Month: January 2017


The recently released Liftoff 2017 Mobile Gaming Apps report highlights the most prominent user acquisition trends and benchmarks from 2016. It’s full of compelling data that any mobile app marketer of gaming apps will find of value.

The report tracks the cost of gaming app installs, registrations, and in-app purchases (IAP), breaking down data by OS platform, demographics, and region, as well as comparing data across a range of gaming categories (action-adventure, card, casino, casual, puzzle and strategy).

In this post we focus on the monthly CPI and IAP trends from last year in the gaming apps category.

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When we first kicked off Mobile Heroes a year and a half ago, we set out to bring a well deserved focus to the community of app marketers that market something other than a game, like a dating or e-commerce app. The community has been tremendously underserved, unlike their gaming marketer brethren. Hence came Mobile Heroes.

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The news that consumer in-app spending over the last holiday period rocketed 52% to total $500 million (compared with $300 million) should spur us on in 2017 to explore new ways to get players to dig deeper in their pockets. But we should also double-down on ways we can get more value (not just money) out of the vast majority of users that don’t spend in our apps – and likely never will.

If you’re chasing the “whales” and big spenders, and throwing back all the other fish in your net, then you are likely throwing money out of the window as well.

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