Amos Adler
Director of UA
Amos Adler is Director of UA at SciPlay. After managing high volume A+ accounts and internal ad-tech projects at DAU-UP, Amos led UA efforts at DGN as Director of Marketing, centralizing user acquisition operations and building a strong UA team. As a 7-year mobile veteran in gaming advertising, Amos now manages UA efforts at SciPlay—one of the largest social gaming developers in the business.
I’m the director of User Acquisition, meaning I manage the teams responsible for providing each of our games with new users via acquiring advertising space.
A. Robustness
B. Creativity of mind
C. Understanding your value
I joined during the pandemic, so I haven’t had the chance to enjoy all of the perks yet. What I’m waiting for the most is the annual “rager” that legend says is the best in the industry.
My favorite is the action adventure genre from the AAA world. To me it’s just a perfect combination of storytelling, action, and even problem solving. Games such as God of War, Last of us, and Ghost of Tsushima.
Q&A
I’m the director of User Acquisition, meaning I manage the teams responsible for providing each of our games with new users via acquiring advertising space.
A. Robustness
B. Creativity of mind
C. Understanding your value
I joined during the pandemic, so I haven’t had the chance to enjoy all of the perks yet. What I’m waiting for the most is the annual “rager” that legend says is the best in the industry.
My favorite is the action adventure genre from the AAA world. To me it’s just a perfect combination of storytelling, action, and even problem solving. Games such as God of War, Last of us, and Ghost of Tsushima.
Diablo or God of War. I can easily spend an eternity on each of those.
Diablo or God of War. I can easily spend an eternity on each of those.
Without it being a cliché, the company values. There’s a real family feeling here in SciPlay, and despite being a company of more than 500 employees, there’s still a very personal feeling. This is something that the company puts a lot of focus on and creates a very fun and healthy atmosphere. The company really gives a platform for each person to be the best version of themselves.
I think that you can look at acquisition and growth as an integral part of your product’s funnel, “phase 0” if you will. This is the first touch point with the user, and it can have an impact on many different parameters that can impact different stakeholders e.g. how fitting the message can cause different interactions with the product or how a change in mix of the user segment can a have huge impact on the new user funnel and parameters used for pLTV models.
Without it being a cliché, the company values. There’s a real family feeling here in SciPlay, and despite being a company of more than 500 employees, there’s still a very personal feeling. This is something that the company puts a lot of focus on and creates a very fun and healthy atmosphere. The company really gives a platform for each person to be the best version of themselves.
I think that you can look at acquisition and growth as an integral part of your product’s funnel, “phase 0” if you will. This is the first touch point with the user, and it can have an impact on many different parameters that can impact different stakeholders e.g. how fitting the message can cause different interactions with the product or how a change in mix of the user segment can a have huge impact on the new user funnel and parameters used for pLTV models.
The SEGA master system. I was 4 years old and I remember playing at home, finishing games without understanding a word of English. Also, Games like Altered Beast and Wonder Boy 2.
The SEGA master system. I was 4 years old and I remember playing at home, finishing games without understanding a word of English. Also, Games like Altered Beast and Wonder Boy 2.
In Social Casino, straight to the point without a doubt in my mind.
100% no. Every game needs to use these levers in different amounts based on business needs and product lifecycle.
In Social Casino, straight to the point without a doubt in my mind.
100% no. Every game needs to use these levers in different amounts based on business needs and product lifecycle.