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

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Si-Growhurst Exclusive Q&A with Si Crowhurst, VP Vungle Creative Labs
Si-Growhurst-1 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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RTSmunity strengthen their position on the european market with forBET partnership

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forbet RTSmunity strengthen their position on the european market with forBET partnership
forbet-1 RTSmunity strengthen their position on the european market with forBET partnershipReading Time: < 1 minute

 

RTSmunity, esports odds and trading provider, continue their expansion on european betting market with new partnership. The new cooperation with polish sportsbook operator forBET comes in a time where many major sports are facing problems, and esports are working as a stable stream of revenue. Customers of forBET will now be able to experience the top esports offer, improved in every measurable aspect – number of markets, uptime, odds.

The partnership between RTSmunity and forBET confirms the strategy that RTSmunity outlined earlier this year, which is continuous expansion on the european market, combined with new partnerships in the US and LatAm region. With many sportsbook operators looking to esports in a new new perspective, forBET demonstrated ability to be fast and agile company, by quickly enhancing their esports betting offer through RTSmunity odds feed.

Pavol Krasnovský, CEO of RTSmunity, said: We are very happy to start a new partnership with forBET. They have been able to succeed in very competitive betting market in Poland, and bringing their esports offer to the top level is the obvious step forward. We are very confident in our solution, and we have demonstrated that we are able to make esports a growing stream of revenue for sportsbook operators.

Petr Pacinek, General Director of forBET, said: The cooperation we have just started is a clear signal of the way we have chosen – continuous improvement of our offer, in order to support growth of our market share. Esports betting is still a developing industry, but already very competitive, and you can’t succeed without having the best offer. That’s why we have chosen RTSmunity to be our new partner, and we count on them to bring us to the top.


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: RTSmunity strengthen their position on the european market with forBET partnership

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Promising new partnership between Endorphina and Universal Soft for the LatAm Market

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endorphina-universal-soft Promising new partnership between Endorphina and Universal Soft for the LatAm Market
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The trendy slots provider Endorphina does not plan to stop with the incoming of partnerships this summer. We’ve just heard the news that Endorphina has kicked off a new partnership with Universal Soft, one of the most prestigious and well-known companies operating in the Latin American market and is focused mainly on horse racing and betting.

This partnership strikes itself to be promising for both parties. For Endorphina, this is their second partnership with a notable company within the LatAm market, so Endorphina will greatly expand to reach more players in this region. Universal Soft can also look forward to providing their clients with a diversify portfolio of colourful and trendy new games.

Henry Daniel Tapia Fernández, CEO of Universal Soft shares about the partnership:
“We are delighted to have partnered with Endorphina. A team full of professionals with a portfolio of high quality and reliable games. Endorphina’s games are becoming essential for every online platform and We are confident their games and gamification tools will exceed our customer’s needs in Latin America.”

Sales Manager at Endorphina, Zdenek Llosa, also shares:
“This marks itself as another great step for Endorphina’s expansion within the Latin American region, and we cannot be happier to have reached an agreement with Universal Soft. Their retail experience and strong understanding of the local market will be essential for our distribution and we are looking forward to having our latest releases like Chance Machine 100, The Rise of AI, Cash Tank and player’s preference Football Superstar to be soon available in their platform.”


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: Promising new partnership between Endorphina and Universal Soft for the LatAm Market

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Optimove Announces General Availability of Self-Optimizing Journeys

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optimove Optimove Announces General Availability of Self-Optimizing Journeys
optimove-1 Optimove Announces General Availability of Self-Optimizing JourneysReading Time: 2 minutes

 

Optimove, the Science-First Relationship Marketing Hub, announced the general availability of its Self-Optimizing Journeys, an AI-powered solution that autonomously determines the next-best-action for each individual customer.

With Self-Optimizing Journeys, marketers no longer face the burdensome task of determining which communications to prioritize or which sequence of communications result in the best customer journey. Self-Optimizing Journeys identify all the campaigns each customer is eligible for and evaluate all journey possibilities, response probabilities, and potential impact on customer lifetime value, to determine and serve the next-best-action for each customer.

“Self-Optimizing Journeys represent the first time marketers can stop worrying about manually plotting and prioritizing customer journeys to focus on what they do best—crafting personalized messages for each customer interaction,” said Shai Frank, VP Product at Optimove. “With today’s announcement, Optimove ensures individualized journeys that autonomously adapt based on each customer’s characteristics and behaviors, effectively allowing customers to ‘plot their own journey’.”

Optimove’s Self-Optimizing Journeys had been released to over 80 companies as a Beta since Q4, 2019. The following are results from the Self-Optimizing Journeys Beta:

  • 37.4x higher uplift per customer, compared to manually prioritized campaigns
  • 46% increase in total uplift, compared to manually prioritized campaigns
  • 55% of Beta users showed high adoption rates and orchestrated over 30% of their campaigns with Self-Optimizing Journeys
  • 450,454 weekly average autonomous decisions made

“Optimove’s Self-Optimizing Journeys help us make sure that our users always receive relevant and engaging campaigns,” said Yoav Banai, VP Customer Engagement at Deezer, the global online music streaming service. “Since implementing it, we’ve seen higher engagement levels and better overall performance for our campaigns. At the same time, our team has been able to save time on campaign execution.”

Marketers can either select a subset of their campaigns, or all of them to be orchestrated by the Self-Optimizing Journey algorithm. 88% of companies who took part of the Beta, orchestrated over 50% of their campaigns with Self-Optimizing Journeys, whilst the rest were manually prioritized.

For demonstrations and additional information on Optimove’s Self-Optimizing Journeys click here.


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: Optimove Announces General Availability of Self-Optimizing Journeys

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