<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Mobile Gaming on Martech Blog</title><link>https://blog.changworkshop.com/categories/mobile-gaming/</link><description>Recent content in Mobile Gaming on Martech Blog</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 08 Apr 2026 11:00:00 +0800</lastBuildDate><atom:link href="https://blog.changworkshop.com/categories/mobile-gaming/index.xml" rel="self" type="application/rss+xml"/><item><title>Content Saturation and High CPIs: The 'Mid-core-ification' of IAA Games</title><link>https://blog.changworkshop.com/posts/mid-core-ification-iaa-2026/</link><pubDate>Wed, 08 Apr 2026 11:00:00 +0800</pubDate><guid>https://blog.changworkshop.com/posts/mid-core-ification-iaa-2026/</guid><description>&lt;h2 id="the-death-of-the-one-tap-wonder-a-veterans-perspective">The Death of the &amp;ldquo;One-Tap Wonder&amp;rdquo;: A Veteran&amp;rsquo;s Perspective&lt;/h2>
&lt;p>If you were in the trenches of the mobile ad-tech world circa 2018-2020, you remember the &amp;ldquo;Golden Age&amp;rdquo; of hyper-casual. We were building DSPs designed to ingest millions of events per second from games that were, quite frankly, little more than a core mechanic wrapped in a SDK. The math was simple, elegant, and incredibly profitable: buy users at $0.20 CPI, show them ten ads in a three-day retention window, and pocket the $0.10 margin. Scale that by ten million installs, and you had a unicorn.&lt;/p></description></item></channel></rss>