User Acquisition

  • 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…

  • 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…

  • Google and Meta Are Your Foundation.
Not Your Full Strategy.

    Google and Meta Are Your Foundation. Not Your Full Strategy.

    Japan has some of the highest-value mobile users in the world. Most UA managers never reach them — because they stop at Google and Meta. In 2024, 88% of consumer mobile app advertising budgets were concentrated on Google and Meta. Meanwhile, marketers who diversified beyond these two platforms saw D30 ROAS improve by up to…