Jun 30, 2026 · 26 min · 12 segments
In Part 2 of our deep dive into the world of rewarded ads, we move beyond the basics to explore how studios can master long-term campaign success through advanced technology and integrated design…
Zino Rost van TonningenGuest
Arseny LebedevGuest
Aaron AstleHostBrianHost
It looks like we're going to have to think more about their motivation to play than we did before our SNAM.

But what are you thinking about yourself as a CEO of a studio when you're seeing, yes, there are personas, there are ways to match the game to the player at an entirely different level?

If it's impossible to compete with companies that are just a thousand times richer, where they can afford to buy users on a much bigger tail than we can, or for whatever reason, Are there other places to compete? And, you know, Zina was saying that even this space is getting crowded.

But I think one of the key points here is these, if we can look at them as app stores, they're smaller.

And perhaps there's a world where a business like Original Games can develop continuously develop games that would replace the previous games as they become, you know, as there's fatigue.

But like, I don't know if there, I don't think there will be a world where companies are making games, are making, you know, quick return games like Hyper Casual Mechanics that work well on uh on on incentive games um i've never seen it work well um without like without kind of really good deep monetization um but i i definitely think what teams can be doing right now is um looking at the mon looking at monetization and that flow um and adjusting it for uh very early and again there you know if there are users looking for great deals and that's just their persona Hey, 50% off, you know, it's still the same price, but just add that.

It looks like we're going to have to think more about their motivation to play than we did before our SNAM.

But what are you thinking about yourself as a CEO of a studio when you're seeing, yes, there are personas, there are ways to match the game to the player at an entirely different level?

If it's impossible to compete with companies that are just a thousand times richer, where they can afford to buy users on a much bigger tail than we can, or for whatever reason, Are there other places to compete? And, you know, Zina was saying that even this space is getting crowded.

But I think one of the key points here is these, if we can look at them as app stores, they're smaller.

And perhaps there's a world where a business like Original Games can develop continuously develop games that would replace the previous games as they become, you know, as there's fatigue.

But like, I don't know if there, I don't think there will be a world where companies are making games, are making, you know, quick return games like Hyper Casual Mechanics that work well on uh on on incentive games um i've never seen it work well um without like without kind of really good deep monetization um but i i definitely think what teams can be doing right now is um looking at the mon looking at monetization and that flow um and adjusting it for uh very early and again there you know if there are users looking for great deals and that's just their persona Hey, 50% off, you know, it's still the same price, but just add that.
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