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Mobile game ad creative: what to test first

How to plan creative tests for mobile game ads: what to change first, how to read results, and why to look beyond cost per install.

Test the first seconds of your video ad first, change one thing at a time, set up install and event tracking before spending, and judge winners by retention and payback as well as cost per install.

Set up tracking before you spend

Without install and event attribution you cannot tell which creative brought valuable players. Set this up through a mobile measurement partner before the first campaign goes live.

Test the hook first

Most viewers decide in the first few seconds. Try different openings with the same gameplay behind them before you test anything else.

Change one variable at a time

  • The opening scene or hook
  • The gameplay clip shown
  • The text overlay and call to action
  • The ending card

Read results beyond installs

A cheap install is only good if the player stays. Compare creatives by retention and by how fast spend is paid back, not by eCPI alone.

Give tests enough data

Stopping a test too early picks winners by chance. Agree the budget and the stopping point before you start.

Sources

  1. Apple Ads
  2. Google Ads Help

Frequently asked questions

What should I test first in a game ad?

The opening seconds of the video, because they decide whether people keep watching.

Is the lowest cost per install the best creative?

Not always. A creative that costs more per install can still be better if those players stay and pay.

Keep reading.

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