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RT 101
RT 101: the retargeting
course for mobile gaming
growth teams



— THE PROBLEM IT SOLVES
You know the retention curve: by day 7, fewer than 4% of the users you paid for are still active, and by day 30 it’s under 1% (GameAnalytics benchmarks). Most of them didn’t churn on the product. They lapsed. Meanwhile, 25-40% of a typical install base sits inactive for 30 to 90 days, and the budget keeps flowing to net-new users.
Re-engaging a user who knows your game beats hunting the next install that might pay. That makes retargeting a must, not a nice-to-have. The open question is how to run it right, and that’s what RT 101 covers.


— THE RESULTS
Top results, each measured against a control group:


— A LOOK AT WHAT’S INSIDE
CHAPTER 1
Why retargeting
You already paid for your next growth curve:
CHAPTER 2
How to measure retargeting
Your ROAS is lying to you. Here’s the number that isn’t:
CHAPTER 3
Why 90% reach can be worth less than 40%:
— THE PART THAT NEVER HITS THE FEED
The posts carry the ideas. The course area carries the working tools: setup checklists, the measurement math worked end to end, and the questions to ask any retargeting partner before you sign. One email, full access, and it keeps growing as the series does.
“You already paid for these players once. Winning them back costs less.
Proving it costs nothing.”

Izik Izhaki
VP Performance, Bigabid
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Your access link arrives by email.
New chapters land in your inbox first, and the course area updates the same day.