Rocket A

  • Rocket A Week 2 July — Performance Comparison Case [Game / Strategy]

    Rocket A Week 2 July — Performance Comparison Case [Game / Strategy]

    From a client’s perspective running CPE campaigns, CPA directly impacts overall campaign performance and CV volume. Using Lord Mobile as a reference, the data below illustrates how performance changes when accessing local media directly with the same budget. Campaign Overview Campaign Data (Average values based on user experience) Completion Days Daily Workload Difficulty Reward Amount…

  • Games Got All the Attention. Non-Gaming Apps Were Always the Point.

    Games Got All the Attention. Non-Gaming Apps Were Always the Point.

    There’s a common assumption among global advertisers entering Japan’s reward UA ecosystem: reward-based campaigns are for games. That assumption is wrong — and it’s costing non-gaming apps one of the most effective acquisition channels available in Japan. Japan’s point site ecosystem — platforms like Moppy, Gendama, and Point Income — was never built around games.…

  • IAA Games and Reward UA: Monetizing Without Charging Users

    IAA Games and Reward UA: Monetizing Without Charging Users

    It is easy to consider the goal of reward-UA campaigns as a purchase. Set up a CPE task, get the user to engage, and make them pay IAP.. For ad-monetized games, that entire framework may not be the most profitable approach. An IAA (in-app advertising) game doesn’t need the user to take out their wallet.…

  • The Anatomy of a Reward Campaign in Japan: From Offer Post to MMP Verification

    The Anatomy of a Reward Campaign in Japan: From Offer Post to MMP Verification

    Most global advertisers understand reward UA as a simple exchange: a user completes a task, the user gets a reward, the advertiser gets a verified install. In Japan, the same exchange runs through a longer and more procedural chain than most overseas teams expect — one shaped by the country’s point-mall ecosystem, its publisher review…

  • You’re Not Buying Installs. You’re Buying Time.

    You’re Not Buying Installs. You’re Buying Time.

    There’s a trap that UA managers for IAA games — games that monetize through ad revenue — fall into more often than they realize. Treating installs and ad impressions as the same metric. When a campaign is run on CPI, “installed user” and “user who watches ads” get conflated. But CPI is a model where…

  • Why Your Reward Campaign Failed: 5 Common Mistakes in Event Design

    Why Your Reward Campaign Failed: 5 Common Mistakes in Event Design

    The numbers looked fine. CPI was under target. Installs came in. The reward tasks got completed. But then nothing happened. Retention nor revenue hit the target. The cohort LTV drew almost a perfect horizontal at D30. The honest answer for this, in most cases, is not the network. It is not the creative. And it…

  • The Hidden Layer in Japan’s UA Market

    The Hidden Layer in Japan’s UA Market

    Japan is the world’s second-largest market for mobile game marketing spend. $1.8 billion on iOS, $1.2 billion on Android. (AppsFlyer, 2024) Most global advertisers enter Japan through Google and Meta. And most of them walk away wondering why results fell short. The reason is straightforward. Japan’s UA ecosystem has a layer that global advertisers can’t…

  • IAP Games and Reward UA: Designing Events That Lead to Real Spending

    IAP Games and Reward UA: Designing Events That Lead to Real Spending

    A user installs your game through a reward campaign, completes a few tasks, and collects the advertised prize. Then they leave. Sound familiar? This is the most common failure mode in reward UA for IAP games. The event drives installs and task completions — but it never converts users into payers. LTV stays flat. ROAS…

  • Draw the Blueprint Before You Spend the Budget.

    Draw the Blueprint Before You Spend the Budget.

    We’ve covered why Japan matters, and how Japanese users actually behave inside reward campaigns.Now it’s time to get practical. A campaign without a blueprint is a budget without a direction. Every marketer running CPE campaigns eventually faces the same question: “What in-game action should I set as the conversion point — and when?” That single…

  • 8AM, Yamanote Line. 81% of These Passengers Are Already Your Audience.

    8AM, Yamanote Line. 81% of These Passengers Are Already Your Audience.

    It’s 8 AM on Tokyo’s Yamanote Line. Most passengers are staring at their phones. One is finishing a game event they didn’t complete yesterday. Another is still playing an RPG they discovered through a Poikatsu campaign last month — they started for the points, but now they just enjoy it. A third is racing to…