No middlemen, just straight to the folks who actually play. Let's break down what makes it tick. At its core, Gamelight uses advanced algorithms to dig into app usage, gaming habits, and demographics-age, gender, you name it. They build these detailed user profiles, then serve up personalized game suggestions that feel spot-on.
But wait, there's more: their Reward Algorithm hooks players with points for playtime, redeemable for gift cards or vouchers. It's clever, right? Keeps folks coming back. And the ROAS algorithm? That one's a game-changer-or rather, it predicts who's likely to whip out their wallet based on behavior data, giving you better returns than sketchy third-party sources.
Targeting options are extensive too-think vertical (genre-specific), lookalike audiences mirroring your payers, or even poaching from competitor games via app IDs. I was torn between calling this overkill or genius, but it seems like genius when you're scaling campaigns. Their self-serve dashboard lets you tweak everything without hand-holding, which is a plus if you're bootstrapping a studio.
Who's this for? Mobile game devs and publishers chasing efficient UA, especially indies tired of bloated ad spends.
Use cases:
Launching hyper-casual hits, retargeting lapsed players, or testing new genres with precision. In my experience testing similar tools, Gamelight edges out because of that in-house data-no relying on flaky external feeds. It's not perfect, though; pricing's opaque, so you might need to chat them up. What sets it apart from, say, ironSource or AppLovin?
Exclusive access to first-party gaming data means sharper targeting and higher ROAS-I've seen claims of 20-30% better efficiency, though your mileage may vary. Plus, the loyalty program builds long-term engagement, not just one-off installs. If you're knee-deep in mobile UA, give Gamelight a spin. Request that demo on their site; it could save you from burning cash on bad traffic.
Pretty solid pick in today's market, especially with ad costs skyrocketing.