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Mobagym, a dream for Iranian's gamers

  • Writer: Ali Badri
    Ali Badri
  • Jul 28, 2021
  • 2 min read

Updated: Nov 12, 2021

Mobaym was a startup for the game industry in Iran in 2016, that it failed after two years because of a lack of investment in the Iran market. Our team provided a website & application that connected gamers and game publishers. Mobagym was a gamer's social media, but unfortunately, it couldn't keep on the way.



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What were mobagym's features and value proposition?


When mobagym started to work, there wasn't a competitor in the market, and mobagym was a platform between gamers and game publishers. There were many options in-app like chatrooms, games mag, profiles, and gamers could level up in-app based on their activities such as create posts, comments, likes, and winning in challenges.




Who was our team?


There was a small team on the project, and I started to work an internship position in Mobagym, and I remember that as an excellent experience. I understood what I want and what I should do in my career.



What did I do?


I became a digital marketing junior after the months, and my duty was to provide content for owned media, and I helped develop campaigns for branding and attract gamers. Our product was a website and application, and we needed to market for both of them simultaneously.



What was our marketing strategy and tactic in mobagym?


We used the inbound marketing method for the base strategy. For this, we designed a content strategy on owned media and provided content for gamers in the game news and fun categories. We tried to attract gamers that they install mobagym and create their accounts. We made an online shop for gamers, and we called it Mobashop. Also, besides these activities, we ran CPI and KOL campaigns, and we could pass our KPIs in the marketing plan and we had a gamification plan for activating users in the app.


What were our achievements at the time of activity?


We achieved 50,000 active users in 6 months and had an online shop with more than 100 customers (not buyers).


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