The Global Mobile Games Landscape (infographic)

Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend...They need solid data to understand their

AppLift Announces an Additional $7M Investment by Prime Ventures

We are pleased to announce that we received an additional investment of $7 million (€5 million) from Prime Ventures, shortly after our original series A funding round of $13

Doubling Down on iOS 7: to ∞ and Beyond

Along with the colorful release of iOS 7 and its unprecedented adoption rate, Apple watchers realized that the Cupertino company has doubled the limit on the size of apps

The Rules of Mobile Attraction: Why Apple and Google Are Drawn to Become More Similar

Two households, both alike in dignity...In the current raging game of phones, it has until now been rather easy for everyone to pick a side between Apple and Google,

GameChosun

Tim Koschella, AppLift Co-Founder, Managing Director and currently heading operations at our Asian office in Seoul, was interviewed in the famous Korean gaming magazine Game Chosun.Here are the main

Guest Post: Monetizing Freemium Apps

In-app purchases and display advertising are often perceived as two competing business models for freemium apps. However, if implemented the right way, they can be used in conjunction with

iOS 7: the other MAC announcement

A couple of days after the big WWDC announcement, iOS7 seems to have left very few people indifferent. Whether it's the apparent lack of innovation or the fact that

AppLift funding: What this means to us

On Sunday, we announced a series A funding round of $13 million (€10 million) by Dutch venture capital and growth equity fund Prime Ventures.In the wake of this announcement,

PocketGamer.biz

“Launched 10 months ago (in August 2012), AppLift can currently deliver up to 1 million mobile installs per month. It's been working with 80 publishers including King, Wooga and

VentureBeat

“The company has more than 500 media partners who benefit from the opportunity to monetize in a non-intrusive and user-friendly way while receiving eCPMs (effective cost per thousand impressions)

TechCrunch

“AppLift's platform is able to track, measure and benchmark the quality of players delivered with regards to retention, virality and, perhaps most importantly, monetization, such as in-app purchases.”Click here

InsideMobileApps

“AppLift's platform is able to track, measure and benchmark the quality of players delivered with regards to retention, virality and, perhaps most importantly, monetization, such as in-app purchases.”Click here

New eBook: 5 Steps to Successfully Market Your Free-to-Play Mobile Game

It's no secret that in the past couple of years, Free-to-Play has asserted itself as the main and most successful revenue model for mobile games.It's no secret that in

Mobile World Congress 2013: the Top 3 Take-Aways for the Mobile Games Industry

Yet another vintage of MWC comes to an end. After nearly a week of action packed, whirlwind days of mobile enthusiasm from: meetings, holding down the fort at the

App Store Marketing: Stick Out and Go for the Close

Hello and welcome to the first part of our series on the user lifecycle!User Acquisition is certainly the hottest and most debated issue in the mobile marketing space right

Mobilbranche.de Interview with Tim Koschella, AppLift Co-Founder and Managing Director

On the side of the gaming conference and trade fair Casual Connect Europe in Hamburg (meet us there!), AppLift co-founder and managing director Tim Koschella was interviewed by mobilbranche.de,

User Lifecycle: Why the Big Picture Matters

The fast growth of the freemium model over the past couple of years has made it obvious that mobile game developers and publishers need to draw a thick line

Locked In: Why AppStore Marketing Has Just Gotten Tougher

AppStore marketing is a challenging sport.In our last article we highlighted the importance of having all your AppStore visual assets ready as early as possible. This requisite has just