Playable ads guide

Q4 and Q5 User Acquisition for Mobile Games: A Holiday Playbook

The end of the year does two opposite things to mobile game advertising. From around mid-November, shopping advertisers flood the same ad inventory, and prices rise. Then, right after Christmas, many of those advertisers leave, while people are on holiday with new phones and free time, and prices fall. People in the industry call that later window Q5.

Teams that plan for this avoid paying peak prices for installs that barely pay back, and they have budget and creative ready for what is often the best buying window of the year. Most data here comes from ad platforms and agencies describing their own traffic, so treat it as a guide to direction, then compare it against your own past years.

What happens, and when

  • October: mostly normal costs, with some early pressure. This is the time to build audiences and test creative, while tests are still affordable.
  • Mid-November to mid-December: the peak. Black Friday and Cyber Monday spending from commerce advertisers lifts prices across the auctions that games share. Games do not need to be selling anything to feel this. A 2021 agency report put CPM increases at 30 to 40% between Black Friday and Christmas, which gives a sense of scale but is several years old.
  • Christmas week: the turn. Commerce campaigns end because deliveries can no longer arrive in time. Unity reported game installs surging threefold during Christmas week, in US data from 2021 on Facebook, and people are unboxing and setting up new devices.
  • Late December to January: Q5. Meta's reporting describes CPMs falling to their lowest seasonal levels here. Moloco reported, for its own network, that the Christmas to New Year stretch delivered its best return on ad spend compared with the start of Q4.
  • Late January onwards: normal competition returns, gradually.

Budget: pace around the peak

The usual mistake is a flat monthly budget, which buys the same volume whether users are cheap or expensive. A better plan:

  1. Pull your own data first. Compare CPM, CPI and day 7 return from the same weeks last year. Your genre and countries matter more than an industry average.
  2. Decide on a floor. Set the lowest return you will accept during the peak, and let spend fall when it falls below that. Do not hold a volume target during the most expensive weeks unless you have a specific reason.
  3. Hold back budget for Q5. Plan your biggest push for roughly 26 December to mid-January. It is a common mistake to spend the year's remaining budget in early December and have nothing left.
  4. Tell finance early. Payment cycles, budget resets and end-of-year accounting all need to fit, and January budgets often start late.
  5. Review daily during the turn. Costs can move fast, and automated campaigns take a while to adapt, so be ready to raise caps as soon as return improves.

Some advertisers do spend hard in the peak: those with big seasonal events, or high-value players whose lifetime revenue can bear it. The point is to make that decision on purpose.

Creative: prepare before you need it

Unity's data suggests advertisers test about twice as many creatives during the holidays, which raises the bar and accelerates fatigue. Prepare in three waves.

1. Seasonal versions of what already works

Do not gamble on a new concept with a Santa hat on it. Take your best performing ad and change the setting: snow on the board, gifts instead of coins, a festive palette, a holiday headline. It is cheap, it keeps the proven mechanic, and the result is simple to compare against the original. In a playable ad, these are usually art and copy swaps, which means no new development.

2. Hooks that suit the moment

Different moments call for different messages: limited-time events before Christmas, gift-opening and reward reveals around it, and fresh starts in January. Time-limited framing works if your game truly has a matching event, and countdown timers can help. Do not promise an event or reward that the game does not include.

3. Non-seasonal backups

Keep evergreen ads running. They continue to work, and you need something to switch to as soon as Christmas creative looks out of date. Snow scenes start to feel odd in the middle of January, and Southern Hemisphere audiences may not relate to them in the first place.

Start early

Platforms commonly advise launching seasonal assets at least two weeks before the key date so delivery systems can learn. Allow for production and network review as well, because reviews can slow at busy times. Work backwards from the date, and do not plan to go live on Black Friday itself.

Do not forget the store page and the game

  • Seasonal icons and screenshots. Refreshing store media can lift conversion during the holidays, and a mismatch with a festive ad can hurt. Test where possible, and remove them on time. See screenshot sizes and design.
  • Allow for slower reviews. Store review teams and your own staff have reduced availability around Christmas, so submit updates and in-app events well ahead, and check what the stores currently say about holiday review times.
  • Run an in-game event. Paid users will reach your game during your biggest window of the year. A live seasonal event gives them something to do and raises the value of the installs you are buying.
  • Check stability and server capacity. A crash during the biggest install days of the year costs far more than usual, and your team may be on leave. Do not ship risky updates in the last days before a holiday.
  • Tune early monetization. Holiday users may be new to your genre and to mobile games. Give them a good first session before you show them an offer or a wall of ads.

Running Q5

Q5 is about buying well when it is cheap, and a few things separate teams who benefit from it from teams who miss it.

  1. Have creative approved and waiting before Christmas, because your team and the network's staff may both be away.
  2. Raise budgets gradually, once return data shows improvement. Sudden large jumps can disturb automated delivery.
  3. Consider broadening countries. Lower prices can make markets viable that were marginal in November. See tier 1, 2 and 3 countries.
  4. Watch the quality of the cohort, and not only the price. A cheap install is only a bargain if it stays. Holiday audiences may behave differently, and a Q5 cohort can decay faster or slower than usual. Read days 7 and 30 before you draw conclusions.
  5. Refresh creative. Festive creative loses its relevance after New Year, and ad fatigue tends to show up after a heavy period. Move to new-year, self-improvement or simply evergreen messaging. Creative fatigue and refresh cadence can help you time this.

Do not forget re-engagement

Lapsed players are a useful audience at this time of year. They already know your game, and a seasonal event gives you a real reason to invite them back. Some of the lowest prices arrive just when these people have time to play. Build these lists early, and plan re-engagement around your live event rather than running it as a separate activity. Playable ad retargeting covers the mechanics.

A simple calendar

  • September to October: review last year, test new concepts, and confirm the holiday in-game plan.
  • Late October: lock your seasonal creative list and build re-engagement audiences.
  • Early November: launch and test seasonal variants, and submit store changes.
  • Mid-November to mid-December: hold to return floors, and let spend flex.
  • Mid-December: final builds and approvals, and pre-schedule Q5 budgets and creative.
  • 26 December to mid-January: increase spend carefully, and watch cohorts daily.
  • Mid-January: retire festive creative and write down what happened, so next year's plan begins with your own numbers.

Common mistakes

  • Spending the remaining budget in the peak and arriving at Q5 with nothing.
  • Launching seasonal creative in the same week as Black Friday, leaving no time for review or testing.
  • Letting Christmas ads run through January.
  • Holding CPI targets through the peak, then reading a drop in volume as a broken campaign.
  • Judging holiday cohorts only by their cost, without waiting to see how they retain.
  • Pushing a risky update right before the team goes on leave.

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