Adepta
All Work

Experimental Build · A-03 · v0.5

Arcade Run

Make the ad feel like the first ten seconds of the game.
CreativeMobile gamingCard Fan
ADEPTA LAB / RUNNING14896 / ADAPTED
Card Fanv0.5 / LAB
HOOK 01FAIL9:16
HOOK 02CHOICE9:16
HOOK 03UPGRADE9:16
HOOK 04WIN9:16
THE PROBLEM WE ADDRESSHow many distinct hooks can one gameplay loop sustain?
01Modelled business scenarioCompany and figures are fictional
02Working mechanismCard Fan
03Modelled outcomeFor commercial orientation

MODELLED BUSINESS SCENARIO

Cheaper installs that still play on day seven.

BUDGET$180,000 media / monthPERIOD8-week model
01$1.84 → $1.29Cost per install
0218% → 27%D7 ROAS
034 → 13Winning hooks

Modelled across Meta, TikTok and AppLovin with 40 video variants.

BUSINESS MODEL

What is sold and where the problem starts.

01SCALELarge mobile game publisher
02MARKETUnited States, Japan, Germany and Brazil
03PRODUCTFree-to-play runner game
04REVENUE MODELIn-app purchases and ad revenue
TASK

Scale installs without lowering day-seven retention or predicted player value.

STARTING POINT

CPI looked acceptable, but creative winners attracted low-retention users and country budgets followed install cost only.

TARGET

Keep blended CPI below $1.45, raise D7 ROAS above 24% and find ten scalable hooks.

THE EXPERIMENT STORY

The cheapest install became the most expensive player.

This narrative uses a modelled scenario. The company, budget and outcomes are fictional; the diagnostic and operating logic show how a real engagement would unfold.
  1. 01
    01 / THE BRIEF

    The first symptom was not inside the ad account.

    One spectacular fail-video won the auction and drove CPI down. It also attracted people who left after the first session. The dashboard rewarded the ad for opening the store, while the game paid for players who never reached the core loop.

    Large mobile game publisher was selling free-to-play runner game across United States, Japan, Germany and Brazil. The model was in-app purchases and ad revenue. On the surface, the brief sounded direct: Scale installs without lowering day-seven retention or predicted player value.

    MODEL
    In-app purchases and ad revenue
  2. 02
    02 / WEEK ONE

    Clickbait installs

    CPI looked acceptable, but creative winners attracted low-retention users and country budgets followed install cost only. The trap was that isolated metrics still looked acceptable: Video CTR was 0.74%, click cpc was $0.42, and install cpa / cpi was $1.84.

    Some hooks lowered CPI but brought players who left in the first session. That changed the diagnosis. The issue was not one toggle inside an ad account; it was what the system counted as success and which signal reached the team. The work had to connect media to the outcome that actually created business value.

    Install CPA / CPI
    $1.84 → <$1.45
  3. 03
    03 / THE TURN

    Judge every hook by the cohort it creates, not by the install it wins.

    The first decision was “Value cohorts.” Join campaign, creative, retention, IAP and ad-revenue cohorts. It was followed by “Creative taxonomy”: Tag every video by opening, mechanic, fail, reward, pace and CTA.

    Ranked creative by D7 value per thousand impressions, not CTR or CPI alone. Once the measurement logic was shared, the team could see what to stop, what needed a different message, and where the real constraint sat in the page, lead handling or product availability rather than traffic.

    FIRST DECISION
    Value cohorts
  4. 04
    04 / THE BUILD

    Impossible escape: lead with one instantly readable failure, then reveal the mastery loop.

    Impossible escape: lead with one instantly readable failure, then reveal the mastery loop. The production plan became 10 concepts, 40 master videos, 120 hook mutations, 4 store-page sets and localized captions. The tests were not about abstract taste; they covered fail versus win, real gameplay versus staged scene, hand cam, score pressure, character skin and reward reveal.

    The journey was assembled as one chain: Hooked video → Store page → First session → D7 player value. Meta, TikTok, AppLovin, Unity Ads, Google App Campaigns no longer lived in separate reports, while AppsFlyer, Firebase, BigQuery, App Store Connect, Google Play Console connected spend, behaviour and the final outcome. Built a pLTV proxy from tutorial completion, second session and day-one ad revenue.

    SYSTEM
    5 channels · 5 tools
  5. 05
    05 / THE DECISION

    The ad should feel like the first ten seconds of the real game — and attract the person who wants the next ten minutes.

    In the model, video ctr moved from 0.74% to 1.36%, install cpa / cpi from $1.84 to $1.29, and d7 roas reached 27%. These are not promises; they make the decision thresholds explicit before real data enters the system.

    Weeks 7–8: Scale by predicted player value. The main conclusion reached beyond a single campaign. The cheapest install was not the best acquisition. The winning creative bought enough attention and correctly previewed the game. That is the logic a real engagement would retain, using the client's actual evidence, constraints and accountable decision makers.

    D7 ROAS
    27%

KPI / CTR / CPC / CPA

Not one vanity percentage. The full metric chain.

Every figure in this section is modelled to demonstrate the scenario economics.
01Video CTR
BEFORE
0.74%
TARGET
1.20%
MODEL
1.36%

Hook strength

02Click CPC
BEFORE
$0.42
TARGET
<$0.30
MODEL
$0.26

Traffic cost

03Install CPA / CPI
BEFORE
$1.84
TARGET
<$1.45
MODEL
$1.29

Acquisition efficiency

04D7 retention
BEFORE
12.8%
TARGET
>16%
MODEL
17.4%

Player quality

05D7 ROAS
BEFORE
18%
TARGET
>24%
MODEL
27%

Early monetization

STRATEGY

Four decisions that change the economics.

  1. 01
    Value cohorts

    Join campaign, creative, retention, IAP and ad-revenue cohorts.

  2. 02
    Creative taxonomy

    Tag every video by opening, mechanic, fail, reward, pace and CTA.

  3. 03
    Country economics

    Set CPI and pLTV limits per operating system and market.

  4. 04
    Automated rotation

    Pause fatigued variants and replace them with mutations of proven hooks.

CREATIVE IDEA

Impossible escape: lead with one instantly readable failure, then reveal the mastery loop.

PRODUCTION

10 concepts, 40 master videos, 120 hook mutations, 4 store-page sets and localized captions.

WHAT WE TEST

Fail versus win, real gameplay versus staged scene, hand cam, score pressure, character skin and reward reveal.

PATH TO OUTCOME

  1. 01Hooked video
  2. 02Store page
  3. 03First session
  4. 04D7 player value

WHAT DID NOT GO TO PLAN

Problems are part of the work. So are the fixes.

01

Clickbait installs

PROBLEM

Some hooks lowered CPI but brought players who left in the first session.

FIX

Ranked creative by D7 value per thousand impressions, not CTR or CPI alone.

02

Signal delay

PROBLEM

D7 data arrived too late for daily budget control.

FIX

Built a pLTV proxy from tutorial completion, second session and day-one ad revenue.

OPERATING CADENCE

What happens while the project runs.

  1. 01Week 1

    Validate attribution and value events.

  2. 02Weeks 2–3

    Launch ten creative territories.

  3. 03Weeks 4–6

    Mutate hooks and store pages.

  4. 04Weeks 7–8

    Scale by predicted player value.

MAIN TAKEAWAY

The cheapest install was not the best acquisition. The winning creative bought enough attention and correctly previewed the game.

This demonstrates how we think — it does not fabricate a case study.

This is not a client result; the numbers are sample data. For your project, we adapt the solution, tools and measurement to the task and budget.

Discuss a Similar Solution
Arcade Run — Adepta Experiment