The first three seconds of a mobile game ad often decide whether the user keeps watching or moves on. This is especially true in fast-scrolling environments where attention is…
Creative fatigue is one of the most common reasons mobile game campaigns lose efficiency. The frustrating part is that fatigue often becomes obvious only after costs have already…
Playable ads work because they let users experience an idea instead of only watching it. That does not mean a playable should behave like a full mini-game. In performance…
UA reporting becomes much easier when every metric has a purpose. Some numbers are operational and need daily attention. Others only become meaningful after cohorts have matured.…
Mobile growth is moving away from isolated campaigns and toward connected systems. The market is no longer rewarding teams that only buy traffic, launch creatives, and wait for a…
AppLovin can be a valuable channel for mobile apps and games, especially when the product has strong creative potential and a clear monetization model. But a first launch should…
Mobile user acquisition rarely fails because of one bad decision. More often, campaigns lose momentum because small issues compound: weak tracking, unclear goals, limited creative…
Overview Funcell, a mobile game publisher with a portfolio of casual and idle titles, partnered with AppLifters to revive one of its early hits, Idle World. After years of…
Overview At AppLifters, we partner with leading mobile publishers to unlock their full potential through data-driven user acquisition. One of our most successful collaborations has…
A great playable ad doesn’t just look good – it performs well. But how do you know if your interactive ad is truly effective? That’s where analytics come in. By tracking…
When it comes to mobile user acquisition, especially across SDK campaigns, there’s one mantra that consistently drives efficient scale: Start with a broad targeting, isolate best…
We’re excited to share that Gamigion has just published an in-depth feature on AppLifters! The article pulls back the curtain on how we scaled hits like Hunt…