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GDC China: How cross-promotion for mobile titles can hit big

In a talk at GDC China 2012 in Shanghai, Chartboost's Clay Kellogg discussed the sometimes surprising advantages of cross-promoting your mobile title, revealing some impressive statistics from the Mega Jump franchise.

Simon Carless, Blogger

November 16, 2012

1 Min Read
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In a talk kicking off the Smartphone & Tablet Games Summit at GDC China 2012 in Shanghai, Chartboost's Clay Kellogg discussed the sometimes surprising advantages of cross-promoting your mobile title, revealing some impressive statistics from the Mega Jump franchise. Specifically, Chartboost partner Get Set Games, which runs the free-to-play titles Mega Jump and now Mega Run, saw some spectacular results when they cross-promoted downloads of their newest iOS/Android smartphone & tablet game. The result? Over 10 million users for the latest in the Mega franchise, and a 45.1% clickthrough rate from Mega Jump to check out more info about Mega Run, with an install rate of 9.9% - extremely impressive. Alongside external advertising and cross-promotion (which Chartboost also helps to monitor or facilitate), Kellogg believes that cross-promotion within your own portfolio of titles is "fundamental" to strategy. He showed other examples of internal cross-promotion with click through rates as high as 15-35%. But the Chartboost exec also stressed that you need to have similar styles of game in order to cross-promote most successfully. In conclusion - a larger portfolio of self-created mobile games can help multiply your userbase quite swiftly. But if you're making abstruse styles of games that each target different audiences, then you're losing a big loyalty advantage that you might otherwise be able to leverage.

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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