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Why gaming studios spend big on in-app retargeting

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Why gaming studios spend big on in-app retargeting

Every minute, users spend over $156,000 inside mobile games across Android and iOS. And, with the number of global gamers expected to surpass 2 billion within five years, the opportunity for gaming studios to increase revenues from their titles has never been bigger — or more competitive.

Faster smartphones, 5G connections, and easy, one-tap payments through Apple Pay, Google Wallet, and PayPal have made it simpler than ever for players to download, play, and pay.

But here’s the challenge: half of all gaming apps are uninstalled within 30 days.

A Remerge guide to retargeting for gaming apps

Winning a download is only the beginning. If gaming app marketers want players to stick around, and spend, they need smarter strategies to re-engage them, at scale. Programmatic in-app retargeting helps them connect with their players using personalized ads that boost engagement, drive more purchases, and cut churn rates.

At Remerge, we’ve spent the past decade partnering with the world’s top mobile gaming studios. Our DSP reaches over 2.5 billion users across premium supply sources — making us the leading gaming app retargeting platform on Android (second only to Meta and Google).

This guide shares Remerge’s proven best practices for successful in-app retargeting campaigns, including the key KPIs our top clients target and why programmatic is their secret weapon for scaling faster and smarter.

Mobile gaming categories

The mobile gaming industry comprises a range of sub-categories, including casino, puzzle, casual, role-playing, action, strategy, and sports.

Titles across these sub-categories typically rely on a freemium business model, where users download the app and access basic functionalities at no cost but must make in-app purchases to unlock the full game experience.

Gaming studios are among the heaviest adopters of in-app retargeting
to generate revenue. User growth in the mobile gaming industry isn’t slowing down, meaning marketers can advertise to large global audiences of newly acquired players to convert them into paying customers and encourage previous purchases to buy again.

Remerge helped Matchington Mansion increase its return on ad spend (ROAS) by segmenting and retargeting gamers based on their in-app inactivity and previous purchase amounts. The campaigns led to more in-app purchases across the US and Europe and a +12% ROAS target increase.

Remerge enabled Nexon to better its gaming app ROAS targets for iOS and Android by retargeting gamers for its Maplestory M title based on 7 days of inactivity and previous purchases. This resulted in a +138 % ROAS target achievement on Android and +51% for iOS.

Triwin Games worked with Remerge to retarget Android users in North America, the largest market for its Tycoon Casino title. The campaigns focused on gamers’ previous purchase history and surpassed ROAS targets by 15%.

3 benefits of retargeting mobile gamers


In-app retargeting increases revenue by identifying and targeting gamers based on their value, keeping paying gamers engaged, and providing opportunities to upsell non-payers.

Maximize revenue from high-value users, aka whales

Every unretargeted player is a missed revenue opportunity. Marketers must not let whales swim away — a precise and well-planned app retargeting campaign will turn casual gamers into loyal spenders and maximize every marketing dollar.

Most mobile games rely on a small segment of paying users to generate a sizeable chunk of their revenue. Whales typically account for over half of a game’s income, so reeling these users in and holding their attention is critical to sustained growth. Whale benchmarks vary by sub-category and game type, but users with only one purchase deliver low return on ad spend (ROAS). Whales are generally users who make 4-5 purchases (or even up to 10 in some games).

Identifying and segmenting top payers according to their life-time value (LTV) results in significantly higher ROAS and makes these users ideal candidates for more aggressive bidding strategies. This approach can be more accurate than purchase counting (for example: one user makes 5 purchases worth 1$ each, another user makes just 4 purchases, worth 50$ - the second user is more likely to drive high ROAS than the first one).

Drive user retention and re-engagement

On average, mobile games experience a 90% churn rate. Every year, the number of new titles entering the market increases, so having a great game is no longer enough. Marketers must reduce post-install drop-offs by getting their content in front of gamers at the right time.

Week 1 is the most crucial for mobile games. The first purchase usually happens around Day 2, accounting for 25% of all buyers, and gradually declines after that point. 86% of Remerge’s gaming clients set inactivity windows to less than 7 days, with many setting their inactivity window at 0 days. These marketers also invest in micro-segments, such as paying users before day 7. This strategy allows them to win and retain users before they install and engage with another game. Competition is intense - similar apps know the value of their competitors’ audience and will bid aggressively if their rivals fail to retarget users sooner.

Convert non-payers into payers

Less than 2% of mobile gamers make an in-app purchase, and of those who do, only 29% are likely to spend again. With a large portion of non-payers unlikely to convert, many gaming apps focus their retargeting efforts on previous payers. Others, however, experiment with non-payers as an upsell opportunity and analyze their user base to find gamers with the highest chance of conversion. Finding common attributes of users who convert into first purchasers (for example, in certain games, users tend to convert to first purchasers after reaching a certain level within the game) is key to generating revenue from this segment. For these campaigns, Remerge recommends excluding long-lapsed and disengaged users.

Remerge’s best practices for retargeting mobile gamers

Below are the core elements of running a retargeting campaign for a mobile game. These are based on Remerge's learning from more than 10 years of working with top gaming studios.

Segmentation and targeting

Remerge builds and optimizes bidding strategies for mobile gaming retargeting campaigns based on predicted user value, using factors like previous purchase history to guide spending.

Here’s a snapshot of a segmentation and targeting strategy for mobile games:

  1. Number and recency of previous purchases: The majority of Remerge clients target payers (PP) over players (FTP). For example, users who complete a transaction immediately see an ad with a special offer for future purchases.

  2. Aggregated spend level: Remerge campaigns involve splitting payers based on their LTV: low, mid, high (whales).

  3. Recency of last activity: 86% of Remerge’s gaming clients set their inactivity window to less than 7 days. Their campaigns target non-payers immediately after the install, as most users convert as soon as they install the app (for example, these clients retarget users who have recently installed the app with a personalized “new sign-up” offer).

KPIs, metrics, and user attributes

  • Return on Ad Spend (ROAS): ROAS is the most commonly used KPI for gaming apps that monetize via in-app purchases. It shows the campaign’s effectiveness in generating revenue relative to ad spend. In essence, a high ROAS means better returns for the campaign. Most of Remerge’s gaming clients focus on Day 7 and Day 30 cohorts.
  • Cost-per-action (CPA): Gaming apps also focus on specific CPAs for their campaigns, such as the cost per returning user or cost-per-in-app purchase. Remerge bidding algorithms are optimized on CPA metrics, ensuring campaigns achieve the lowest possible cost per acquisition while maintaining efficiency in ad spend.

  • Re-engagement rate: The re-engagement rate measures the percentage of users who return to the app after being targeted with a retargeting campaign.The re-engagement rate lets marketers measure the effectiveness of a campaign in winning back lapsed users, improving overall user retention, and boosting lifetime value.

  • Retention rate: The retention rate measures the percentage of users who return to an app during a defined period after the install and is an effective metric for gaming apps that focus on long-term user engagement.

  • Lifetime value (LTV): User Lifetime Value (LTV) is the total revenue generated in the app by a specific user. It is the best predictor of future ROAS performance. Remerge uses LTV to optimize campaign spending toward the best-performing users based on their customer revenue data.

Creatives

Remerge gaming retargeting campaigns incorporate all available ad formats (static, native, video, HTML, rich media, dynamic ads) to increase the number of bidding opportunities for each user. This allows Remerge to improve how it bids on the auction price, which helps increase campaign performance. A/B testing different ad formats in real-time allows the team to identify top-performing ads and adjust spend for better results.

Check out Make It Worth The Click for a detailed breakdown of how to design the perfect retargeting ad, including proven copy and messaging, and visual elements.

Optimization

Deep links direct a user to a specific page or location within an app. By simplifying the user journey from the ad click to the delivery of content, marketers will increase the likelihood of conversions. This is especially crucial for mobile games advertising, where user attention spans are short and new titles can catch their eye. One of Remerge’s clients began using Universal Links (the Apple-specific deep link) with their retargeting campaigns and immediately saew the campaign re-engagement rate increase by 500%.

At Remerge, we found that one of our clients saw a 250% increase in re-engagement rates once we implemented Apple Universal Links into their iOS retargeting campaigns.

Why Remerge’s gaming clients run app retargeting campaigns


“Driving in-app purchases from lapsed users” is the most common reason gaming studios run retargeting campaigns with Remerge.

KPIs Remerge gaming clients favor


Approximately 43% of Remerge gaming clients use Return on Ad Spend (ROAS) as their primary KPI.

Cost-per-action is the second most commonly used KPI at Remerge, with 22% of Remerge’s gaming clients using this as their primary KPI. 7 days or less is the most commonly used inactivity window among Remerge gaming clients, meaning they typically favor early retention strategies.

Where to spend retargeting budgets for mobile games

Whether it’s unveiling a mobile game to a mass audience or breaking into new territories with an existing title, marketers must contend with an array of factors when deciding which countries to invest in, including different cultures, languages, consumer behaviors, and technology standards.

Establishing any app and re-engaging users in a new market is difficult, but with the right approach from the beginning, the long-term impact on user and revenue growth can be huge.

Marketers have three main tiers to consider. These categorize countries based onconsumer behavior and purchasing habits, helping marketers decide which locations to prioritize.

Tier 1

Tier 1 is typically the most expensive and competitive market. Tier 1 is among the biggest markets for user volume and includes some of the most mature mobile audiences, with high smartphone adoption and in-app spending. This market sees some of the highest cost-per-install (CPIs) and cost-per-mille (CPMs) numbers in the world, especially within North America. For mobile gaming, marketers investing in tier 1 must compete with more apps than any other tier, intensifying the need for unique offers and stand-out creatives.

Tier 2

Tier 2 is a sizable but smaller, less competitive market when compared to tier 1, and consumer spending is usually lower. Programmatic traffic within tier 2 is considered more affordable as well, but prices vary and can be unpredictable. This is a diverse market in terms of language and culture, meaning the demand for localized content is high.

Tier 3

Tier 3 is a large market that includes developing countries. It is the least competitive market and is considered to have the lowest consumer purchasing power. Smartphone adoption rates in tier 3 are growing, but maturity has not reached the levels of tier 1 and tier 2 markets. Programmatic traffic within tier 3 tends to be cheap, with significantly lower CPIs and CPMs compared to tiers 1 and 2. English is not the primary language within this market, meaning it requires considerable time and effort to localize content.

Download our Games Gone Global guide for strategies for growing your gaming app internationally, including tips from Rec Room and Rovio mobile gaming pros.

Remerge’s DSP for retargeting campaigns instead of Google and Meta

Remerge’s demand-side platform (DSP) offers higher scale, increased efficiency, and unbiased results compared to Google and Meta.

Increased scale

Advertisers won’t find all their users on Google and Meta alone. They increas their scale by running programmatic retargeting ads, therefore, increasing the chance of finding their users while they’re on other apps throughout the day. Remerge reaches more than 2.5B users across the open internet through our premium supply channels.

Greater efficiency

There are more traditional marketers advertising on Google and Meta, which drives up costs. Through Remerge's industry-leading scale and intelligent bidding engine, we enable marketers to find high-value users at optimal price points.

Unbiased results

Google and Meta are walled gardens, meaning they control both sides of the advertising ecosystem. They provide their own attribution numbers, so their performance is not verified by a third party. Remerge works with mobile measurement providers (MMPs) to measure performance and validate results.

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Retargeting lexicon
Programmatic Advertising

The automated process of buying and selling advertising space through digital platforms.

View-Through Attribution
view-through-attribution

Refer to: Attribution Methodology

Uplift Test
uplift-test

A randomized control trial test conducted by Remerge to measure the incremental impact of one or more campaigns.

See also: Randomized Controlled Trial

Uplift Report
uplift-report

A report by Remerge showing the results of an uplift test. It presents the incremental revenue generated, on top of organic and other marketing-driven conversions. Also contains observed values such as ad spend, group sizes, amount of conversions, converters, and revenues per group, plus other metrics.

SKAdNetwork
skadnetwork

Stands for Store Kit Advertising Network. Apple’s measurement framework for tracking mobile attribution. Introduced in 2018 and widely implemented in 2020 with the iOS 14.5 update.

Segment
segment

A group of users with common attributes such as location, demographics, activity level, value or amount of purchases, and how recently they last opened a specific app.

Retention Rate
retention-rate

The share of users active in the app within certain time frames after install, reengagement, or other events.

Retargeting
retargeting

A type of marketing channel used by an app owner to engage with their existing users through other channels within the same device. Usually, the aim is to encourage users to complete a particular task e.g. completing a purchase, buying in-game currency, placing a first order. The conventional way of retargeting relies on user IDs, such as AAID and IDFA.

Reshuffle
reshuffle

Reshuffle indicates the randomization and marking of users when they were once part of a test or control group.

In incrementality measurement, reshuffling the group assignment for a specific application fights aggregated bias over time where one group doesn't see any ads while the other group is constantly exposed to them.

Reshuffling is relevant in cases where a test has been running for a long time and/or in campaigns the experience more extensive changes to the campaign setups, segmentation, or creative strategy.

Real-Time Bidding (RTB)
real-time-bidding-rtb

The process by which individual ad placements are bought and sold via programmatic auctions that happen instantaneously. With real-time bidding, ad buyers bid on an ad space, which, if the auction is won, instantly displays the buyer's ad. This lets demand-side players such as advertisers or DSPs optimize the purchase of ad placements from multiple sources.

Randomised Controlled Trial (RCT)
randomised-controlled-trial-rct

A method that randomly separates a specific population into two groups that are as similar to each other as possible, namely the test group and control group.

further reading
Queries Per Second (QPS)
queries-per-second-qps

The number of ad placements a DSP is able to process in order to determine on how to bid on them.

Publisher
publisher

Within the sphere of app marketing, a publisher is an App Developer that gets paid for placing ads within their app. For example, an advertiser wants to reach their users via App Y, so they pay App Y to display their ads.

further reading
Public Service Announcement Ad (PSA Ads)
public-service-announcement-ad-psa-ads

An incrementality testing methodology where devices in the control group are shown PSA ads, like donation drives or road safety reminders. By serving real ads, information on the devices within the control group that would have been exposed can be obtained. Unexposed devices are excluded from the measurement to reduce noise.

Probabilistic Attribution
probabilistic-attribution

Refer to: Attribution Methodology

Organic Behavior
organic-behavior

A user’s behavior not directly attributable to specific marketing efforts.

Multi-Touch Attribution
multi-touch-attribution

Refer to: Attribution Methodology

Mobile Measurement Partner (MMP)
mobile-measurement-partner-mmp

Within the sphere of app marketing, MMPs are a service provider that specializes in measuring activities that are happening within and leading to the app. An app publisher may incorporate an MMP into their app to track activity and events e.g. time spent on a certain screen, sources of incoming traffic, app opening frequencies etc.

Lifetime Value (LTV)
lifetime-value-ltv

The amount of revenue generated by the user for the App Developer during the entire duration of the relationship with the user, beginning with the app install.

Last-Click Attribution
last-click-attribution

Refer to: Attribution Methodology

Key Performance Indicator (KPI)
key-performance-indicator-kpi

The key metrics used to assess the effectiveness of an effort in achieving its objective. In programmatic advertising, the common types of performance indicators depend on the goals and nature of each campaign. These can include ROAS, cost per action, and retention rate.

Intent-to-Treat (ITT)
intent-to-treat-itt

An incrementality testing methodology where no ads from the campaign are shown to devices within the control group. Also known as a ‘holdout test’. Cost-free and easy to implement, but with a relatively high level of noise.

This method compares the behavior of all users in both groups. In the test group, this includes both exposed and unexposed users

Incrementality
incrementality

A method of measuring the impact of a specific activity, on top of organic and other activity.

Incremental Revenue (iRevenue)
incremental-revenue-irevenue

The estimated revenue caused directly by the campaign.

Formula:Revenue from test group – revenue from control group = iRevenue

Incremental Return On Ad Spend (iROAS)
incremental-return-on-ad-spend-iroas

A KPI used in calculating how cost-efficient a campaign is. This is used to evaluate the relationship between incremental revenue and the amount of money spent on the campaign. The figure is typically represented in percentage.

Formula:
Percentage: [IRevenue ÷ ad spend] × 100 = IROAS%
Ratio: IRevenue ÷ ad spend = IROAS

Incremental Cost Per Action (iCPA)
incremental-cost-per-action-icpa

A KPI used to evaluate the cost of incremental conversions.

Formula:Ad spend ÷ [test group actions – control group actions] = iCPA

Incremental Conversions
incremental-conversions

The estimated amount of conversions caused directly by the campaign.

Formula:
Test group conversions – control group conversions (scaled) = Incremental conversions

In-app Event
in-app-event

Actions made by a user within the app, such as log-in, registration, completion of onboarding, or purchases. These events can be tracked with the help of an MMP.

Impression
impression

The deployment of the ad to the ad placement. An impression might not necessarily mean that the ad has been viewed.

Identifier for advertisers (IDFA)
identifier-for-advertisers-idfa

A unique random device identifier Apple generates and assigns to every iOS device. Advertisers can use this to track user activity across apps, show them personalized ads, and attribute ad interactions.

Ghost Ads
ghost-ads

A testing methodology that shows devices in the control group an ad ran by another advertiser on the platform, therefore removing any additional cost for clicks and impressions. The control group behavior is then marked with a ‘ghost impression’, which gives the information on which control group users would have been exposed.

further reading
General Data Protection Regulation (GDPR)
general-data-protection-regulation-gdpr

A regulation under the EU (European Union) law on data protection and privacy within the EU and the EEA (European Economic Area), that grants users control over how their data is stored and used by organizations. To comply with GDPR, programmatic sellers must clearly communicate to users how their data will be stored and used. When a user gives consent to an organization to process their data, it enables targeted advertising.

Exposure Rate
exposure-rate

The percentage of devices within a test group that received at least one ad impression, versus the total number of devices within the test group targeted within a campaign during an uplift test. For example, if 900 out of 1,000 users are shown an ad, the exposure rate is 90%.

See also: Uplift Test

Deterministic Attribution
deterministic-attribution

Refer to: Attribution Methodology

Deep link
deep-link

A link that sends users directly to a specific in-app location, instead of the app marketplace. Deep links bypass the steps needed to go through to reach a conversion point, bringing the user directly to where they can perform the intended action e.g. completing a purchase, buying coins, placing an order.

Test Group
test-group

Within the sphere of app marketing, this refers to the group of devices that may be shown ads from a specific campaign in the test. The actions on these devices are then compared to the actions on the devices in the control group.

Compare with: Control Group

further reading
Control Group
control-group

Within the sphere of app marketing, this refers to the group of devices within the target audience that are not shown ads from a specific campaign in the test. The actions on these devices are then compared to the actions on the devices in the test group.

Compare with: Test Group

further reading
Contextual targeting
contextual-targeting

A type of targeting that works with contextual signals only, such as location data (country, city, postal code), language setting, mobile operating system, device model, as well as publisher information.

California Consumer Privacy Act (CCPA)
california-consumer-privacy-act-ccpa

A bill that enhances privacy rights and consumer protection for residents of California, United States. The CCPA took effect on January 1, 2020.

The CCPA provides these rights to consumers:

- Know what personal data is being collected about them.
- Know whether their personal data is sold or disclosed, and to whom.
- Say no to the sale of personal data.
- Access their personal data.
- Request a business to delete any personal information that was collected from that consumer.
- Equal service and price, even if they exercise their privacy rights.

Attribution Window
attribution-window

A specific time frame that is taken into consideration when determining the source of a user’s action.

Attribution Provider (AP)
attribution-provider-ap

A role played by an MMP to credit the in-app activity of users to the correct media sources.

Attribution Methodology
attribution-methodology

Refers to the process of identifying which conversions belong to which preceding click or impression. Common attribution methodologies include:

  • Click-Through Attribution - Determines the source of a conversion based on the user’s click activity.

  • View-Through Attribution - Determines the source of a conversion based on the ad impression delivered to the user.

  • Deterministic Attribution - A model that establishes the origin of a user’s conversion from a specific click or impression, based on unique device IDs.

  • Probabilistic Attribution - A model that establishes the likelihood of a user’s conversion originating from a specific click or impression, based on the data logged on both occasions, such as device language, timezone, IP address, and OS version.

  • Last-Touch Attribution - A model that establishes a match between the action taken by a user (e.g. app open, purchase) and its corresponding ad click or impression. When a user converts from an ad, the DSP that delivered the respective ad is given full credit for that conversion event.

  • Multi-Touch Attribution - Also known as multi-channel attribution. A model determines the value of every touchpoint on the way to a conversion. Rather than giving full credit to one ad, multi-touch attribution divides the credit among all advertising channels that the user has interacted with, leading to the conversion.
Attribution
attribution

A method of identifying the touchpoints a user has encountered within a specified period before making a conversion.

App Tracking Transparency (ATT)
app-tracking-transparency-att

The privacy framework from Apple that, among other things, manages the process of obtaining user consent before accessing their Identifier for Advertiser (IDFA).

App Monetization
app-monetization

The strategy a publisher employs to earn money from their app. This can be done through in-app advertisements, paid membership, and charging for premium features or an ad-free experience, among others. For example, some gaming apps are free to download and play, but users may need to pay in order to progress to the next level quickly.

Android Advertising identifier (AAID)
android-advertising-identifier-aaid

Also known as Google Advertising Identifier. A unique device identifier that Android generates and assigns to every device. Advertisers can use this to track user activity across apps, show them personalized ads, and attribute ad interactions.

Advertisers
advertisers

The advertiser is a person or legal entity focusing on generating sales and leads through serving ads that convey the right message to the right audience at the right time.

In mobile advertising, the advertiser is on the client-side and is the one interested in promoting an app.

Causal Impact Analysis
causal-impact-analysis

A measurement framework developed by Google that works without device IDs. It measures the incremental uplift of one or more conversion events, removing the influence of other campaigns and organic conversions. Used to assess the effect of ID-less campaigns.

Similar to measuring the effect TV ads have, the principle is based on running campaigns on identifiable sub-markets (test group), while leaving other sub-markets unexposed (control group).

Ghost Bids
ghost-bids

An incrementality testing methodology based on Ghost Ads, adapted for retargeting campaigns. The difference is that it removes all devices that are not seen on ad exchanges, or that would not be bid on, from both test and control groups, to reduce noise. A bid is placed as usual for the test group, while the control group is tracked with ‘ghost bids’ (bids that could have been placed, but weren’t in the end).

Return on Advertising Spend (ROAS)
return-on-advertising-spend-roas

A KPI that measures the relationship between the revenue generated by specific advertising efforts and the money spent on them.

Formula

Percentage: [Revenue ÷ ad spend] × 100 = ROAS%

Ratio: Revenue ÷ ad spend = ROAS

See also: Incremental Return On Ad Spend

Supply-Side Platform (SSP)
supply-side-platform-ssp

A company that works with publishers to sell ad inventory across ad networks.

Demand-Side Platform (DSP)
demand-side-platform-dsp

A company that works with advertisers to purchase ad inventory across ad networks. Their platforms are built to identify a desired ad space and place bids on it.

Compare with: Supply-Side Platform

Open RTB
open-rtb

A digital marketplace where ad inventory from multiple publishers are available for advertisers to bid on in real time.

See also: Real-Time Bidding

Self-Attributing Network
self-attributing-network

An ad network like Meta, Snap, and Twitter, that attributes its traffic internally, without the involvement of third-party MMPs.

Variable Bidding
variable-bidding

The dynamic adjustment of bid prices based on a user's in-app behavioral patterns, contextual information, time of day, and ad placement performance.

Dynamic Product Ad (DPA)
dynamic-product-ad-dpa

Also known as a dynamic ad. It is dynamically assembled based on the user’s behavior and information sourced from a feed. This type of ad delivers a tailored experience for individual users.

Real-Time Audience Segmentation
real-time-audience-segmentation

The division of an audience into distinct segments based on real-time events, thus enabling targeted advertising and alignment with a user's behavioral patterns and preferences.

User Acquisition (UA)
user-acquisition-ua

A mobile marketing effort used to attract new users to an app. Paid UA may refer to ads shown in mobile ad networks or social media channels, while non-paid UA involves app store optimization and promotion on the advertiser’s own channels.

Programmatic Advertising
programmatic-advertising

The automated process of buying and selling advertising space through digital platforms.

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