BlaBlaCar Success Story

Publié le 8 Dezember 2019 | Catégorisé dans
addict mobile blog default blog 05

 Addict Mobile - Travel - travel app mobile campaigns

Since March 2015, Addict Mobile has supported BlaBlaCar in the development of its mobile application audience within several European countries, with a profitability objective. Let’s take a look at how this 6 months collaboration has been a success.

What was at stake for the BlaBlaCar mobile application?

Blablacar already had a great presence on the Web, but they desired to reinforce their mobile presence by strongly developing the application users base. BlaBlaCar invested in both offline and online (desktop) marketing but found it difficult to generate high volume of new users for its mobile application because of a lack of internal ressources.

Their main goal was to diversify mobile acquisition sources, while reaching in-app profitability objectives (in-app KPI).

What did Addict Mobile bring to Blablacar?

  • A capacity to generate large volumes of high quality users in desired countries. Addict Mobile technology allowed launching campaigns on more than 35 mobile acquisition sources, rapidly and automatically.
  • A campaign optimization technology, that outreached BlaBlaCar in-app KPIs. Addict Mobile technology relies on effective pre/post-targeting optimization algorithms, to deliver world-class performance.
  • An automated technology of content production (banners, interstitial, videos) optimized for mobile, in all required sizes and languages, without stretching the original visual. Since creating 1 visual in all required dimensions and languages only takes a few minutes, Addict Mobile can easily and regularly refresh and A/B test visuals.

 Addict Mobile - Travel - travel app mobile campaignsWhat did Addict Mobile achieve? 

A massive and fast unfolding:

  • Campaign launching on more than 35 acquisition sources
  • 5,600 visuals created : 30 different drawings, in 60 sizes and 3 languages

KPI over-reached, beyond BlaBlaCar expectations:

  • Sign-up costs: -20% compared to the objective
  • Publication costs (when a driver publishes a trip) and booking costs (when a traveller books a trip): -35% compared with the objective

Addict Mobile now contributes to half of BlaBlaCar mobile downloads, all made through user acquisition methods. Given the success of this mobile acquisition strategy, BlaBlaCar continues to develop its mobile audience, granting its trust to Addict Mobile for other European countries such as Netherlands, Italy, etc.



Article en relation

addict mobile blog default blog 05

Cityscoot rolls out its app across Europe and is conquering new users with Addict Mobile

  Cityscoot is the number one service for self service electric scooters. Launched in 2016 in Paris, the brand has rapidly expanded to Nice, Milan, and Barcelona, offering more than 7000 scooters to all those who wish for an effective urban transport, face in the wind.   Addict Mobile supports Cityscoot in its European growth by managing user acquisition campaigns for its application with a cost per first ride objective.   Activated sources: Facebook, Google and Snapchat.       City Targeting, a challenge for mobile app acquisition   Broadcasting acquisition campaigns on a city scale implies several constraints:   – The more restricted the targeting, the higher the acquisition costs.   – The visuals must be adapted to the usage and routes of each city in order to maintain good transformation rates and thus reach performance objectives.         How to keep acquisition costs low with specific targeting?   By adapting the OS and sources to each city: depending on the results of the campaigns, Addict Mobile’s teams increase investments in the sources or OS that deliver the best performance.   By varying the optimizations according to the sources: on Facebook and Google, campaigns that are optimized […]

Publié le 7 April 2021

The mobile app ecosystem is consolidating!

The latest major changes in the mobile app ecosystem (privacy, Apple’s ATT Framework, maturity of advertisers.) are forcing players in the mobile ecosystem to offer the most complete service possible to cover the entire mobile marketing chain. Owning your first party data and therefore having your own data to monetize your audience and offer effective advertising campaigns is one of the major challenges of 2021’s ecosystem. Everyone wants to put their SDK in the apps to know their users and maximize the revenues of their campaigns. Lately, there have been a lot of acquisitions of AdNetworks, tracking tools, analytics tools and monetization structures. The ecosystem is consolidating, the companies are getting stronger.   Brief overview     Vungle mobile app install company acquires GameRefinery, a leading cloud-based mobile game analytics platform with deep contextual data sets and image-recognition technology that helps developers market, design, and monetize their mobile games. “GameRefinery’s deep contextual data will offer new ways for advertisers to find relevant audiences, using non-personal data such as player motivations, moods and styles and audience personas, for campaign targeting with no device level ID required.” “With upcoming changes on iOS 14 and the removal of the IDFA, advertisers are looking […]

Publié le 1 April 2021

Soft launch: our tips to succeed this essential step in launching a mobile game (part 2)

In our first article we explained the importance of the soft launch for launching mobile games: identifying objectives and KPIs to track, determining a budget and time-line and, finally, developing ASO strategies to maximize conversion rates for your game. This second article focuses on which countries to choose for your soft launch, depending on your objectives and the insight you want to obtain.   Avoid audience burnout The choice of country for soft launching your app is crucial. In fact, we recommend that you avoid testing in the country in which you intend to officially market your game. This would be far from ideal. So you want to avoid launching the game in countries with the most qualified audiences.   If you attract a large number of qualified users to a game that they don’t like, which doesn’t motivate them or generate enough revenue, these players will be “unprofitable.” They simply won’t come back. Therefore, it’s best to delay releasing the game to this kind of audience until you have an advanced version.   This means avoiding the best geographical locations (= those generating the most revenue) which are best left untapped for the hard launch.  Furthermore, these locations, featuring […]

Publié le 29 März 2021

Nos bureaux