Finland just turned 100 years on 6th of December! Happy birthday Finland, we love you <3

To celebrate the occasion, PocketGamer has gathered a list of the Top 25 Finnish Mobile Game Companies on their website. Guess what, Traplight is on that list! Thank you PocketGamer for the honor, we are glad to be there among with other greats like Supercell, Seriously and our fellow Tampere based friends 10Tons. Cheers!

 

Here’s what they wrote about us:
“User generated content isn’t a big thing for mobile games, but Tampere-based Traplight is out to change all that. Its game Big Bang Racing lets players build, share and race their own crazy tracks, and with millions of tracks created, it’s clear people love the opportunity.”

 


 

Read the whole article:
PocketGamer: Top 25 Finnish Mobile Game Companies

Why Do Influencers Matter For Your Game?

Traplight’s Community & Marketing Manager Veera Rouvinen spoke about Influencer Marketing at Aalto University’s Games Now lecture series today. The topic of the lecture was “Why Do Influencers Matter for Your Game, and How to Work With Them?” The lecture covers the basics of what influencer marketing means for games right now, and how can developers market their game in a way that benefits the influencer and their audience as well.

Check out Veera’s lecture in the video below. You can also check out the slides of the lecture in this link.

Our Community Manager Veera Rouvinen is part of Viral Visionaries expert panel on Steel Media’s Influencer Update website, which focuses on unfurling the essentials of influencers and influencer marketing. Each week Veera and a group of other marketing experts answer some of the hottest questions revolving around influencer marketing right now.

 

First week’s question: “Is influencer marketing all about who’s got the most followers?”

“Careful audience targeting is more important than just the pure scale of the campaign. We’ve noticed at Traplight that the most engaged and best monetising players have come from smaller, but very well targeted campaigns. This type of players have a huge role in shaping your community and giving your games longevity. [—] Broad targeting with the main goal of reaching as many eyeballs as possible is something you will probably want to do at your game’s global launch, but before and after the situation is different.

During soft launch for example it’s good to work with smaller influencers whose audience is in non-English speaking countries. You will get very specific and well targeted audience this way. After launch you will want to reach the players who are most likely to download and enjoy your game, so working in huge scale to get general attention is not a good tactic. You will need to find those pockets of potential fans, instead of just shotgunning at scale.”

 

What do you think about the subject? Do you have own experiences with launching successful influencer campaigns in different sizes? Share your thoughts with us!

Read the full article and other influencer and marketing experts’ comments in the link below:

http://www.influencerupdate.biz/viral-visionaries/66581/is-influencer-marketing-all-about-scale/

Traplight Creative Director and Co-Founder Sami Kalliokoski speaks about creator motivations in our User-Generated Content games in Casual Connect 2017 in Seattle.

 

In his session, Sami speaks about how fundamental human motivations promote self-expression and social validation, and how we here at Traplight create value for our players through core loops built around dynamics of player creativity, empathy, and competence.