mobile gaming | MMA

ETERMAX IMPULSA EL MOBILE GAMING EN LA MMA

ETERMAX IMPULSA EL MOBILE GAMING EN LA MMA La desarrolladora de juegos líder en LATAM, se incorpora a la Mobile Marketing Association para llevar innovación tecnológica y tendencias del mobile gaming a los negocios digitales Buenos Aires, 5 de abril de 2017 - Etermax, la desarrolladora de juegos para móviles argentina, anuncia su incorporación a la Mobile Marketing Association (MMA), abriendo un nuevo camino dentro de la organización para aportar sus profundos conocimientos sobre el mobile gaming y su papel en los negocios digitales en Latinoamérica.

Tapjoy Research: Consumers Feel Happier and More Engaged When Playing Mobile Games Than on Social Networking Apps

Tapjoy Research: Consumers Feel Happier and More Engaged When Playing Mobile Games Than on Social Networking Apps New report sheds light on the mindset, motivations and behaviors of today’s mobile gamers SAN FRANCISCO -- January 19, 2017 -- Tapjoy, the leading mobile monetization and engagement platform, today released the findings of in-depth research it conducted to understand the mindset, motivations and behaviors of today’s mobile gamers. Designed to shed light on this massive and desirable consumer audience for brand advertisers, the report is the first of its kind to answer questions such as how games make players feel, when they most frequently play mobile games, and whether or not they identify as gamers. One of the main findings from the report, titled “The Changing Face of Mobile Gamers: What Brands Need to Know,” shows that consumers are twice as likely to say they feel relaxed when playing mobile games than they are when using social apps. They also say they feel more focused (35% vs 11%), happier (34% vs 21%), and more engaged (35% vs 20%) on gaming apps than social networking apps.


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Analyzing Big Data for customer insight

Back in 2010, Google executive chairman Eric Schmidt forewarned of an impending data explosion. “Between the birth of the world and 2003, there were five exabytes of information created. We [now] create five exabytes every two days,” he said.

Last year, about 2.5 exabytes of data were being created daily, an amount that is expected to double roughly every three years. If you are unclear as to how large an exabtye is, it looks like this: 1,000,000,000,000,000,000. According to the Harvard Business Review, that is the equivalent of about 20 million filing cabinets’ worth of text.

Measuring Your Mobile Campaigns Beyond the Open Rate

What Marketers Need to Learn from Gaming

Humans have always been hardwired for the rush of a challenge and pride in beating opponents.  Now marketers are discovering the "power of play" to boost customer interaction.

How proper push messaging can keep your players engaged

Lessons from the Mcommerce Summit: State of Mobile Commerce 2013

Why does engagement matter? Because it drives customer satisfaction, utility and value.

And, according to Walgreens senior director of mobile commerce Tim McCauley, the best way to foster engagement with customers is through a multichannel marketing approach with mobile at its core.

This was a sentiment echoed by, well, nearly everyone who spoke last week at the Mcommerce Summit: State of Mobile Commerce 2013, organized by Mobile Commerce Daily.

Halfbrick and OtherLevels Keeping Mobile Gamers Engaged

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SAN FRANCISCO – Globally-renowned game developer Halfbrick is joining forces with OtherLevels, a leader in analytics and retargeting for push, SMS and mobile email messaging, to maximize the value of its audience. Halfbrick is using OtherLevels’ analytics to boost engagement and monetization within its mobile apps by measuring push notifications in 13 languages, across 24 time zones.

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Game for Gaming: Why Video Games Are Brimming With Mobile Marketing Potential

When picturing the average gamer, you wouldn’t be blamed if that image depicts a geeky college-aged male with the latest gaming console and the greatest mobile gadgets – loaded with every imaginable app – all but surgically attached.

That image, though classic, would be inaccurate.