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Thinking · Case Study

Hidden object: the genre most hurt by its own ads

Hidden object games advertise a mechanic that is calm and satisfying using creative that is frantic. The mismatch costs retention, not installs.

This piece is now part of a longer guide: Mobile game ad creative by genre.

Hidden object is a slow, careful, satisfying genre advertised almost entirely with fast, loud, chaotic creative. The install numbers can look fine. What follows them usually does not.

The mismatch

The ad promises urgency. The game delivers patience. Someone who installs on the strength of the ad arrives expecting a different experience, and a meaningful share of them leave in the first session.

Why it persists

Because the metric most creative is optimised against stops at the install. An ad that overpromises is very good at the part of the funnel it is measured on and quietly expensive everywhere after.

What the better work does

It sells the feeling of noticing. The scene, the detail, the small moment of finding the thing. It is a harder ad to make and it recruits people who want the game that actually exists.

The read for anyone outside this genre

This is the clearest example in mobile of creative and destination being mismatched, except the destination is the product rather than a landing page. The diagnosis is identical: the promise made before the click is not the thing delivered after it.

Keep reading

All thinking

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