaged with some kind of rewards based system, right? There's reports out there that say like over 50% of gamers have done something or spent money for for some kind of reward. That's growing. And so
we are seeing the pool of people who are joining loyalty programs increase. What we're really seeing though is the high value users percentage increasing and sticking around in Naughty Games. For us, that's actually doubled year over year over year for the last three weeks, three years in a row in terms of the percentage of highv value users that make up our pool of the community, right? And that's really what we're focused on is building a community, not necessarily saying, "Hey, we need to get this to absolutely massive astronomical heights in terms of how many users are in misplay, but really when we focus on that high value users, that's where we want to double down. So that from a UA channel perspective, as you mentioned, it may not be the highest volume channel, right? You may not be getting 10,000 15,000 downloads a day, but those downloads you are getting are going to be strong. they're going to fit the LTV curve in the right way and ultimately come at a price that makes sense for for the Tars algorithms that we operate. So, we don't do any manual bidding or
anything like that. It's all powered by our AI engine. Um, which is a bit of a unique feature of Misplay in the rewarded space specifically, not so much in adtech, but in the rewarded space. Uh, it's what we focus on and that obviously yields stronger recommendations and therefore stronger performance for the clients for those high valued users that we sent through. And so as Misplay, as a business, your focus is to sign publishers or developers. Y and at the same time promote your app to get more and more players in your app. Yeah, it's it's growing the game catalog with the right games all while growing our community of of mobile gamers at the same time and then providing the best experience for them to be matched in the right way. And when you grow your catalog of games, do you also delete certain games where you feel like they are not or not delete but maybe remove them from the catalog if you're not seeing them performing particularly well with your audience? No. So I mean look, you can take it the approach in two ways, right? You can create a very curated list of a small
amount of games and those are the targets you want to acquire and bring on as clients. Um or you can go after absolutely everyone. And if you go after absolutely everyone, you can have a vast amount of choice. But ultimately, it's a struggle to cater to everyone. So the approach that we take really is to go after yes, a broad a broad genre and broad spectrum of games, especially across different geos, right? Because it is different in different geos. In the US where you know puzzle and casual are super successful and loyalty, it's very different in Korea where 50% of the top 300 IP games in Korea are made up from RPG games. And so we we look at things very much on a geospecific basis. We match up based on what our users are interested in and asking for and looking for and those are the kind of games we go for. And then the AI engine powers our game catalog and what we call our mixlist experience. So while there may be 400 games behind the scenes, like you as Mishka may see a hundred obviously in
the right order that's catered for you where we feel like you're going to engage with those right games and ultimately hopefully spend in those games too to yield stronger results for the game publisher. Interesting. And the the way you optimize this, is it a goal to have as many players playing as many games as intensively or is it more that you want to focus like you want, you know, one player, as they normally do, focus on couple of different puzzle games if they're puzzle type of users and so forth? Um, I would say it's it's based on what the you specific users are doing in their specific games. And again, because it's a timebased reward system with cash back on spend, uh, that which is great for the users, if we're seeing users not perform certain behaviors during their life cycle and journey within that game, because we're a loyalty app, we're not an ad network, the app's running in the
background, we can do really cool things when it comes to live ops in particular. And so we we know we may say, "Ah, you know what? you've installed this game, you're playing it, you're not coming back too often, you're not really spending in it, you're not really retaining as much as we'd like. You know what? Let's let's throw some recommendations in front of you and try and get you into something that's better suited for you. And then obviously that data goes back into the models for the next recommendations, understanding that they maybe weren't right for this specific game and and and why they weren't right for it. Um, and so for us, like live ops is a hugely powerful tool because we are our own app, we are our own community, as mentioned, from a loyalty standpoint. And so delivering those the right messages to the right users at the right time, not only to push games down their throat, but to really say, "Okay, you're phenomenal in this game. Like, keep playing it. You clearly like it. You're enjoying yourself. You're referring friends. You're doing all the right things. Like, let's let's run a live ops campaign in partnership with the game developer themselves because they're running a special promotion. So, we're going to hit you with similar messaging to keep you going or we're going to give you some extra multipliers on the rewards to
keep enjoying the game." Because ultimately that's what we're trying to do, right? If you break it all down, if you can get players playing their favorite games and games they love. Again, engagement drives spend, right? Get them engaged, drive spend, keep them going, and ultimately the the rewards will come for themselves. Today's podcast is brought to you by Absly, inviting you to dive into their new firstofits-kind report, the state of creative optimization 2025 edition. It's not about how to make creatives. It's about understanding what makes users actually stop scrolling and what emotional and psychological triggers drive performance. Based on over a million creative variations and nearly $2.5 billion dollars in ad spend, the insights in the report will help you develop a winning creative strategy. Check out the link in the podcast description below or go to appslier.com and search the state of creative optimization. That's appslire.com.
There's no editorial content that you should read about a game and download it afterwards. But more uh Okay. Uh anyways, so um so so when we're thinking about games that fit your platform, is it more the type of games that have relatively high inapp purchase opportunities? No, it's uh I mean IP games are great, but we also work with hybrid games, IA games, and really it's about a personalized economy uh for those games, number one. So, as you can imagine, the economy rates are different for an IIA game than an AP game. Um, our demographic of users enjoy both kinds of games. And it's it's funny this conversation is interesting because we we talk about this behind the scenes too where we say you get so caught up behind the scenes of okay like this TRAZ that Troes this IP IA IA 40% hybrid model
when really if you strip it back from a user perspective they don't know the game's IIA or IP or hybrid they're just saying hey this game looks cool and I like it and I think I'm going to enjoy it so I'm going to play it. So when you strip everything back that's the main focus. um we're continuing to develop to develop specific feature sets um for both kinds of games and all kinds of games. Uh something we're seeing work really really well is anything around kind of social competitiveness. So, and that's I resonate with that too when I'm when I'm playing, you know, and so if if there's a leaderboards feature in an IIA game, I'm going to continue to play and probably watch some ads or try and skip through some ads to get further because I want to get up the leaderboard within misplay or something to me that's happening right now. I'm in a buddy quest um with with another player on Misplay, not a friend of mine, just another player. And I've been busy lately, so I haven't had a chance to play. And this guy's crushing it. and I I log in and I see how he's doing and he's completed like seven tasks and I'm
on three and I'm like, "Holy cow, I feel bad. I've got to get back in the game and and do this." So, while it's not kind of split between IIA and AP, we see these features work uh across the board for both subsets of of app categories. Interesting. And does it work also ge geographically the same way or are there certain you know higher arpool geographies that you concentrate such as tier one west and Japan Korea or are are you like in in all the countries? Yeah for us um we're in nine countries right now kind of the tier one countries. So in Apac it's Korea and uh and Japan. Japan we just launched like three four months ago so it's growing at the moment and then in the west it's obviously US UK Canada uh and then in Europe it's France and Germany that's for a reason those are the markets we want to focus on we want to build very localized and culturized products in those markets specifically versus going for a broad sweep um and being available in every
country uh we want to make sure that experience is very tailored and so that goes down to like our our models uh it goes goes down to the rewards, which is extremely important when it comes to localization. In Korea, you know, they don't want to see Amazon because it doesn't exist. They want to see cacao, right? And never pay and things like that. Um, and and a few of us went out to South Korea a couple months ago, which was phenomenal, phenomenal trip. Yes. To spend time with our our local teams out there and meet local clients, but also just to get a feel of how different brands are advertising out there in the market and how mobile games are advertising. And uh most will know this, but the trusted brand element in Korea and Japan especially is so so important. And so in Japan where they haven't heard of Misplay before and we're coming in and trying to make some noise, we've really realized by visiting there and working with closely with our local teams that yes, we can have a great AI model in there and we can have some of the right games and we can have local rewards, but guess what? If they've never heard of you and they've
never worked with you, it's going to take some time. And so I really respect that culture and and the learnings we've had there and we're super excited to grow uh in both geo significantly over the next couple of years. Interesting. You you are really like expanding slowly or not slowly but methodically. That that's actually the better word. You're you know doing your homework and not just releasing as soon as possible covering all the markets but making sure that when you are engaging with a key market like Japan, Korea then you're doing everything correctly. That's exactly right. It's it's everything we do is there's strong strategy behind it. Uh it's it's all on purpose. Um if we wanted to turn on misplay in 50 countries tomorrow, we could, right? It's it's not the hardest thing to do, but how many of those will be a success and will we be delivering the right experience to our players, which we deeply care about. Um and so yes, it's very it's a very methodical approach to our strategy in terms of global expansion. Yeah, love it. we did
the same thing back in the days but this is about you not about me so let's move forward um so um anyways um what other like what are the sort of a few future key markets where you're thinking about expanding because like I would assume India would be probably pretty interesting growing large market India is an interesting one um we're having kind of early level conversations today about some of those more you know vast markets that aren't specifically focused on high AP and where it's a slightly different model. It comes down to that economy testing again in those markets. Um you know you you see more and more like smaller as we said at the start like local competitors in the reward space starting to pop up there. Uh there'll be challenges for sure. We've we've done some of those learnings and we understand how to make it work. It's just a matter of timing and when. um we are really focused on ruthless prioritization behind the scenes and making sure every step we make is the right one as we look to to hit our you know goals as a business
over the next couple of years but that being said I think India Brazil other kind of more IAA heavy markets uh there's an interesting opportunity to to discover there u talking about like how you help developers like how does getting traffic from misplay help developer to improve their KPI Like I'm assuming that that your user profile is pretty good. I mean, they're literally incentivized to continue playing and that game has been recommended them for a reason. So, how do you help developers to to reach key retention metrics? Um, it comes back to it comes back to that that live ops piece and some of the features we we discussed briefly. So, because we have one-to-one relationships with our game publishers, you know, we we're not using affiliates and we're not using agencies or anything like that. It's a onetoone. We've known these guys for many, many years. Um, we can get pretty entrenched in
understanding their strategies as well. And so if we're getting feedback that there's something going on in the game after a user hits D14 or D30 or a specific milestone or achievement, we can we're continuing to evolve in the way we operate to try and bring that messaging to them within misplay 2. Because when you're playing the game, like it will actually pop down and say, "Hey, you've just reached checkpoint three and misplay. You've reached checkpoint five and misplay." And then you're returning to misplay to kind of see, oh, do I have enough units to do anything with yet? Are there any tasks I can do to increase my earn rates or increase my rewards? And so, as they're doing as they're doing that, when they're back in the Misplay app, that's the perfect opportunity to send some kind of push notification or popup or new task specific to an event in that game that may be may be coming or they may just be on the cusp of doing to get that messaging across to them. So again, we're kind of on the cusp of doing a lot more of this, which we're very excited about. Continue to personalize that experience specific to each kind of game
they're playing and the users and the users that's doing that as well. Um, but because of the wealth of data that's that that we sit on, you can do some really interesting things around life cycle and live ops. Um, which we continue to explore with. M and what does a successful or optimal type of relationship between a developer and a misplay look like because there is that data that you have? There are so many opportunities and we are talking about retention. So how does how does the best-in-class relationship work? Great communication um for sure. Not making judgments too quickly uh understanding that you shouldn't judge it as just another channel, right? It's it's it's a partnership and because of these levers and different features available um there's certain unique things that that can happen that developers sometimes don't expect or we may not they they may not realize we have that capability versus just saying
you know hey D7's not looking great D3s are struggling you know we're going to we're going to pause the campaigns it's like hey like let's talk about this let's discuss the strategy let's look at over the next three months and let's really understand how we can help improve things um and collaborate together to do so. So, and that's also why we have local teams um around the world in the keys we operate with because we feel like it's very important to to be there and have those conversations and really understand the struggles, challenges and also the opportunities that that could be presented. And so with with every different market that you enter, uh you localize the rewards accordingly to that market, right? Okay. And that means that you have to have local teams. Uh local teams, but we have relationships with different vendors that help power that essentially. I am going back to that notion where where you said like you could turn on misplay in 50 countries tomorrow. Like that's not the problem. But where you choose to take this methodical and some
might consider slow like it is a slow approach, but it is deliberately slow. It's not because you could move faster. is because you chose to move slower and at the same time you have new competitors as we said popping up like literally every second not not anymore maybe but it felt like that at least Mhm. the last year it felt like everybody is opening up next misplay. So, I'm I'm curious of like how did you make that decision to be methodical and how easy it is to stay in that decision when you feel like oh my god another one just popped up like just like cuz you know how do you stay the course where you could accelerate significantly? Game devs, we know that great gameplay is what players love, but integrating metagame features like challenges, progression, rewards is crucial for retention and monetization. However, coding them is a tedious and timeconuming process. That's why top studios have turned to Hero. Hero provides a complete suite of
battle tested metagame features that are quick to implement, letting you spend more time on the core gameplay experience. Ready to ship fully featured, engaging games? Check out Hero today by clicking the link below. Experience to be honest with you. I mean, Mplay has been around since 2016, right? It was founded in Montreal, uh, Canada back then. We're proud to be a Canadian company to be honest with you and that's why we have hub in Montreal and hub in Toronto and we continue to grow in Canada. So, so talking about misplaced road map, so you do have two hubs. You are very methodical. You have been since 2016. you are ahead of the game significantly even though you haven't pushed it geographically. So what does your road map look like? Like how are you continuing to innovate in this category? Yeah. Um for us there's a there's a few different focuses and some I can share and some I can't but I'll a couple of things for sure. Um I think personalizing uh continue to
personalize the entire experience but also the the shop experience and the rewards experience I think is really valuable. Uh it's something we we invest a lot of time in and you know we expand our data science team consistently because we know that's what the power is. Um so for us it's how do we get these very personalized rewards catered to each individual users. um that again may look very very different. And it's not just gift cards, right? It's it's are there certain brand offers that could be interesting for you to get a heavy discount on um because you've earned so much rewards or because you're a certain loyalty status. Something we've we've just released is having games, IP bundles, and currencies in our shop, too. So users can use their rewards to uh exchange them for specific bundles from those games. And the experience is really cool. It's really seamless where they'll go into the shop, they'll have a certain amount of misplay units. I'll say, "Oh, look. I can buy these IP bundles for my favorite games.
Let me do it. Use the units to do it." And then the next time they open that game, they hit claim reward, opens the game, and boom, it pops up. And there's the there's the currency and the rewards that they've used their misplay units for. And um we did that because we were finding so many users were using their units to buy Google Play gift cards. And what were they doing with those Google Play gift cards? Going back into the game and doing inapp purchases, right? And so all of a sudden it's like, wait a minute, there's there's a really sweet loop here that can personalize experience for the users while increasing retention for the games, right? Because instead of them buying an Amazon gift card, leaving the game, and going to do that, they're now doing something specific for that game that they're playing. and they can then go in and and and do that experience too. And so um from a shop perspective that's that's really where we see great opportunity um as well. And then look all things when it comes to our models and and the AI powered recommener uh we continue to triple down on as much as we can improving for our clients improving
on our TROAZ algorithms extending those out a little bit potentially. Um, and just continuing to make sure we're yielding strong results for them is always a focus for us, too. And then I'll say it, I probably shouldn't say, but I'll say it. You know, there's a white elephant in in the room. As you said at the start, we're only on Google Play. Yeah. And um, you know, we we have some announcements coming up at MAU here in Vegas. And and I would this will air like a week before, I think, where we're in the future now in the past podcast life. But, um, some interesting announcements coming which I think the industry will react very well to, our clients will react very well to. Um, there's a countdown clock uh on on our on our website now, which is cool. And so anyway, I I'll stop there, but um it'll be an interesting one to stay tuned for. I may really cool. And you're not being hit by this u well epic Apple legal battle because now everybody is integrating their web shops. That doesn't bother you at all. Go ahead, spend on a web shop. Come back and get more loyalty points. We're not here to,
you know, to do your transactions. We're here to reward you for your loyalty. Exactly. And I think the news is exciting for game developers and um I think it's going to be good for the industry overall and and to your point exactly for us it's another it's another angle to help game pubs um yield strong results in those areas. And so if we can now drive users directly to those and by the way it's always a bit of a unique thing for us like we were going to take the approach of hey you know games can't drive users to their web shops. we have a lot of spenders and users who we can drive to your web shop. So, let's put those those uh those custom links into Misplay. And then all of a sudden, this happens. Like, wait a minute. This is super exciting. Now, let's let's see how we can also leverage this and help uh game publishers and drive users to the right place. All right. Well, Aaron, before I let you go, I made five rapid fire questions as an outro. So, are you ready? I hope so. All right. This is going to be pretty easy. So, game you
want to play but you can't get into? Uh, I I'll give you a rapid fire answer, but I want to go into the story. Um, I'm not going to say a mobile game because we work with too many of them. Exactly. My my answer is is FIFA, right? Wow. Here's why. And here's why. Growing up, as you can imagine, in England, all we did was play FIFA. Mandatory. Moved to the States, all we did was play FIFA. Then I had two kids, stopped playing. It's now been seven or eight years, picked up a controller, and I just couldn't get into it. And I was like, it was almost like part of my soul and my body. So I was like, "Oh my god, I can't get into FIFA. What happened to me? Have I truly am I really approaching 40 next year that I can't play FIFA anymore?" So that's that's my my long-winded rapid fire answer. That's a good answer. That's it's it's like riding a bike. I'm sure you can get into it. Like I got into it a little a while back. I was playing uh my business partner's kid.
Like I was he had a couple of kids, but I was losing to the 14-year-old, but then he had a daughter who was like nine, so I got beat her, so I still got it. Anyway, uh better signal of future spending, time in game or number of sessions? Well, I'm going to go with time in time in game. Okay. Uh, hardest gamer persona to retain, casual Candace or Sporty Sporty Steve. Sporty Steve. Yeah, he has options. Yeah. Uh, what's the what's the one mobile game marketing? Yeah, exactly. FIFA, though. That's on mobile. Uh, what's the one mobile game marketing trend you wish would go away? Well, I touched on this already, but um I wish sometimes marketers would give uh give new channels a bit more time uh instead of judging on D1, D3, D7, like you know, last week's cohort was bad, so let's pause. There's a bit more time,
you know, sometimes a bit more communication. something we see in Apac actually a lot where the LTV predictions are so strong but sometimes you'll launch and you'll get a did bad D3 and and they'll be gone. So for me it's just giving a bit more time and a bit more of a partnership to help see what what channels can do. Cool. Okay. Invest for longer. Um final one. What would you say to a studio that is skeptical about working with Misplay? I would say there's only one way to find out, you know, give give it give it give it a shot. Um, you know where to find me. Give me a shout. Happy to to have a chat and figure out if there's an option for it to work for you. All right. Well, on that note, Aaron's LinkedIn in the description below. Aaron, thank you so much for for coming on the podcast. I wanted to have Miss Play for a while because everybody was talking about it. So, I'm I'm glad you you made it and excited to hear the announcement in MAU
in a week or two. No, next week. Let's see. We're excited, too. Thanks, Mishka. Hope to see you. All right. Thanks everybody for listening. Till next time. Thanks for listening to the full episode. Now, did you know that Deconstructor of Fun isn't just your favorite industry podcast? We're also a bit of a consulting powerhouse. Now whether you're launching your next hit, scaling your live ops, or vetting your next acquisition, we've got you covered. From market research and go to market strategy to live operations tuning and due diligence, our team of experts works with the top names as well as the rising stars of the industry. So if you are building, publishing, or buying, don't do it alone. Do it with us. Email consulting deconstructorofund.com and let's build smarter together.
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The mobile gaming loyalty sector is undergoing a strategic shift toward long-term engagement, moving away from traditional offer-wall mechanics in favor of AI-driven matchmaking. By prioritizing personalized game recommendations, platforms can foster a sustainable ecosystem that benefits players, developers, and service providers alike. This approach emphasizes the cultivation of high-value user bases, where success is measured by long-term lifetime value rather than simple download volume or short-term retention metrics.
Global expansion efforts currently focus on deep localization and the creation of tailored reward economies rather than rapid, broad-market scaling. Data-backed insights and live-ops integration allow for a more nuanced understanding of regional player behaviors, enabling developers to refine their monetization strategies. Innovation in this space is increasingly centered on enhancing the in-app shop experience, including the direct exchange of rewards for in-game currency and the expansion of services beyond the Google Play ecosystem.
Strategic user acquisition is evolving to favor qualitative indicators over superficial engagement data. Time spent in-game serves as a more reliable predictor of future spending than session frequency, suggesting that publishers should allow new acquisition channels sufficient time to demonstrate their true value. By integrating custom links to direct web shops and fostering deeper partnerships between platforms and developers, the industry is moving toward a model that prioritizes high-value spenders and sustainable growth over the volatility of short-term performance metrics like D1-D7 retention.
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