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European Gaming Congress 2024

Gaming

European Gaming meets Gökçe Nur Oguz, CEO and Co-Founder of Playable Factory

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Q: Tell us about how & why you came to found Playable Factory?

Over four years ago – when we founded the company – gaming was booming and it still is today. All our friends were working in the sector and we wanted to, too. We were new to it all. Monetization, LTV, CPI… sounded like another language to us but gradually we learnt from our friends and tapped into the scene. As we grew our understanding, we realised playable ads played an important role. If done well, they can add to the experience of gaming. But good ones were frustratingly hard to find. So, along with my co-founders, Berat and Omer, we started making them ourselves and the rest is history.

Q: What were you doing before that/what led to it?

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After university, I completed a PhD in Fluid Dynamics, a subdiscipline within physics and engineering. There were a few gamification projects, like building games for people to play that would simultaneously have a background programme running to solve an operational problem. This part had me captivated. Outside of academia, I was always gaming and would gamify everything I did. Not just computer games, but card games, board games etc… So it felt natural to me to do something I enjoyed.

Q: Describe Playable Factory & Gearbox in a nutshell?

Playable Factory is a company that focuses on the creative needs of digital advertisers. The focus is mostly on playable ads and recently on video ads for gaming clients specifically. Our secret (or not so secret) weapon is Gearbox, an online editing and iterating platform for creatives. This is split into two: Gearbox Playable, create your own tailor made playable ads (create, iterate, download and repeat) and Gearbox Video, a tool that allows users to record gameplays easily and create/edit/tweak to their heart’s desire. You can generate hundreds of videos in an automated process with one click.

Q: What kind of support can a gaming developer (or brand marketer) expect from your
platform?

Gearbox is made for people who want to monetize their games. It’s a one-stop shop for advertising and promotional videos. No prior coding knowledge is needed so anyone can use it, which hasn’t really been done to this extent before – with full, fast-response, technical support. It’s like having the full agency experience on one platform. For developers, we provide them with market insights around playable ads, guiding them to the right concept in
a speedy manner. They can get creative with graphic filters, text to speech options, banners… and any feature that improves the performance of the playables or video ads.

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Q: Who are your clients?

We work with top mobile game publishers: Zynga, Playtika, Dream, Voodoo, Lion Studios, Gram Games and lots more. Apps publishers like Funimate, Trendyol and Gopuff. And brands include Hasbro, LEGO, Unilever and L’Oréal.

Q: What is unique about the Turkish mobile market/why has it become known as the Silicon
valley of the mobile gaming market?

Turkey’s become a global mobile gaming hub. It’s amazing to watch it take off. Some of the best publishers and developers in the world are based here. I think it’s got a lot to do with the ability for rapid development. You’ll find teams of 4-5 young people making a steady stream of mobile games that they send out into the market. Thanks to home-grown success stories, the eyes of investors have turned towards us. But it’s also down to the culture here. Gaming is hugely popular in Turkey and you can feel the passion and drive among people in the
scene here. Local and global economic forces make international expansion lucrative and it feeds back into making the industry making it even bigger and better – and long may it continue.

Q: Have you always been passionate about gaming? When did you first get into it?

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I’ve always liked games: console, board games, mobile games… For me, it’s cracking the puzzle that gets me hooked on a game. In my childhood, my younger sister and I were always inventing our own games. Now, business-wise, my co-founder Berat and I, enjoy gaming together and playing board games in our downtime. We actually got the licence for the hugely popular party game Codenames from Czech Games. Since then, we’ve published two more board games together. This was before we entered mobile gaming.

Q: What’s your favourite mobile game?

It has to be 2048. I like puzzles and numbers 🙂

Q: What’s been the biggest challenge you’ve overcome in your career to date? And greatest
success?

Without a doubt: building a company from scratch on a technology that we learned all by ourselves, with no training. I didn’t know how to build playable ads, I didn’t know anything about HTML5 gaming and coding so finding a good developer and establishing a business was the biggest challenge.

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Q: What’s one piece of advice you’d give to start-ups in the gaming industry?

I never truly understood the importance of a team before I started working in gaming. PhDs involve mostly working solo and it misses the team spirit. The pressure is high because the success of your work is always dependent on you, and you alone. The gaming industry is totally different. Success reflects on the team who built the game. I wish I’d known that before joining the industry. So, my advice would be to evaluate your team, and believe in them because that’s the only way to reach success. If you don’t like the people you work with, it’s often much harder for you to fulfil your full potential. When your motivations align with your team’s, you can combine forces and focus to get the success you deserve.

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Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions

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Wargaming, a leading game developer, teamed up with SplitMetrics, an app growth solutions company, to boost conversion rates with seasonal Christmas-themed screenshots for the launch of its game World of Warships: Legends.
Coinciding with the game’s soft launch in Brazil, the Philippines, Canada, and France ahead of the Christmas holidays, Wargaming wanted to capitalise on the seasonality effect to influence its app engagement without advertising.
By working with SplitMetrics Agency, a leading mobile growth agency, Wargaming increased conversions by an average of 15% on iOS across App Store storefronts in Canada, the Philippines and France. Canada experienced the highest conversion rate increase with 31.45%, followed by the Philippines (9.61%) and France (3.44%). On Android, the Brazilian Google Play storefront experienced the highest conversion rate increase with 6.68%.
SplitMetrics Agency focused on A/B testing as its core strategy. The agency optimised visual assets, analysed performance and tested various creative hypotheses. Using SplitMetrics Optimize, the agency’s experts ran experiments to identify the best-performing illustrations for both the App Store and Google Play product pages.
A key hypothesis tested during this project was whether tailoring visuals to each region during Christmas would have an impact. For France and Canada, the images were adjusted to include a winter theme featuring snow, fireworks and a Christmas tree. For the Philippines, the agency used white ribbons, a local Christmas tradition, along with fireworks and ornaments displaying the country’s flag. And for Brazil, fireworks and ornaments decorated with the Brazilian flag.
During this testing period, there were no in-app events or paid user acquisition campaigns, allowing the performance changes to be directly attributed to the updated screenshots.
Thomas Kriebernegg, General Manager, SplitMetrics Agency, said: “Christmas is one of the main calendar events that app marketers need to prepare for, especially in the gaming category.
“The World of Warships: Legends case study is a great example of how seasonality can significantly impact your app’s performance and give you a boost in users. And this can be achieved without an advertising budget. It can all be done organically when you have the right calendar event, great graphics and A/B testing.
“As in the case of the Wargaming game, a comprehensive analysis and testing strategy increased its conversion rate by an average 15% across three markets.
“It is essential that app marketers forward-plan for any relevant calendar events. It’s also important to note that Christmas may not be relevant for every app but if you’re unsure you can always try A/B testing to see what works. And keep optimising.”

The post Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions appeared first on European Gaming Industry News.

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Gaming

Nolimit City revisits the brutal factory life in Outsourced: Slash Game

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Nolimit City takes you back to the grind with its latest release, Outsourced: Slash Game. For those who thought their consumerist cravings were a safe indulgence, think again. Following in the footsteps of Outsourced, this new addition pulls back the curtain on the sweat and sacrifice lurking behind those everyday luxuries—this time with a dash of danger. Outsourced: Slash Game is the studio’s second venture into crash-style gameplay, the first being xCrash™ in Skate or Die – but this time it’s a standalone crash game!

In Slash Game, players have to make some cutthroat decisions as a laser traces the outline of their hand, increasing the multiplier with every pass. Players hit “stop” to cash out, locking in the multiplier when they feel the timing is right. After which, they will be shown the potential winnings if they wouldn’t have stopped. But here’s the catch: if players hesitate a second too long and the laser slips, all the winnings are lost. A live scoreboard displays the Top Win, Top Miss and Last Round, so that players can keep track of their previous rounds.

Outsourced: Slash Game is not a familiar Nolimit City slot to some players but could cause some excitement with an increasing multiplier and a maximum payout of 1,500x the base bet. Outsourced: Slash Game, unlike Nolimit City’s high-volatility slots, is rated as ‘Medium Volatility’ but don’t let that fool you as it still includes the risk of losing your hand.

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Per Lindheimer, Head of Product at Nolimit City, said: “Get back to work, will you? We’re bringing players back to the unrelenting factory floor of Outsourced with an all-new twist. Slash Game is a standalone take on our crash-style games, and it’s packed with plenty of heart-stopping moments (and maybe a few hand-stopping ones, too). We’re thrilled with how it turned out and we hope that our fans will be too!“

‘Outsourced: Slash Game’ will be available to all Nolimit City partners on November 5th, 2024.

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The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example

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Usually, consoles and PCs come to mind when discussing the gaming industry. The mobile sector is often treated as a child of a lesser god, even though it generates almost as much revenue as console and PC combined. Some companies can see this potential. For instance, the e-commerce platform GAMIVO has recently entered the mobile market, allowing players to buy in-game items cheaper.

Back on course

The entire video game industry has evolved incredibly, but the most spectacular has been the growth of the mobile sector. It expanded from 36.9 million dollars in 2016 to 93.2 billion in 2021. Unfortunately, the gaming market suffered from a decline that stemmed from the overoptimism of the pandemic era. As a result, the mobile gaming industry revenues dropped to 92.2 billion in 2022 and to 90.5 billion in 2023. Recent information has indicated this was a necessary correction rather than a long-term trend.

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The latest Newzoo report, issued in August 2024, shows that the industry is on the right track again. According to analysts, the mobile sector will generate revenues of $92.6 billion, representing +3.0% growth year-on-year. It’s nearly half of the entire gaming industry.

Billions of players

Revenues are crucial, but they only show part of the story. To fully understand the size and potential of mobile gaming, it’s necessary to consider the number of players, which constantly grew even when revenues dropped. Newzoo estimates that it will reach 2.8 billion in 2024. It means that almost twice as many people play on mobile devices than on PCs and consoles combined. Currently, every third person on Earth plays on mobile devices, and there’s still space for further growth.

“There are emerging markets where smartphones and mobile networks can expand, providing new potential players. Furthermore, this type of entertainment has a low entry barrier because most popular games are free and don’t require high-end devices,” explains Mateusz Śmieżewski, the CEO at GAMIVO.

One hobby, different habits

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GAMIVO is an example of a company that has recently joined the party to get a piece of the mobile pie. “We examined the mobile market for a very long time, trying to find a suitable place for us. It’s essential to understand that mobile gaming and mobile gamers differ from their PC or console counterparts. You can’t do the same things you do with PC and consoles and hope to replicate your success,” said Mateusz Śmieżewski.

Studies confirm this observation. Average PC and console players spend about 2.1 hours a day in virtual worlds. It’s half an hour more than mobile gamers. However, things get interesting when we take a look at playtime per week, which is the same for mobile and console (5.4 hours) and slightly longer for PC (5.7 hours). Moreover, typical PC and console owners play 2.6 and 2.7 days a week, respectively, while mobile players play 3.4 days per week.

Those statistics prove that PC and console players are more dedicated, spending more time in games’ worlds once they enter them. However, mobile gamers prefer shorter but more frequent sessions. They play while commuting or have a short amount of free time.

“Mobile players are more willing to uninstall games and give another title a chance. Hence, the gameplay has to be captivating and designed to provide quick but intense sessions.

Furthermore, even though the average weekly playtime is identical to PC players, many mobile players don’t think of themselves as gamers,” clarifies Mateusz Śmieżewski.

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Another major difference regards the way in which revenue is generated. PC and console games traditionally represent the premium model, where players buy the game. Most popular mobile releases are free and generate revenue with microtransactions. Almost all titles allow players to spend their real money on virtual coins, crystals, and other items that can be used to unlock additional content or reduce cooldowns.

Entering the mobile market

Those contrasts and nuances scare most companies from the mobile market. Let’s see how GAMIVO has coped with this.

“We decided to launch a new product category dedicated to mobile gamers. Our model allows them to top up in-game accounts cheaply. As a result, they can save up to 30% on buying virtual items, upgrades, and other content. The GAMIVO offer includes the most popular mobile titles, such as Genshin Impact and PUBG Mobile, and still extends,” describes Mateusz Śmieżewski.

“We dedicated a lot of time to research and analyses. Also, the development process required a lot of work to provide GAMIVO customers with safe transactions and a user-friendly environment. The first reactions are very positive, confirming our belief that our decision was right and there is still more space in the mobile game market,” concludes the GAMIVO CEO.

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