Aethir leads a stronger games user in acquisition for Superscale

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In partnership with Breaksand Raised He argued that he pays the most powerful user acquisition of gaming companies.

RaisedThe infrastructure of decentralized cloud games in gaming studios can enable alternative publishing solutions that allow them to avoid the use of commercial application stores that receive huge service fees. Aethir runs the decentralized GPU cloud infrastructure, where you get unarmed graphics processing units in exchange for web3 symbols that compensate companies with additional graphics processing units.

Some application stores take up to 30 % of the game studio revenue for their publishing services. With instant Aethir mechanics for broadcasting and broadcasting, gaming studios have an alternative to applicable publication.

“The game industry is in a state of financial pressure, driven by a set of increasing user acquisition costs, and the 30 % revenue revenue imposed by application stores, and increasingly expensive infrastructure requirements,” said Paul Things, the chief revenue employee in Aitaire, in a letter to Gamesbeat. “These factors have created a difficult environment for both developers and publishers, which limits profitability and made it difficult to expand the scope of successful games. Traditional publishing methods often depend on the large investments offered in marketing, and the condition of users to download games before trying to create friction, which reduces the rates of conversion and increased costs.”

The decentralized cloud infrastructure infrastructure provides an alternative to changing the game by enabling the direct consumer distribution (DTC) through the cloud flow, or testing the game (QA) via the cloud flow, or even getting the user (“Try before buying”) through the cloud broadcast, he said.

“This approach allows studios to overcome the entire application store fee, where games can be run directly from a web link or an advertisement without the need to download. In addition, by integrating progressive web applications (PWAS) and immediate play technology, publishers can reduce the costs associated with the acquisition of new users with increasing participation and retaining.”

Superscale results highlight a fundamental shift in how to distribute and invest games. The traditional model, where developers depend on the application stores for discovery and must pay a large share of their revenues, is disrupted by the solutions of cloud games that give publishers full control over the distribution. By eliminating download barriers, ATHir technology is not only enhanced the discovery of discovery, but also works to reduce acquisition costs and lead to a higher correlation.

Since the industry is struggling with pressure on financial pressures, the Aethir’s Cloud Gaming solution provides an applicable path forward. Publishers can now reach wider masses, improve income liquefaction strategies, and avoid restricted basic system fees, making a powerful flow cloud for a sustainable growth tool. The results of the high study provides convincing evidence that the adoption of cloud games technology is not just a strategic feature – it becomes a necessity for developers who are looking to prosper in a difficult market in a difficult way.

BreaksThe Game users’ acquisition solutions and part of the ATHir ecosystem partners conducted a case on the benefits of infrastructure for cloud games in Atehir. If it succeeds, this may be it is very important for gaming companies, which struggle with many opposite winds including inactive and high -cost user acquisition.

Features of the cloud flow to DTC (directly to the consumer)

Atehir and Superscale argue that they can
Aethir and Superscale argue that they can improve discovery and reduce the costs of user acquisition.
  1. Avoid cutting the application store by 30 %
    • Live broadcast on the web can cross the application stores, allowing publishers to keep more revenues.
    • Progressive web applications (PWAS) and WEB Play are directly replaced by traditional application downloads.
  2. User acquisition costs decrease
    • If users can play a game immediately from an advertising link or social media, friction is reduced, which improves the transfer rates.
    • No need to persuade users to download and install a large file before trying the game. This enhances discovery by “TRY before purchasing/installing” mechanics.
  3. The arrival of the broader device
    • Games become playable via personal and smartphone and smartphone with one code base.
    • It avoids compatibility problems with different devices or operating system restrictions.
  4. New liquefy opportunities
    • Subscription models, direct exact factors, and in -game purchases without the arterial system fees.
    • Entry -backed income models or hybrids become more feasible.

The case study is divided into two parts. Each focuses on different aspects of the instant Aethir features for operation and broadcasting, which allow users to experience games immediately without committing to buying. Thanks to the decentralized GPU cloud infrastructure, ATHIR can provide games studios with an independent post solution. With the flow of the cloud, studios can combine immediate play mechanics into their business models, allowing players to try their games directly on the web without downloads, subscriptions or long fees.

Stage 1

The first phase of the high case study focused on the infrastructure of the ATHir cloud games on verifying the Aethir value proposal by measuring the low cost for each installation (CPI) or increasing the transfer rates by enabling the players to try the game before downloading or purchasing.

The initial hypothesis was to enable players to try a game before downloading it could improve the scales of participation, reduce the consumer price index, and increase the transfer rates. Superscale conducted the game’s performance evaluation using Aethir cloud technology. The experiment is designed to explore the benefits of immediate playing games directly within the advertisement, allowing users to play the game before redirect to the application store.

Tiny Tiny Tower Game was chosen as a test topic. Three creative angles are prepared to test A/B/C, including Stream Now, immediate operation, and download options to explore the user preferences.

Stage 2

In the second stage of the case study, Superscale measured the return on advertising spending (ROAS) and early participation by enabling players to experience the game before downloading or buying, thanks to the ATHir’s Cloud Gaming technology.

The players were offered with two options. They can either move directly to the application store and download the game after watching an advertisement or try it immediately using the Aethir’s Stream Now feature. This stage was also made on the small tower game and showed that using Atehir in the user acquisition pipeline, there was a clear increase in early Roas and early participation indicators.

Results of the case study

The results of the case study were very amazing, as it provided clear evidence of how the decentralized immediate cloud games in Aiter improved the user acquisition measures on all fronts.

The first stage of the case study concluded:

  • 43 % of players prefer to play immediately over download
  • +35 % CTR (click to appear) on download
  • +45 % a higher transformation rate on download

Stage 2 of the case study concluded:

  • +143 % Atehir -backed users chose the Atehir via the application store
  • +75 % D7 Roas
  • +93 % Arpu (average revenue for each user) is increasing with the flow now
  • +77 % average number of intermediate session with the flow now
  • +26 % average length of the session
  • +60 % D1 retention height
  • +80 % D7 retention height

Atheer said that the Superscale Case Study of the ATHir cloud infrastructure is the first example of evidence -based research that shows the transformational capabilities of the ATHir Cloud games solutions at work.

Who can benefit more than the DTC cloud?

  • Publishers established: With the strong recognition of the brand, they can push traffic directly and avoid the statute fees.
  • Service Service and MMO Games: Games with continuous participation, subscriptions and economies within the game benefit from a smooth experience across the devices.
  • Games with viral and social hooksInstant gameplay that improves marketing, influential marketing and growth moved by advertising.
  • Emerging marketsAs high -end games are rare, cloud broadcasting provides an accessible alternative.

Explore the entire case study to learn more about the accurate test methodology that Superscale uses on the infrastructure of AThir cloud.



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