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Author profile
Adam Stevens
Chief Product Officer at Luna Labs
13 min read
#Ads & Monetization
Why Hypercasual Can’t Sustain the Growth of Playables: Part Two
Editor’s Note: This article was originally published by Adam Stevens, Chief Product Officer at Luna Labs. You can read the original version of the second of this two-part series here. TL;DR Over the past two years, hypercasual studios found their way to make playable ads drive significant results. In doing so, they propelled this format to the main stage. However, the methods they found to be successful for this format cannot simply be “replicated” in other game genres — these studios must now find their own paths for success. And as playable ads evolve, studios need to also overcome some additional challenges, for the format to continue its growth and significance in the ecosystem. Creatives didn’t suddenly become important — for many years, the quality of the creatives you produce as well as your ability to analyse results and improve...
12 min read
#Ads & Monetization
Why Hypercasual Can’t Sustain the Growth of Playables: Part One
Editor’s Note: This article was originally published by Adam Stevens, Chief Product Officer at Luna Labs. You can read the original version here. In 2019, playable ads rose to the forefront of mobile advertising as a top-performing creative format.* Today, nearly every mobile gaming studio is looking to un-tap the creative potential they can bring. At Luna, I experience this in every conversation we have with our partners, and the results we see. Playable ads have become an integral part of any attempt to scale a game with a healthy margin. Finding shareable data on the extent to which playables have contributed to the success of today’s top games is difficult. Studios tend to keep such information close to their chest. However, I can say with certainty that when you find the right game and the right playable ad flow,...