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Exclusive Q&A with Si Crowhurst, VP Vungle Creative Labs

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Exclusive Q&A with Si Crowhurst, VP Vungle Creative Labs
Exclusive Q&A with Si Crowhurst, VP Vungle Creative LabsReading Time: 5 minutes

 

We usually start with a brief introduction. Could you tell us about yourself and your current role in your organization?

S.C.: At Vungle, we strive to transform how people discover and experience mobile apps. Our goal is to be the trusted guide for growth and engagement, helping our clients optimise ad performance by creating and rapidly adapting ads that maintain user experience. As the VP of Vungle Creative Labs, I lead the charge on creating data-optimised content to drive engagement and increase returns for publishers and advertisers, ranging from indie studios to powerhouse brands.

Vungle Creative Labs’ secret to success is the multidisciplinary DNA of the team that combines creatives, technologists and data analysts. We’re constantly advancing our creativity and automation platform for custom creative, using data and machine learning to ensure our clients are on the leading edge of mobile advertising.

 

The main focus of this interview is Vungle’s joint initiative with the WHO/UN Call Out to Creatives to Help initiative – for creating ads and in-app advertising for public health awareness. How did this project come up? Who made the first moves?

S.C.: At the height of the pandemic, the United Nations/World Health Organization launched its first ever “call out to creatives to help” and we simply felt that it was an opportunity to create some really impactful work and really live up to our values. In short, we wanted to do our bit. 

The focus of the brief was for designers to create visual content explaining what steps people can take to slow the COVID-19 pandemic and tackle harmful misinformation campaigns. In a modern-day ‘Rosie the Riveter’ effort, we pooled our design talent, data analytics and gaming expertise and set to work creating a series of playable ads (i.e. interactive ads). Drilling into the principles of gamification, we created ads to drive user engagement around the key WHO messages of maintaining physical distancing and personal hygiene.

 

Tell us a bit more about the whole thing. Basically, you send health awareness messages just like in-app advertisements. Tell us more about the processes involved?

S.C.: The campaign strategy we developed and sent into the WHO/UN focused on delivering playable or interactive ads that carried a public health message instead of a consumer brand performance ad. The design process was also similar. We know from our wider work that gamification works in in-app advertising because it triggers powerful human emotions – think: the need for achievement, competition and status; the desire for reward etc. – so we applied the same thinking to this context. In one design, people interacting with the ads had to interact with the screen, swiping back and forth for the duration of time it takes to wash your hands before they could continue in their given app. 

 

What is exactly Vungle’s role in it? Do you use your data, testing and research insights to create, place and run the health awareness in-app ads, just like you do in the case of usual commercial ads?

S.C.: After reviewing the UN/WHO’s main goals and objectives, we selected the playable ad format as the most effective creative medium. Playable ads are dynamic, non-verbal ads that can transcend language and cultural barriers that could otherwise mean that certain messages don’t carry or fall flat. Visual language is a powerful way to drive home messages and encourage positive behaviour. We knew as the weeks of lockdown passed, there had been a significant uplift in mobile app downloads, so this format was really useful given the context. 

The team developed several creative options, choosing to capture the key messages of physical distancing and personal hygiene; some of the most salient health messages that many governments have advocated as fundamentally necessary to the emergency response. We then applied creative testing to learn, scale and adapt the ads at rapid speed to enhance user experience while still achieving engagement goals.

 

How are the users reacting to these health messages through in-app ads. Are their responses in similar lines as towards the commercial ads?

S.C.: We’re delighted to say that the ads have attracted over 36,771,804 million viewers so far, reaching both Apple and Android users in over a dozen countries. Excitingly, the work now also sits in a WHO library of artwork that will be used to educate individuals and communities all across the world as we pass through this global crisis and, hopefully, learn from it for next time. You see the library here: UN COVID-19 Creative Content Hub. In terms of the comparison to commercial ads, the click through rate has been impressive – 55 percent higher than the average click rate for advertising campaigns in apps –, but given the variables involved in the ad content and aims, you can’t really compare apples with oranges! 

 

You recently wrote about monetization strategies for in-app adds during COVID-19 outbreak. How are things going in the in-app monetization front over the last two months? Are the ad engagement and the revenues from in-app monetization going up or down? Would love to hear some stats and observations on this topic.

S.C.: As with every major crisis, the public turns to news and online platforms for information. With school closures and mandatory work-from-home policies, many of us in the industry expected some uptick in the number of mobile games being downloaded, and the initial upsurge post-lockdown was pretty massive. While entertainment advertisers are seeking to leverage this increase in demand and garner extra conversions as a result, it still feels too early to speculate on how things are going in monetisation and how resilient companies will be as we navigate these unchartered waters.

That said, as time goes on, we’re likely to see more and more people turning to apps that run on freemium models. This is what happened in China during the lockdown there. With users flocking to apps, it’s a good time for mobile marketers to strategically optimise their in-app spend, but we recommend engaging with partners who can really help them navigate this uncertain terrain. 

 

We focus on the gaming and gambling sector. The real world of sports has come to a standstill, with all the major sporting events getting cancelled. How did that affect the mobile advertising sector? Is there being a case of another door opening when one door is shut?

S.C.: While in-app advertising for sporting and gambling apps has taken a hit, users have transferred their attention to other apps that help tackle boredom, find some fun or, in many cases, manage their anxieties – for example, anecdotally we know that people have been trying to “upskill” with language apps like Memrise or Duolingo. So, the users are still there, but their allegiance to which apps has simply changed. When sporting events start up again (and as we’ve seen with Premier League football recently restarting), we can expect the sector to see a change in their fortunes. 

 

We shall conclude with a look into the future. What are the major changes, if any, that we could see in mobile advertising? Our readers appreciate your insights on this.

S.C.: AI continues to shape the future of mobile advertising, with the continued proliferation of machine learning algorithmic and automated bidding products from the likes of Facebook and Google having a strong influence. These technologies are taking control away from advertisers with respect to which target levers to pull in their campaigns and instead decisions are being made based on data. This data includes aggregated intelligence from different industries and markets, as well as billions of consumer data points like key words and searches, device types, and geographic locations – all of which will inform what works best in terms of ad spend and budget allocation.

“Seed” audience data – consisting of users who have already shown their interest by taking actions like clicking an ad or purchasing a product – and creative remain the two most impactful levers for a marketer to influence performance and scale. This has led to considerable investment in creative studios and technology that support the ability to produce massive amounts of creative variants, which can be piped into campaigns for testing. Creative that is adaptive and responsive to user preferences will continue to grow. 

Finally. short-form, video-sharing apps are a huge trend, and have enormous potential to reshape mobile advertising. Because this type of content feels more native – its users self-describe as creators rather than “influencers,” developing ways to draft behind it is exciting new territory we need to explore. 


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Exclusive Q&A with Si Crowhurst, VP Vungle Creative Labs

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Game On! Win Acer’s New RTX 50 Series Laptop + PC Game Pass

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Acer UK Levels Up the Game: Win a Brand-New NVIDIA GeForce RTX 50 Series Gaming Laptop and Unleash Hundreds of Titles with Included PC Game Pass!

Acer UK is thrilled to announce an electrifying competition giving gamers the chance to win a state-of-the-art Predator or Nitro laptop, powered by the brand-new NVIDIA GeForce RTX 50 Series GPUs! This grand giveaway celebrates the highly anticipated arrival of Acer’s latest gaming powerhouses and highlights the incredible value of PC Game Pass, now included with all new Nitro and Predator devices.

Enter the Competition Here: gleam.io/PQDpw/50-series-laptop-and-pc-game-pass-competition

The gaming landscape is constantly evolving, and Acer is at the forefront, delivering cutting-edge technology designed to immerse players in unparalleled virtual worlds. The new Predator Helios Neo 16 AI laptop, featuring the formidable NVIDIA GeForce RTX 50 Series GPUs, is now available at leading retailers including Amazon, Box, and Currys. For those seeking even more power, Acer’s official store is now stocking models with the groundbreaking RTX 5070 Ti and RTX 5080, offering next-generation performance and AI capabilities for the most demanding games and creative tasks.

But the excitement doesn’t stop there. Every new Nitro and Predator device now comes with PC Game Pass included, ensuring that gamers have immediate access to a vast library of hundreds of high-quality titles from the moment they unbox their new machine. No more waiting, no more separate purchases – just plug in and play!

To amplify the buzz, this competition will be supported by renowned gaming influencers Two Angry Gamers and Frankie Ward. Their extensive reach and passionate communities will help spread the word, giving more gamers the chance to win and experience Acer’s cutting-edge hardware paired with an incredible game library.

“We are incredibly excited to bring the power of the NVIDIA GeForce RTX 50 Series to our Predator and Nitro laptop lines,” says Mike Newson, Gaming Notebook Business Manager at Acer UK. “These new machines, especially the Predator Helios 18 AI and the Predator Triton 14 AI, represent a significant leap in gaming performance and AI integration. By bundling PC Game Pass and collaborating with beloved gaming personalities like Two Angry Gamers and Frankie Ward, we’re not just offering powerful hardware; we’re providing an instant gateway to an endless world of gaming entertainment and ensuring our message reaches the heart of the gaming community. It’s about delivering the complete, immersive experience our users deserve.”

PC Game Pass: Your Ultimate Gaming Library Just Got Bigger!

Microsoft’s PC Game Pass continues to grow, offering an incredible selection of games for every taste. Recent exciting additions that gamers can dive into include:

  • FBC: Firebreak – A cooperative first-person shooter available day one on Game Pass!
  • Rematch – A thrilling third-person, team-based football game.
  • Warcraft I: Remastered, Warcraft II: Remastered, and Warcraft III: Reforged – Relive the epic beginnings of the legendary Warcraft universe.
  • Call of Duty: WWII – Experience intense historical combat.
  • Looking ahead, July brings even more to the service with Little Nightmares II and Rise of the Tomb Raider returning to the library.

 

With new titles added regularly, PC Game Pass ensures there’s always something fresh and exciting to explore on your new Acer gaming laptop.

Don’t miss your chance to win the ultimate gaming upgrade! Enter the competition today and prepare to experience gaming like never before with Acer’s new NVIDIA GeForce RTX 50 Series laptops and PC Game Pass.

Availability: The new Predator Helios Neo 16 AI laptop with NVIDIA GeForce RTX 50 Series is available now at Amazon, Box, and Currys. Models featuring the RTX 5070 Ti and RTX 5080 are available directly from the Acer Store.

Social Media: #Acer #Predator #Nitro #RTX50Series #PCGamePass #GamingLaptop #Competition #Giveaway #TwoAngryGamers #FrankieWard

 

The post Game On! Win Acer’s New RTX 50 Series Laptop + PC Game Pass appeared first on European Gaming Industry News.

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iGB L!VE confirm London iGaming Week program

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Clarion Gaming has announced details of London iGaming Week,  a program of immersive curated events, seminars and parties centred around iGB L!VE and taking place at iconic London venues.

Confirming the programme, Naomi Barton, Global Portfolio Director responsible for iGB L!VE said: “London iGaming Week is an amazing opportunity for the global iGaming industry to come together for a week of connection, innovation, and celebration.

“Running 1 July – 4 July it features social events such as the iGB Affiliate Awards, the EGR B2B Awards, Welcome Drinks in Canary Wharf, and the Legends by Fire and ICE celebration.

“It also includes unique opportunities to network and learn at the iGB Start-Up Accelerator, the Affiliate and Operator Mixer and Technology in Gaming, the inaugural conference for senior technology professionals sponsored by Pretty Technical on Tuesday 1 July.

She added: “An initiative that we are extremely excited about is our deeper partnership with LatAm Media Group which will see us stage the first ever London LMG Futbol Experience. Taking place on Friday 4th July, the live-streamed 6-a-side football tournament will be played on a state-of-the-art 5G pitch with games officiated by fully qualified referees.

“Delivering a mixture of competition and camaraderie it’s a fantastic milestone which will build on iGB L!VE’s reputation for running the most popular business, networking and social iGaming events of the year.”

London iGaming Week represents a high profile addition to what will be the biggest edition of iGB L!VE  on record. The first show to take place in London following its relocation from Amsterdam it will provide attendees with access to over 22,000sqm of product innovation and inspiration.

Connecting igaming operators, affiliates, tech vendors and game providers,  iGB L!VE will welcome a projected 15,000 iGaming and affiliate pioneers helping businesses throughout the ecosystem to navigate the iGaming landscape, provide networking opportunities, showcase cutting-edge innovations and share crucial market knowledge.

For more information and to register for iGB L!VE, 2 – 3 JULY 2025, ExCeL London: igblive.com

 

The post iGB L!VE confirm London iGaming Week program appeared first on European Gaming Industry News.

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Female Protea Team for the Counter Strike 2 esports title to do battle against Namibia – AEC25

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Mind Sports South Africa’s Protea Female CS2 team, led by captain Jess Greeff and featuring Avonique van Rooyen,  dominated IESF’s AEC24, and emerged undefeated, and punched their ticket to the world stage. The female Protea Team for the Counter Strike 2 Esports Title are trailblazers in female esports and are already making their mark internationally.

To qualify for IESF’s World Esports Championships 2025 (WEC25), South Africa’s Female Protea Team for the Counter Strike 2 Esports Title will be taking on Namibia at15H00 on 21 June 2025.

South Africa’s Female Protea Team for the Counter Strike 2 Esports Title has never lost to Namibia, and both MSSA and the team are confident that the result will be the same as all previous encounters.

The team has shown a few changes from 2024. Jessica Greeff remains the captain, and Avonique van Rooyen and Megan van der Westhuizen too stay on the team with their vast international experience. The two new additions are Kiera McCullum and Kalee Ludick who further add to the team.

MSSA is of the belief that the 2025 Female Protea Team for the Counter Strike 2 Esports Title is the strongest female Counter Strike 2 team to ever represent South Africa.

The full team to represent South Africa at15H00 on 21 June 2025 is:

Name Club Nick Province
Jessica Eleez Greeff (Capt.) ZAG Academy heartjess KwaZulu Natal
Avonique van Rooyen ZAG Academy avo Gauteng
Kiera McCallum ZAG Academy queen KwaZulu Natal
Megan van der Westhuizen ZAG Academy m3gz Gauteng
Kalee Ludick ZAG Academy creative Gauteng

The post Female Protea Team for the Counter Strike 2 esports title to do battle against Namibia – AEC25 appeared first on European Gaming Industry News.

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