How to play information flow advertising in the gaming industry? 38 creative sentence patterns to use!

How to play information flow advertising in the gaming industry? 38 creative sentence patterns to use!

Today, I have compiled some advertising ideas and titles for the gaming industry. Let me share with you why these creative effects vary so much. And how to create high- conversion advertising ideas!

1. Clarify the selling points of the game

A good title copy starts with the selling point that best suits the game itself.

Judging from the copywriting of existing game selling points, they can be divided into two categories: "game perspective" and "user perspective".

1. Game perspective

Highlight the characteristics of the game itself as the selling point, and you can explain it from the aspects of game graphics, game equipment, game characters, game play, game IP, etc.

Here are some great examples of using the “game perspective”:

2. User perspective

From the player's perspective, highlight the connection between the game and the player's abilities or emotions, including: game playability, feelings, user usage threshold and other aspects.

The following are some excellent examples from the "user perspective".

2. Notes on different selling points

After determining the selling points of the game based on the features of the game, what strategies can you follow when writing the selling points of the game from different perspectives?

Points to note when approaching from a "game perspective":

1. The closer the game’s selling point is to its own features, the better the title ’s CTR performance

Based on the characteristics of the game, choose the most prominent and most suitable selling point of the game itself.

● Graphics: Suitable for games that require high visual quality and are immersive, such as some RPGs, action shooting, and racing games;

● Equipment: Suitable for games with unique equipment upgrades or players are familiar with equipment, mainly in RPG and strategy tower defense;

● Characters: Suitable for games with classic characters/teams, or characters that players are familiar with;

● Gameplay: This applies to all games, but it is best to have a unique gameplay that is different from other similar games;

● IP: Only applicable to classic, well-known and large IP games.

2. Specific and vivid descriptions can help users form a clear perception of the game

Compared with vague and empty game descriptions (such as game types), titles with specific game play or elements (characters/equipment) have more outstanding CTR performance. This phenomenon has been found many times in title AB tests.

Therefore, the game equipment and gameplay can be visualized through specific weapons and equipment, classic game characters, game levels (number of levels, level locations), game upgrade status, etc., thus creating an intuitive and vivid image.

3. Speak nicely! Use the most common, down-to-earth and understandable language!

You should know that users only have a few hundred milliseconds to process titles in the information flow , and among these, those incomprehensible, obscure, and vague titles will be ignored by users at the first time.

Here are a few counterexamples:

The above title sentences are not smooth, difficult to understand, and difficult to resonate with users

The above title is completely irrelevant to the picture and makes no sense.

A bunch of simple, empty terms are used, without any valuable information.

Points to note when approaching from the user's perspective:

1. Playability: It is more effective to emphasize the playability of the game through character/equipment identification than to brag about it.

When emphasizing the playability of a game, simply bragging about it is not ideal. If you can use group affiliation (such as men, women, young and old) and device-related identification (such as iPhone users) to enhance user engagement.

The above phenomenon was also found in the title AB test:

2. Nostalgia: Titles that evoke user memories through classic characters, plots, and lines are most effective

Advertisements in the gaming industry often take the sentimental route to evoke emotional connections in users. A good title is one that can arouse changes in users’ emotions.

So what are some better ways to go the sentimental route?

From the comparison of the above cases, we can find that emphasizing classic plots or using classic lines can effectively evoke users' memories and complexes, and the click-through rate effect is also more prominent.

3. User threshold: Ads that emphasize the difficulty of the game are more effective

When using user threshold as a selling point, there are two common approaches: emphasizing that the game is easy to get started (e.g., "reaching the maximum level overnight") and emphasizing that it is difficult to get started (e.g., "you are a master if you pass ten levels").

The analysis found that emphasizing the difficulty of a game is more effective than emphasizing how easy it is to get started. This may be related to the fact that the analysis material comes from the news client and the types of games placed on the platform.

3. Amplify the effectiveness of titles

Through the above learning, we should be able to determine the direction of title writing based on the characteristics of the game itself, and also clarify the points to pay attention to in each direction.

Next, the editor will share with you some more general methods that can amplify the effect of the title!

The rhetorical guidance methods in the gaming industry mainly include the following four categories:

A. Interactive

Certain highly interactive sentences and guiding words can attract users' attention and willingness to act, and amplify the effect of the game's selling points.

Popular sentences/vocabulary and examples:

1) Who is the most powerful monk in Jin Yong's novels?

2) How to ***: "How to escape from the thousand-year-old zongzi"

3) Come and join the game: "Come and build your own Roman Empire!"

4) You are the one who writes: "A classic childhood memory, written by you"

5) Waiting for you to come and take it: "The magic weapon Qinglong Yanyue Blade is waiting for you to take it!"

6) You are the ***: "Since Cao Cao's tomb, you are the tomb raider"

7) Do you dare to try: "Single-player endgame gameplay, do you dare to try?"

8) Try: "After 11 years of auditioning, see if your fingers are still flexible."

9) Let’s have a fight: “Let’s have a fight right away”

10) Help me: “It’s the last step. Please help me!”

11) You choose: "You can choose any character among Biyao, Zhang Xiaofan and Lu Xueqi"

12) Together: "Brothers, come together and destroy him with an aircraft carrier"

13) What are you waiting for: "With such good looks and quality, what are you waiting for!"

B. Substitution Class

By identifying with characters, groups, or devices, or by evoking users' gaming complexes through classics, the relevance of ads to users can be enhanced, triggering a sense of immersion in users.

Popular sentences/vocabulary and examples:

14) Husband: "My husband quit smoking on his own initiative just to play this game"

15) Wife: "My wife played this game and ignored me for three days!"

16) Post-80s: “Those lost classic games of the post-80s!”

17) Girlfriend: “My girlfriends are having a blast playing this game lately.”

18) Old players: "Old players: This is how our legend should be"

19) IOS: "Only for IOS download, you can freely fall in love and get married"

20) iPhone: "New iPhone exclusive, mobile game for couples "

21) 80s: “A classic game played by people born in the 80s!”

22) Waiting: "After ten years of waiting, Fleet finally comes out as a mobile game"

23) Those Years: "Those Years I Secretly Played Games in Internet Cafes"

24) Once: "Do you remember the weapon that was once envied?"

25) Back then: “This is the animation we watched back then”

26) When I was a kid: “The arcade game I played when I was a kid finally has a mobile game.”

C. Rhetorical emphasis

Through rhetorical emphasis, the selling points of the game can be more prominent, especially in terms of game playability, such as "I can't bear to delete it even if I run out of memory."

However, data analysis found that excessive negative emphasis on playability can lead to negative emotions. For example, keywords such as "addictive in * minutes" and "can't stop" in the title are not ideal and should be used with caution.

Popular sentences/vocabulary and examples:

27) Since, never again: "Since I played this game, I will never read novels again!"

28) Never expected: "I never thought the game could be played this way"

29) Memory: "I can't bear to delete this game even if I have 16G memory"

30) Sleep: "I haven't slept for three days because of this weapon."

31) A disagreement: "A fierce naval battle, the ship will be sunk if there is a disagreement!!"

32) Tou Tiao: "The games I secretly played in Internet cafes in those years"

33) All night long: "I have been practicing hard for three consecutive nights."

34) Can’t help it: “I couldn’t help but play it after seeing the second one.”

35) Heaven: "I have personally tested this game and it is so playable!"

D. Pain avoidance

Titles that leverage users’ desire to avoid losses to increase their willingness to act have a more prominent CTR performance.

This method has been used many times in the gaming industry, and the effect is quite good.

Popular sentences/vocabulary and examples:

36) Regret: “I regret not downloading this earlier when I bought an iPhone.”

37) Waste: "Don't waste your high-end mobile phone, waiting for you to come"

38) Big loss: "Apple officially recommends mobile games, you will lose a lot if you don't play it!"

The above is the guide for writing titles for the online gaming industry compiled by the editor.

Are you eager to try now, with all kinds of creative copywriting ideas bursting into your mind? Let’s try it together~~

The author of this article @艾奇 is compiled and published by (Qinggua Media). Please indicate the author information and source when reprinting!

Product promotion services: APP promotion services, information flow advertising, advertising platform

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