


Is it better for advertisements to be inconspicuous now? Session report introducing the 'Lies” of Smartphone Game Market held again this year [CEDEC 2024]
At the game developer conference CEDEC 2024, a session by Masaaki Iakado, Marketing Director of Applibot's Global Partner Division, ``Why do we who make games shout out the lies of game marketing?'' was held.
I would like to report on a session in which a number of shocking facts were introduced one after another for those who don't know much about marketing and advertising.
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Mr. Masaaki Iakado![]() |
Serious problems occurring in the “smartphone game market” Mr. Kamon first presented data showing that the smartphone game market will be on the decline from 2021 onwards.
The reason for this is that the number of smartphone users has been stagnant in recent years, and the number of smartphone gamers has not increased since then.Furthermore, it was only until 2014 that the proportion of the smartphone gaming population among the smartphone user population was increasing, and for the past 10 years, the country has been ``reliant on the increase in the smartphone population.''
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There are many different types of marketing, but this session will focus on ``what to tell users'' and ``how to attract users.'' Many people may think that this is the responsibility of the marketing team, but Mr. Kamon says that he would rather the development and planning teams be aware of this issue.
The problem that was introduced was that
``Even if you spend 100 million yen on advertising, you'll probably only get about 30 million yen in power.''
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The causes include "large-scale development" and "high degree of difficulty in identifying each individual." With large-scale development, the number of outside members increases, making it difficult to handle confidential information. Additionally, as the distance between the marketing team and development increases, third-party measurement tools are increasingly being used.
In addition, in games where there are many bots and rerolls and no registration of personal information is required, store-compliant numbers tend to be overlooked.
Mr. Kamon prefaces this by saying that while third-party measurement tools themselves are wonderful, it is dangerous to become ``completely dependent on them.'' He explained the reason and introduced specific examples. Broadly speaking, the results of Internet advertising can be divided into two types: users ``install by clicking on an ad'' and ``install after seeing an ad.''
And the ratio is ``clicks: views = 2:98.''
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Regarding the earlier question, ``Are they really being seen?'' Mr. Kamon introduced the places where advertisements that are ``seen'' and are achieving results are often displayed. That's the image below.
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In such a situation, it is natural to think that it would be better to just spread advertisements. This is a "measurement logic hack."
Here, the story returns to the ``advertisements that are effective'' mentioned earlier. As mentioned above, if a user somehow interacts with an ad for a game and then installs it within a certain period of time, it becomes an ``advertisement result.'' If it starts with this phrase, it will be longer.
``Watching an advertisement for a long time'' is more accurately written as ``the advertisement is displayed on the screen for a long time.'' In that case, you can see the advantage of the bottom position of the screen.
For example, if an advertisement is displayed on a game's strategy page, if it is in "A" or "B" in the image below, it will be scrolled immediately to see the strategy information, but it will not be like that in C. In other words, C takes longer to display.
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As Mr. Iakado said, ``Everyone is becoming a result of advertising without realizing it,'' advertising through hacks is achieving results by exploiting the natural influx of players.![]() |
Due to the rampant hacking, Mr. Kamon lamented that players who spend more money tend to place less importance on banner ads.![]() |
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