How AppHarbr Puts A Stop To Bad Ads Before Your Users See Them
Manage episode 431452197 series 2953271
Deceptive and disturbing ads are gutting your game. Recent reports found that nearly 60% of mobile gamers have encountered creatives that blatantly misrepresent gameplay and more than half of all games are uninstalled within 30 days. Simply put, bad ads are bad for business. Alex Yerukhimovich, Head of AppHarbr, likens locating and blocking these creatives as a game of whac-a-mole—exhausting, time-consuming, and ultimately something you can’t win on your own. To get you out of this spiral and back into the driver’s seat, AppHarbr manages and eliminates these ads for you before they hit the screen. Alex takes the mic this week to tell Peggy and Brian how AppHarbr's SDK and ad management platform, powered by GeoEdge, gives power back to the publishers, allowing them to control which ads appear alongside their games. He's joined by Vincent Février, CMO at TapNation. Together, the two break down the types of bad ads, how they affect game performance, and how AppHarbr helps publishers to police and put a stop to poor-quality ads before a user sees them.
CHAPTER TIMESTAMPS
00:00 - Intro
03:20 - Types of bad ads
07:32 - Most harmful ads for publishers
12:12 - Side effects of bad ads
20:25 - How AppHarbr helps publishers to police
26:40 - Putting your foot down
30:05 - AppHarbr's services to fight bad ads
32:47 - How to create ads policy and audit
35:55 - Games studios should make games
37:56 - Vincent's advice to publishers
40:10 - Favourite games Q&A
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