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Today is our first birthday! 🎂🥳 Our team is working real hard because they value progress so you can be in the game ever...
24/06/2021

Today is our first birthday! 🎂🥳 Our team is working real hard because they value progress so you can be in the game every day. We know how important it is, we are gamers at heart. 🪄🎉

Games traffic (paid and organic) hit a massive peak in March as lockdowns were introduced. Following this period, growth...
12/04/2021

Games traffic (paid and organic) hit a massive peak in March as lockdowns were introduced. Following this period, growth was moderate but consistent for the remainder of the year.

via: adjust.com

Above all, decisions made in hyper casual are made with one thing in mind: data. Hyper casual only works with a performa...
01/04/2021

Above all, decisions made in hyper casual are made with one thing in mind: data. Hyper casual only works with a performance-driven mindset, and marketers must be willing to experiment with all types of formats to see what works, using only data to evaluate their decisions.



via: adjust.com

Hyper casuals are produced fast, iterated quickly and dumped if they don’t perform. For publishers, getting a game from ...
26/03/2021

Hyper casuals are produced fast, iterated quickly and dumped if they don’t perform. For publishers, getting a game from ideation to testing to updates could take as little as six weeks, or even less in some cases. Soft-launches are used to test and see what sticks, and then high-volume marketing turns potential high-performers into hits. The apps are then optimized over time, with additional features circulated across app titles.

The cost to acquire users must be low in order for ad revenue to make sense.
23/03/2021

The cost to acquire users must be low in order for ad revenue to make sense.

Hyper casuals shook the industry by making in-app ad revenue mainstream. The bulk of hyper casual studio revenue comes f...
18/03/2021

Hyper casuals shook the industry by making in-app ad revenue mainstream. The bulk of hyper casual studio revenue comes from players watching ads, which are served at a high frequency (making them part of the experience). Ads can be shown at volume because the levels are short and challenging, meaning more opportunities to show adverts when a player fails or progresses.



via: adjust.com

Hyper casual addicts are fiercely loyal to the format, which partly explains the rise in what has been an underutilized ...
16/03/2021

Hyper casual addicts are fiercely loyal to the format, which partly explains the rise in what has been an underutilized model of monetization. Hyper casual developers commonly advertise their further catalog of apps among their titles, sending users from one experience to the next. Push notifications are also heavily deployed to engage and send users to their next game.



via: adjust.com

Getting away from the “gamer” label has proven powerful. Hyper casuals have mass appeal that transcends audiences across...
15/03/2021

Getting away from the “gamer” label has proven powerful. Hyper casuals have mass appeal that transcends audiences across different ages, genders, and cultures. In fact, today’s mobile gamer is more likely to be female — women represent 55% of the market — and over the age of 30. This audience gravitates to hyper casual, avoiding hardcore, gamer-centric titles.



via: adjust.com

Hyper casual games are designed for instant fun. Anyone can launch and play within a matter of seconds and without a tut...
09/03/2021

Hyper casual games are designed for instant fun. Anyone can launch and play within a matter of seconds and without a tutorial, as the games feature minimal controls and mechanics. Hyper casual games are snackable, allowing players to idle away a few minutes while waiting for a coffee, traveling, or relaxing at home, while also being challenging — making for a replayable and addictive experience.



via: adjust.com

Do ads impact retention rates?Games should be replayable and retention rates are one of the better metrics to understand...
01/03/2021

Do ads impact retention rates?
Games should be replayable and retention rates are one of the better metrics to understand if users are sticking around.



via: adjust.com

How long do users play games? Hyper casual games sessions are shorter compared to all other games, but this is the playe...
26/02/2021

How long do users play games?

Hyper casual games sessions are shorter compared to all other games, but this is the player behavior they were designed to deliver. Short sessions on a daily basis are plenty for users to find enjoyment in. At 1.56 sessions per user per day, hyper casual comes in 37% lower than the average for all games combined (2.47 sessions per user).



via: adjust.com

The global pandemic has upended societies and economies everywhere. What has been the impact on hyper casual gaming? Our...
24/02/2021

The global pandemic has upended societies and economies everywhere. What has been the impact on hyper casual gaming?

Our first look suggests that COVID-19 has significantly contributed to driving more users to the genre.



via: adjust.com

Much like the Player Ones but, as aptly named, at the next level. Reporting uniquely high levels of play, spend, knowled...
12/02/2021

Much like the Player Ones but, as aptly named, at the next level. Reporting uniquely high levels of play, spend, knowledge, and motivations to game, Next Levelers are truly the folks who are “all in” on gaming as a pastime. That said, it is a relatively niche group, representing only about 4% of the population of the study.



via: WARC

Player Ones report long gaming hours across multiple platforms, regular esports viewership, lots of spend on gaming, and...
08/02/2021

Player Ones report long gaming hours across multiple platforms, regular esports viewership, lots of spend on gaming, and high degree of knowledge and favorability amongst most gaming companies and gaming franchises. In short, these are the folks where gaming is not just any source of entertainment, it is their preferred source of entertainment.



via: WARC

Lifestylists are very close to Deniers in terms of gaming behaviours and they enjoy a broad range of gaming activities a...
04/02/2021

Lifestylists are very close to Deniers in terms of gaming behaviours and they enjoy a broad range of gaming activities and immersion into the gaming ecosystem (reading up on news, following various franchises, etc.). The major distinction is simply that they do identify as gamers. From the existing data it was nearly impossible to determine what differentiates the two aside from this concept of identity, making these groups perhaps the most interesting subset for subsequent research designed to isolate out the “why” of gaming identity.



via: WARC

By almost any definition these folks are pretty intense gamers across mobile, PC, console, and generalised gaming motiva...
03/02/2021

By almost any definition these folks are pretty intense gamers across mobile, PC, console, and generalised gaming motivations and behaviours.

While gaming is not their top source of entertainment, it is an important part of their overall entertainment ecosystem, though they don’t identify as a “gamer” (largely due to stereotypes attributed to this group).



via: WARC

A bit more of a step forward into gaming behaviours from the Super Swipers, Dabblers report having the most difficulty w...
02/02/2021

A bit more of a step forward into gaming behaviours from the Super Swipers, Dabblers report having the most difficulty with games but this is at least in part likely due to the fact they are a bit more multi-platform, logging a pretty good number of both console and PC hours. Their interests tend to lean towards family time and staying in rather than going out, so in many ways this group represents folks that likely dip into a variety of forms of entertainment in a light way, including gaming in a number of formats.



via: WARC

People in this segment have recently adopted gaming somewhat late in life based on average age and years of gaming. They...
01/02/2021

People in this segment have recently adopted gaming somewhat late in life based on average age and years of gaming. They don’t feel like they play enough games to be considered gamers, although log about as many mobile hours as some other segments (albeit fewer overall gaming hours than others). Their biggest difference from those who do identify as gamers is that Super Swipers do not demonstrate a great deal of knowledge about gaming characters, events, or backgrounds – simply put, they are in it for the fun.

Research by Activision Blizzard Media identified six distinct gaming personas: Super Swipers, Dabblers, Deniers, Lifesty...
31/01/2021

Research by Activision Blizzard Media identified six distinct gaming personas: Super Swipers, Dabblers, Deniers, Lifestylists, Player Ones and Next Levelers.

One of the key considerations is whether the consumer even identifies as a gamer; over 60% of gamers surveyed responded “No” when asked “Are you a gamer?” The most committed gamer segment, Next Levelers, represent only about 4% of the population of the study.

Source: WARC

Now we are also available in Game Factory Booster program! 🤟The Game Factory Booster program will support early-stage mo...
20/01/2021

Now we are also available in Game Factory Booster program! 🤟The Game Factory Booster program will support early-stage mobile game initiatives to accelerate their growth and expand to world markets, and provide them with the versatile training and mentoring services they need. 🚀

A hyper-casual game is a mobile video game which is easy-to-play and features a very minimalistic user interface. A casu...
11/01/2021

A hyper-casual game is a mobile video game which is easy-to-play and features a very minimalistic user interface. A casual game is targeted at a wide, mass market audience, and generally has simpler rules, shorter sessions, and requires less learned skill. Mid-core games are more complex than hyper-casual and casual games, requiring players to make time to play, rather than playing opportunistically or sporadically. Hardcore games require advanced skill and are played in longer sessions.

SOURCE: DeltaDNA

08/01/2021

Our team is working real hard because they value progress so you can be in the game every day. We know how important it is, we are gamers at heart.

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