Why In-Game Advertising Sucks

Why In-Game Advertising Sucks In-game advertising sucks. That’s not news, but it bears repeating. It doesn’t just suck in the same way that, say, dodgy used car salesmen or “cheese-flavored product” do either, where one party profits wildly while the rest of us get...

Developer Case Study – TinyBit Studios

Developer Case Study – TinyBit Studios TinyBit Studios is a mobile games developer based in Kharkiv, Ukraine’s tech capital. Huge names such as Plarium, Gameloft, and G5 Entertainment have located regional studios in the city – a ringing endorsement of...

The Observer Effect – How Clicks Changed Advertising

The Observer Effect – How Clicks Changed Advertising In physics, the Observer Effect theory tells us that observing a phenomenon necessarily and inevitably causes that phenomenon to change. This most commonly refers to instruments of measurement interfering with...

How Dynamic In-Game Ads Change the Game

How Dynamic In-Game Ads Change the Game Introduction The value of native advertising lies in its adaptation of tradition. These ads bring the strengths of traditional (and more impactful) advertising formats to game worlds populated exclusively by standard digital...

Considering Simpson’s Paradox in Mobile Advertising

Considering Simpson’s Paradox in Mobile Advertising Benjamin Disraeli (British Prime Minister 1874–1880) is said to have coined the phrase “There are three kinds of lies: lies, damned lies, and statistics.” Improper use and understanding of statistics can lead to poor...