Amazon Video Games Case Studies

Real campaigns we ran for video games brands on Amazon — what was broken, what we changed and what it moved.

Advertising to earn stock, not just sales
Confidential brandVideo Games

Quarterly allocation +46%

Advertising to earn stock, not just sales

A gaming distributor was capped by how much stock its suppliers would release to it each quarter. The allocation was decided by sell-through velocity — which meant advertising was buying supply, and nobody had been optimizing for that.

Selling a $79 accessory to someone who just spent $499
Confidential brandVideo Games

Conversion 4.4% → 7.9%

Selling a $79 accessory to someone who just spent $499

A premium accessory brand kept losing to products a third of its price. The barrier was not the money — it was that the listing asked to be judged against other accessories instead of against the setup it improves.

The hardware people search for by naming the software
Confidential brandConsoles

Sessions 88k → 134k

The hardware people search for by naming the software

An authorised console reseller ranked well for hardware terms and was invisible for the way most buyers actually search: by naming the thing they want to play on it.

Handing a catalog over to the next platform generation without a gap
Confidential brandControllers & Accessories

No revenue dip through the transition

Handing a catalog over to the next platform generation without a gap

A controller brand's products live exactly one platform cycle, and its previous generation change cost it eleven months of declining revenue. We planned the second one as a handoff instead of a cliff.

Growing the titles we were not allowed to advertise
Confidential brandGames

+143% revenue with zero ad spend on the hero titles

Growing the titles we were not allowed to advertise

A games publisher's best-selling titles were ineligible for most Amazon ad placements because of their content rating. Every growth plan assumed advertising, so nothing had been tried for three years.

The buyer was not a child — and had not been for thirty years
Confidential brandRetro & Handheld Gaming

Average order value $34 → $58

The buyer was not a child — and had not been for thirty years

A retro handheld brand marketed to parents buying gifts for kids. Its actual buyers were adults in their late thirties buying for themselves, and every piece of content was aimed at the wrong person.

Selling the mouse to the person who bought the keyboard nineteen days ago
Confidential brandPC Gaming Gear

Second purchase rate 9% → 31%

Selling the mouse to the person who bought the keyboard nineteen days ago

A PC peripherals brand sold one item per customer in a category where people build a setup piece by piece over months. The order of those purchases turned out to be predictable.

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