Thomas Berolzheimer

Business Intelligence Analyst

Top Creatives March 2014

We believe that a good creative should attract the player’s interest to get a click, but that it should never deceive or confuse the player about the type of game they’re clicking to play. A common denominator we see across all top performing creatives is that the player has a very clear understanding of the type of game portrayed to them. There are a few common ways that creatives are able to do this – successful creatives often portray the in-game mechanics or show off some of the main characters.


Top creatives share some common themes, including:

  • Properly depicting gameplay
  • Localizing creative when appropriate
  • Mentioning it’s “Free” or “Free Today”
  • Using higher resolution and properly sized creative
  • Using one central focal point, such as a character


    This month, we’re focusing our analysis on Europe where we looked at top targeted countries to show some of the more successful creative assets on our Network.
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  • Steve Kim

    Business Insights Analyst

    Network CPIs Flat in March

    In March, we saw relatively steady overall CPIs for both the iOS (-2.1%) and Google Play (+2.2%) platforms on the Chartboost Network. This is typically what we see post-January as mobile game usage stabilizes from the end of Winter to early Spring.


    Network CPIs Flat in March


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    David Hom

    Channeling the #WeHeartDevs Spirit

    GDC week has come to a close (we hope you’ve recovered!), but the #WeHeartDevs spirit continues to run strong. We’d like to extend a huge thanks to all who attended our #WeHeartDevs party, where we saw developers worldwide come together to share their love for their favorite games and studios. We had a blast making awesome memories with all of you.


    As we roamed the room to chat with various developers, one question stood out above the rest: “So why the hashtag #WeHeartDevs?” Well, it was born out of a similar spirit that the developer community saw from the Flappy Bird saga, so let me use that as an example. Flappy Bird creator, Dong Nguyen, quickly became overwhelmed with pressure from his success, resulting in him removing his own game from the app stores. The game became an overnight sensation, and even though you’d think any game developer would die to be in his shoes, it was just too much for him to handle. So, shortly after Flappy Birds came down, the development community banded together to support him with Flappy Jam, an homage to the game. I mean, Terry Cavanaugh even showcased his support with his own “Maverick Bird” rendition. Awesome.


    Boldly etched on the Flappy Jam homepage reads:


    Why are we flap... I mean, jamming? indie gamedevs are friendly and supportive, envy and teasing should not belong to our community, nor be a cause of suffering.


    I think this sums it up pretty nicely. The game dev industry spans the world, and everyone at Chartboost wants to help bring that community together, to support one another’s creative ideas and empower devs big and small. We live by the mantra, “For the Developer, By the Developer,” and we mean it. You can see this in everything we do – from Chartboost Cross Promotion and Direct Deals to Chartboost University – developers can connect, learn best practices or even set-up business deals to run mutually beneficial discovery or monetization campaigns.


    #WeHeartDevs is a channel for all of us to have an ongoing dialogue to connect and support each other globally. So join the conversation on FB and Twitter and build relationships with developers in the industry. Who you connect with today, might just inspire you to build the next great game of tomorrow…

    Stephanie Lin

    Marketing Manager

    School’s Out! Congrats to our CBU Spring Session Graduates

    Of the many people you meet this week at GDC in San Francisco, keep your eyes peeled for developers wearing a “Chartboost University Alum” dark blue hoodie, and be sure to say hello! You’re speaking to a proud graduate of Chartboost University, a game developer bootcamp that connects indies with top minds in the mobile games business, no strings attached. Our past Chartboost University graduates have landed features on Google Play, been accepted to develop for the Playstation 4 and the Windows AppCampus Program, and nominated for industry awards.


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    Stephanie Lin

    Marketing Manager

    This GDC, #WeHeartDevs!

    Heading to San Francisco for GDC? Ready those red bulls and pack plenty of business cards! Your week will no doubt be packed with plenty of talks (and parties!) to attend, along with new faces to meet. Our GDC Survival Guide is a recommended must-read to help you get through the week. Here at Chartboost, we’ve got a special activity planned to celebrate the arrival of one of the biggest weeks for developers worldwide.


    Introducing the GDC #WeHeartDevs Scavenger Hunt! Win an iPad Air.


    So you’re walking down the street, thinking about how awesome that last talk was when you spot someone wearing a shirt that looks something like this:


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    Scott Yoo

    UPDATE: Work Out Your Segments and Build a Custom List

    Two weeks ago, we introduced Custom List Builder for device lists. As promised, we’ve expanded the offering to include Custom List Builder for Countries and Apps. Read details below on what we posted previously or visit


    We’re debuting our Custom List Builder, part of a new set of tools that make it simple to create and target custom-built groups of devices, countries, or apps.


    Custom List Builder allows you to include or exclude certain segments in your campaigns. Want to target group of players that play your other games? Build a Device List. Do you have a specific group of apps that you want to exclude in every campaign? Build an App List. Have your own defined group of Tier 1 countries? Build a Country List.


    First on tap – and available now! – is the Device List Builder.


    How Does the Device List Builder Work?
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    Thomas Berolzheimer

    Business Intelligence Analyst

    Top Creatives February 2014

    For this month’s Top Creatives, we chose to focus on some of our (and the global economy’s) fastest-growing countries: Brazil, Russia, India, and China (BRIC). We were particularly interested in seeing if the same creative best practices that we’ve learned from some of the English-speaking markets, still carry over to these large and growing markets.


    Since we are talking about countries that speak other languages besides English, we thought it would help to provide suggestions on whether to localize your creatives based on Country and OS. Make sure that you know that these suggestions are based on surveying the top performing creatives by CTR.


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    Chung-Man Tam

    The Wait Is Over – Video & InPlay Are Here

    It’s a big day for us. We’re always listening to you, our developers, and we couldn’t be more excited to let you know that the wait is over.


    Today, we’re launching two new ad units – Video and InPlay, our native in-game mobile offering. Both will provide you with free technology to use in Cross-Promotion or our Direct Deals Marketplace so you can introduce new content to your players in a more customized and engaging way. And don’t worry, we know how much you appreciate the full transparency and control we give you over your campaigns’ data, so nothing changes for these new platform formats — we continue to break open the ‘black boxes’ of mobile to empower you to be as successful as you can be.


    Chartboost Video


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    Pepe Agell

    Worldwide Expansion

    GDC Survival Guide

    The Game Developer Conference (GDC) is the highlight of all conferences in our industry. From March 17th to 21st, San Francisco becomes the absolute capital of game development. The opportunities for developers big and small are tremendous, but it can also get overwhelming if you are not well prepared.


    Here’s our survival guide to successfully move through the maelstrom. Are you ready?


    Define your goals and rehearse your pitch. Be specific when setting up meetings, and let them know what you want to talk about. Whether you are here to learn from peer developers or to look for a publisher/investor, you need to have a compelling story and value proposition. For additional tips about pitching, check out our CBU talk from GamesBeat Editor-in-Chief Dan Hsu, Pitching to the Press.



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