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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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GGPoker to Broadcast WSOP Online 2025 Final Tables Live, Featuring GGPoker.tv Broadcast Debut of Poker Legend Phil Hellmuth

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Join Jeff Gross and his legendary co-hosts on September 23 and September 30

GGPoker, the World’s Biggest Poker Room, today announced it will live stream the final table action of two of the most prestigious events from the ongoing WSOP Online 2025 tournament series. The broadcasts will be available on GGPoker.tv, the brand’s official YouTube channel, and will feature the debut of poker legend Phil Hellmuth as a live GGPoker.tv broadcast host.

The first broadcast, on September 23, will showcase the high-stakes drama from the final table of the $5,000 WSOP Online Main Event, arguably online poker’s most important annual tournament. This landmark event will be co-hosted by frequent GGPoker anchor Jeff Gross and the 17-time WSOP bracelet winner, Phil Hellmuth. Known for his “poker brat” persona and unparalleled tournament record, Hellmuth’s inclusion will provide viewers with an unprecedented look into the mind of one of poker’s greatest champions.

The action continues on September 30, with the final table of the $10,300 GGMillion$ High Rollers event. Joining Jeff Gross for this broadcast will be GGPoker Global Ambassador and fellow poker icon, Daniel Negreanu. Negreanu, with his engaging style and deep understanding of the game, will provide expert commentary and analysis, making this broadcast another must-watch for poker fans everywhere.

“We are incredibly excited to bring the WSOP Online 2025 action directly to our fans with these two live broadcasts,” said Paul Burke, Head of Public Relations at GGPoker. “Having Phil Hellmuth and Daniel Negreanu on air alongside Jeff Gross to break down the action will be a true treat. This will be more than just watching a final table; it’ll be a masterclass in poker strategy from two of the best to ever play the game.”

The post GGPoker to Broadcast WSOP Online 2025 Final Tables Live, Featuring GGPoker.tv Broadcast Debut of Poker Legend Phil Hellmuth appeared first on European Gaming Industry News.

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WILDZ INTRODUCES CUTTING-EDGE ENTERTAINMENT WITH WILDZ TV

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Ta ‘Xbiex, Malta, September 2025: The Wildz Group is pleased to announce an impressive new addition to its flagship Wildz platform: Video-On-Demand product Wildz TV.

Wildz TV is a rich content offering that takes into account the popularity of Video On Demand (VOD). The service delivers rich media entertainment created by guest presenters that enhances the iGaming user experience within the sportsbook and online casino verticals.

As the first Wildz Group brand to provide a full sportsbook offering that accompanies its popular online casino within the same platform, Wildz  is the ideal space to boost the enjoyment even more by introducing VOD content. Aligning with the brand’s ‘GET MORE’ payoff line, this complete entertainment suite provides streaming, live chat and 24/7 customer support, setting the bar high for one-stop leisure gaming.

Embracing the trend

VOD content is sweeping the globe as the preferred option chosen by customers seeking to make the most of their leisure activities, allowing them exclusive access to content suited to their tastes (Netflix, Amazon Prime Video and Disney+ being notable examples). According to Markets dot com, in 2023 the VOD market size was valued at USD 146.6 billion, and it’s forecast to balloon to USD 270.3 billion by 2028, with a CAGR of 13%. It made sense to the Wildz team that this trend will inevitably dominate gambling entertainment, too, leading to the creation of a VOD tier of video action in Wildz TV.

Wildz hosts the phenomenal team at Gämblerscast to showcase how this works. They’re renowned for their razor-sharp commentary and insights. Viewers can enjoy Gämblerscast episodes, explore dedicated Gämblers Picks for selected sports and even dip into the Gämblers Favourite Slots.

About Gämblerscast

The collective at Gämblerscast has been amassing a growing following of enthusiasts on Twitch, YouTube and TikTok. As gambling enthusiasts, they know exactly how to create content that appeals to players, including insights, observations, humour and plenty of fun. This winning combination makes them a great fit as the first-ever team to be hosted on Wildz.

The added value of VOD

Players get the opportunity to access exclusive content for a modest premium, content that’s designed to match their interests. While Hulu and Paramount+ (for example) cater to mass markets, sites such as Wildz TV can provide niche content.

Contained behind a paywall, VOD entertainment is perfect for gambling as it underscores the importance of providing access to content according to Responsible Gaming principles and guidelines. Better yet, this source of revenue for entertainers offers a more sustainable form of entertainment that allows others to explore their creativity, too.

Jani Koskinen, Chief Marketing Officer at Wildz Group, says, “VOD is the way forward for gambling platforms seeking to acquire, entertain, engage, and retain players. We’ve seen a great impact from hosting the Gämblerscast team and premium sports events, and we anticipate quality engagement as we explore the benefits of offering rich and exclusive media to our customers. Welcome to the future of iGaming entertainment!”

Wildz TV is yet another reason players are moving to Wildz and sticking around for more quality gambling entertainment.

The post WILDZ INTRODUCES CUTTING-EDGE ENTERTAINMENT WITH WILDZ TV appeared first on European Gaming Industry News.

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Adidas Arena Set to Welcome the 2026 Six Invitational

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Ubisoft and BLAST are thrilled to announce that the 2026 Six Invitational, the biggest event in the BLAST R6 calendar, will take place at the Adidas Arena in northern Paris for the very first time.

Reopened in 2023 following major renovations, this state-of-the-art venue has quickly become one of Paris’s premier destinations for sport and entertainment. Designed with fan experience in mind, the Adidas Arena regularly hosts top-tier basketball games, concerts, and cultural events, and was a key stage during the Paris 2024 Olympic and Paralympic Games.

With cutting-edge broadcast capabilities, spacious backstage areas for players, and infrastructure built for live streaming and large-scale digital productions, the Adidas Arena is also positioning itself as one of the most esports-friendly venues in Europe.

“The Six Invitational is not just a tournament, it’s a celebration of the Rainbow Six community,” said Robbie Douek, CEO of BLAST. “Bringing the event to Adidas Arena allows us to create an unforgettable experience for players and fans in one of Europe’s most exciting venues.”

“Hosting the Six Invitational 2026 in Paris, at the Adidas Arena, is a milestone for Ubisoft and for French esports,” said François-Xavier Deniele, VP, Esports & Competitive Gaming, Ubisoft. “France has become a leading hub for competitive gaming, and bringing Rainbow Six’s biggest event here highlights our commitment to the community.”

About the Tournament

The Six Invitational will span three distinct phases, each crafted to deliver intense competition and compelling narratives.

  • Phase 1: Group Stage20 qualified teams will be divided into four groups of five. Each team will face the others in Best-of-3 matches. The top four teams from each group will advance.

  • Phase 2: Playoffs16 teams will enter a double-elimination bracket, with all matches played in Best-of-3 format. Teams knocked to the lower bracket will have one final lifeline to stay in the competition. By the end of this phase, only six teams will remain.

  • Phase 3: FinalsThe final six teams will battle in front of a live Parisian crowd at the Adidas Arena. Across two days of Best-of-3 matches, the field will narrow to the last two contenders, who will face off in a Best-of-5 Grand Final to crown the world champion.

Ticket Information

Tickets for the Six Invitational 2026 will go on sale this week. Ticket categories include the ELITE Merchandise Bundle (€300), Carré Or, and multiple standard categories ranging from €75 to €175 (3-day passes), with 1-day passes starting from €30.

The post Adidas Arena Set to Welcome the 2026 Six Invitational appeared first on European Gaming Industry News.

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