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Heinz Maps Out “Hidden Spots” In Call of Duty®: WarzoneTM Pacific’s New Caldera Map to Highlight Snack-Safe Zones For Players

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Hungry in the middle of the Warzone? Heinz has a solution. Gamers know that eating while playing games is one big hurdle, even more so on a map that has just released.

In fact, gamers spend roughly eight hours and 27 minutes each week playing games – so when it comes to Call of Duty, one of the world’s biggest video game franchises, it’s nearly impossible to take a snack break during gameplay.

To help gamers find more magic in mealtime while playing their favorite video game, Heinz, the World’s #1 Ketchup brand, teamed up with Call of Duty: Warzone Pacific to identify hidden spots in its latest map Caldera to safely enjoy a well-deserved break and eat a delicious burger with Heinz in real life.

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Fans and gamers can tune into Twitch and YouTube this weekend (Friday 17th – Sunday 19th December) to watch top Call of Duty: Warzone Pacific streamers reveal Heinz Hidden Spots in-game and enjoy a burger break as they explore the new map.

“80% of gamers eat and drink while playing, but it’s much harder to do this in multiplayer online games like Call of Duty, where an ill-timed break can cost you the match,” says Isabella Rizzo, VP of Marketing at Kraft Heinz.

“Heinz brings the magic to mealtime, whether you’re sitting around the dinner table or enjoying a quick bite mid-game, and now we’re helping Call of Duty gamers safely recharge with a burger break in one of the new points of interest on Caldera. Here at Heinz, we say just eat. No Defeat.”

Top streamers from the UK, US and other brand markets across the globe have joined forces with Call of Duty to map out safe, quiet spots in the new Warzone Pacific Caldera game to ensure that players can take a break to eat a burger and fries without the fear of getting sent to the Gulag.

“The launch of Caldera is a unique opportunity for Call of Duty and Heinz to bring our audiences together in new and exciting ways,” said Tyler Bahl, Vice President and Head of Marketing, Call of Duty.

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“As the community explores and discovers the new map, Heinz is giving them a chance to experience the new Warzone offering in a fun and engaging way.”

With Hidden Spots, Heinz is making its debut with an ever-growing audience of gamers. But instead of just saying something to them, Heinz and independent creative agency GUT São Paulo partnered with Activision to connect with them directly where they are – inside the game.

Since Activision’s Call of Duty: Warzone Pacific’s Caldera map was launching, it was the perfect moment for Heinz to partner with one of the biggest gaming franchises ever to help hungry gamers find where to stop to eat while they played instead of having to hide.

“Heinz is an iconic brand that is used to doing so many incredible things in advertising, so with its debut in gaming, Hidden Spots is yet another way the brand is doing just that,” says Murilo Melo, Executive Creative Director at GUT São Paulo.

“Gamers usually say that campers are cowards for hiding to ambush other players, but with the world’s favorite ketchup brand partnering with the world’s favorite gaming franchise, Heinz is here to help gamers eat in peace as they fight in the warzone. We’re excited for hungry gamers to find these Hidden Spots and hope they’re now able to pass the Heinz without the risk of passing away in the game.”

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With this initiative, Heinz hopes to get closer to the vast gaming community by giving a little help to them around the world and offering a solution to a real issue that many in the community face on a daily basis.

‘Hidden Spots’ is part of the brand’s masterbrand campaign, “It doesn’t matter the time or place,” which also highlights Heinz flavored ketchups, mayonnaise and barbecue sauce.

Call of Duty: Warzone is a free-to-play, free-for-everyone battle royale experience that more than 100 million players around the world have jumped into play. Call of Duty: Warzone is integrated with Call of Duty: Vanguard, Call of Duty®: Black Ops Cold War, and Call of Duty®: Modern Warfare®. Call of Duty and its titles are published by Activision, a wholly owned subsidiary of Activision Blizzard (NASDAQ: ATVI) and developed by studios (in alphabetical order) Activision Shanghai, Beenox, Demonware, High Moon Studios, Infinity Ward, Raven Software, Treyarch and Sledgehammer Games.

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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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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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