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User Acquisition reports and market data

1,371 documents·55 writers·3,211 charts and tables

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Cover of Why your mobile RPG needs pre-registration marketing
11 min
PocketGamer.biz11 min

Why your mobile RPG needs pre-registration marketing

Pre-registration marketing serves as a critical strategy for mobile game developers, particularly within the core and RPG segments, to build anticipation and secure a high-quality user base prior to launch.

  • Pre-registered users demonstrate significantly higher retention rates compared to both organic users and those acquired through standard incentivized campaigns.
  • A case study of an action RPG showed that 4,000 pre-registrations converted into 2,000 installs and $15,000 in revenue during the first week, yielding a 400% return on investment.
  • The primary demographic for pre-registration campaigns consists of males aged 18 to 34 who exhibit a high propensity for in-app spending.
PocketGamer.bizApr 2016
Cover of 3 User Acquisition Mega Trends for 2016
19 min
PocketGamer.biz19 min

3 User Acquisition Mega Trends for 2016

The mobile gaming industry in 2016 is defined by a shift toward video-centric advertising, the consolidation of walled gardens, and the professionalization of user acquisition (UA) strategies.

  • Video advertising is the dominant growth format, projected to capture nearly 50% of all mobile ad spend by 2018.
  • The user acquisition landscape is bifurcating, as high costs for advanced analytics and attribution tools create significant barriers for mid-market developers.
  • Walled-garden platforms are increasingly controlling both inventory and measurement, forcing developers to rely on their deterministic tracking capabilities to avoid inefficient spending.
PocketGamer.bizApr 2016
Cover of FTUE: League of War: Mercenaries
12 min
PocketGamer.biz12 min

FTUE: League of War: Mercenaries

League of War: Mercenaries serves as a contemporary military base-battler reboot developed by MunkyFun and published by GREE.

  • League of War: Mercenaries is a modern base-battler reboot developed by MunkyFun and published by GREE, serving as a successor to the original 2013 title.
  • The core gameplay utilizes a lane-based, rock-paper-scissors tactical system where players manage credit-based energy, unit cooldowns, and specific unit counters.
  • The game’s metagame is built on a multi-currency economy involving gold, bolts, and oil, alongside complex squad composition and unit upgrade systems.
PocketGamer.bizApr 2016
Cover of FTUE: Marvel Avengers Alliance 2
11 min
PocketGamer.biz11 min

FTUE: Marvel Avengers Alliance 2

Marvel Avengers Alliance 2 represents Disney’s transition of its successful social media franchise into the mobile squad-based role-playing game market.

  • Marvel Avengers Alliance 2 marks Disney's strategic pivot from social media to the mobile squad-based RPG market.
  • The game utilizes a three-by-three grid combat system, mirroring the design architecture found in competitors like Star Wars: Galaxy of Heroes.
  • The first-time user experience prioritizes narrative immersion and a hands-off tutorial structure that emphasizes early strategic decision-making and turn-order management.
PocketGamer.bizApr 2016
Cover of How Pollen VC helps you accelerate your cashflow
4 min
PocketGamer.biz4 min

How Pollen VC helps you accelerate your cashflow

Mobile developers frequently face significant cash flow constraints due to the standard 30-to-60-day payment cycles imposed by major app stores.

  • Mobile developers face significant cash flow constraints due to standard 30-to-60-day payment cycles from major app stores, which trap earned revenue and hinder reinvestment.
  • Pollen VC provides a mechanism to access locked app store revenue on a weekly basis, allowing developers to maintain consistent growth momentum.
  • The operational model integrates directly with app store accounts to verify daily revenue accrual, enabling disbursements to bank accounts or ad networks every seven days.
PocketGamer.bizMar 2016
Cover of FTUE: Winterstate
18 min
PocketGamer.biz18 min

FTUE: Winterstate

Winterstate, a mobile vehicle combat game developed by PlayRaven, utilizes a post-apocalyptic arctic setting to deliver a tactical, line-drawing gameplay experience.

  • PlayRaven’s Winterstate utilizes a line-drawing mechanic that shifts mobile combat from automated systems to player-driven tactical movement and positioning.
  • The first-time user experience employs a gradual difficulty curve, transitioning players from basic target destruction to complex scenarios involving multiple vehicles and defensive shielding.
  • The game’s core loop balances mission-based combat with a metagame focused on vehicle management, including weapon upgrades, driver attribute assignment, and resource allocation.
PocketGamer.bizMar 2016
Cover of FTUE: Total War Battles: KINGDOM
14 min
PocketGamer.biz14 min

FTUE: Total War Battles: KINGDOM

Total War Battles: KINGDOM serves as a case study in the challenges of adapting a hardcore PC strategy franchise for the mobile market.

  • Total War Battles: KINGDOM struggles with mobile user retention due to a lengthy, overly prescriptive tutorial process that conflicts with mobile player expectations.
  • The game’s reliance on PC-centric design, such as complex menus and tedious infrastructure tasks like road building, creates significant friction for casual mobile users.
  • Creative Assembly and Sega’s adaptation maintains high visual fidelity and complex mechanics, but these features often feel cluttered and inaccessible on smaller mobile screens.
PocketGamer.bizMar 2016
Cover of FTUE: Dragon Land
12 min
PocketGamer.biz12 min

FTUE: Dragon Land

The first-time user experience (FTUE) of the 3D platformer Dragon Land, developed by Social Point, reveals significant challenges regarding mobile accessibility and control schemes.

  • Social Point’s Dragon Land demonstrates that 3D platforming mechanics, specifically camera management and movement, suffer from significant friction when adapted to mobile touchscreen interfaces.
  • The reliance on virtual dual pads and double-tap mechanics creates a steep learning curve that potentially alienates the casual player base typically targeted by Social Point.
  • While the game uses visual aids like shadow indicators to assist with depth perception, these features fail to replicate the intuitive control precision found in traditional console platformers.
PocketGamer.bizMar 2016
Cover of FTUE: Summoners War
16 min
PocketGamer.biz16 min

FTUE: Summoners War

Summoners War, a long-standing mobile RPG developed by the Korean studio Com2uS, serves as a primary case study for the successful implementation of the free-to-play model within the global mobile gaming market.

  • Summoners War, developed by Korean studio Com2uS, serves as a primary case study for the successful implementation of the free-to-play, games-as-a-service model in the mobile RPG genre.
  • The game’s design philosophy prioritizes long-term player investment and deep, grind-heavy progression systems over casual, short-term engagement.
  • The user experience features a dense, PC-influenced interface that immediately exposes players to complex meta-game systems, including monster summoning, elemental combat, and equipment engraving.
PocketGamer.bizMar 2016
Cover of FTUE: Clash Royale
18 min
PocketGamer.biz18 min

FTUE: Clash Royale

Clash Royale serves as a primary case study for analyzing the first-time user experience (FTUE) in mobile collectible card games and MOBAs.

  • Clash Royale’s FTUE is engineered to socialize players into monetization and progression loops, such as time-gated chest unlocking and resource management, immediately following the introductory combat phase.
  • The tutorial intentionally introduces meta-game elements early to identify and segment users who are willing to spend premium currency to bypass wait times.
  • The game leverages the established Clash of Clans aesthetic to lower the barrier to entry while transitioning players into a distinct, card-based combat system.
PocketGamer.bizMar 2016
Cover of FTUE: Guardian Stone
13 min
PocketGamer.biz13 min

FTUE: Guardian Stone

Guardian Stone, an action RPG developed by the Korean publisher NHN, serves as a case study for the challenges inherent in designing first-time user experiences for mobile games.

  • Successful retention in the mobile action RPG genre depends more on long-term metagame engagement and character progression systems than on initial mission-based gameplay.
  • NHN’s Guardian Stone utilizes a standard free-to-play framework featuring energy-based progression, dual-currency systems, VIP tiers, and a character-collection model where low-tier units are consumed for leveling.
  • The game’s onboarding process struggles to balance tutorial depth for casual users with the expectations of experienced RPG players, leading to potential cognitive overload.
PocketGamer.bizFeb 2016
Cover of FTUE: Marvel: Avengers Academy
16 min
PocketGamer.biz16 min

FTUE: Marvel: Avengers Academy

Marvel: Avengers Academy, developed by TinyCo, is a mobile simulation game that reimagines iconic Marvel superheroes as students in an academic setting.

  • TinyCo differentiates Marvel: Avengers Academy from competitors by prioritizing character-driven narrative and stylized art over traditional combat mechanics.
  • The game utilizes a dual-currency free-to-play model, employing soft currency for routine tasks and hard currency to bypass time-gating and accelerate progression.
  • The core gameplay loop centers on resource management, base building, and a star-based progression system for leveling up recruited heroes.
PocketGamer.bizFeb 2016

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