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    <title>The Game Scientist — Field notes</title>
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    <description>Operator notes on mobile gaming growth: UA, ad monetization, mediation, analytics, ASO, and game economies — by Tejas Shah.</description>
    <language>en</language>
    <lastBuildDate>Sun, 27 Sep 2026 00:00:00 GMT</lastBuildDate>
    <item>
      <title>AEO Is the New ASO</title>
      <link>https://thegamescientist.com/posts/aeo-is-the-new-aso</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>ASO &amp; Organic Growth</category>
      <description>Ten years ago, app store optimization rewarded the people who got in early. Answer-engine optimization is at the same moment now — and the lessons from ASO transfer almost directly.</description>
    </item>
    <item>
      <title>AI in Mobile Game User Acquisition: Where It Helps and Where It Misleads</title>
      <link>https://thegamescientist.com/posts/ai-in-mobile-game-user-acquisition</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>AI has made ad creative cheap to produce. That moves the bottleneck to briefing, testing discipline and reading cohorts — which is where UA teams should put their attention.</description>
    </item>
    <item>
      <title>AI × Game Growth: Q3 2026 Roundup</title>
      <link>https://thegamescientist.com/posts/ai-game-growth-roundup-q3-2026</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>The quarter’s AI moves that matter to mobile game growth teams — measurement, ad platforms, creative and engines — each with an operator’s read on what to do about it.</description>
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    <item>
      <title>AI Models and Tools for Game Teams: What to Use for What (2026)</title>
      <link>https://thegamescientist.com/posts/ai-models-for-game-teams</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>A practical map of AI model families and tools by job — code, analysis, writing, art, video, audio and in-engine creation — and how to choose without chasing every release.</description>
    </item>
    <item>
      <title>Google App Campaigns vs Apple Search Ads vs Meta for Mobile Game UA</title>
      <link>https://thegamescientist.com/posts/app-campaigns-vs-apple-search-ads-vs-meta</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>The three self-serve giants buy different things: Google’s algorithm finds more of the conversion you define, Apple Search Ads captures stated intent, Meta’s models find people like your best users. Use each for what it is.</description>
    </item>
    <item>
      <title>AppLovin MAX vs Unity LevelPlay vs Google AdMob: Choosing Mediation in 2026</title>
      <link>https://thegamescientist.com/posts/applovin-max-vs-levelplay-vs-admob</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>The three platforms dominate mobile game mediation, and each is tied to a UA and demand ecosystem. Choose on delivery quality for your placements, not on a dashboard eCPM.</description>
    </item>
    <item>
      <title>AppsFlyer vs Adjust vs Singular: Choosing an MMP for a Mobile Game</title>
      <link>https://thegamescientist.com/posts/appsflyer-vs-adjust-vs-singular</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Every major MMP attributes installs and supports SKAdNetwork. The differences that matter for games are in cost and ROI aggregation, raw data access, pricing model, fraud tools and ownership.</description>
    </item>
    <item>
      <title>Bookings vs Revenue in Games, Explained</title>
      <link>https://thegamescientist.com/posts/bookings-vs-revenue-games-explained</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/bookings-vs-revenue-games-explained</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Bookings tell you what players spent this period. Revenue tells you what accounting recognises. Confusing the two is how teams misread momentum in both directions.</description>
    </item>
    <item>
      <title>Consultant, Agency or Full-Time Hire? Choosing Growth Help for a Game Studio</title>
      <link>https://thegamescientist.com/posts/consultant-vs-agency-vs-full-time-hire</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>Consultants, agencies and full-time hires solve different problems. Choosing the wrong one is expensive in both directions: paying for judgment when you need hands, or hands when you need judgment.</description>
    </item>
    <item>
      <title>What a Fractional Head of Growth Does for a Game Studio</title>
      <link>https://thegamescientist.com/posts/fractional-head-of-growth-game-studio</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>A fractional operator sits inside your rituals part-time, owning the system while the team owns the execution. It works best for studios past product-market fit and before a full leadership layer.</description>
    </item>
    <item>
      <title>Mobile Game Growth Conferences and Events, Late 2026 to 2027</title>
      <link>https://thegamescientist.com/posts/game-growth-conferences-2026-2027</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>The events where mobile game growth, UA and monetization people meet — with dates as published by organisers, and how to decide which are worth the trip.</description>
    </item>
    <item>
      <title>The Game Growth Tool Stack: MMPs, Analytics, Market Intelligence, ASO and CRM</title>
      <link>https://thegamescientist.com/posts/game-growth-tools-stack</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>A map of the tools most game growth teams use, what each category is for, and how to avoid buying five tools that all answer the same question.</description>
    </item>
    <item>
      <title>How to Calculate LTV for a Mobile Game</title>
      <link>https://thegamescientist.com/posts/how-to-calculate-ltv-mobile-game</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>LTV is retention multiplied by revenue per active day, summed over a horizon. The arithmetic is easy; the judgment is in the tail of the curve you have not observed yet.</description>
    </item>
    <item>
      <title>How to Judge Whether Outside Growth Help Paid Off</title>
      <link>https://thegamescientist.com/posts/how-to-judge-if-advisory-paid-off</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>Advisory ROI is not only the revenue lift you can attribute. It is decisions made faster and better, mistakes avoided, and a team that can do the next one without help. Here is how to measure all three.</description>
    </item>
    <item>
      <title>What Is a Good Retention Rate for a Mobile Game?</title>
      <link>https://thegamescientist.com/posts/how-to-judge-mobile-game-retention</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>There is no single good retention number. Genre, platform, country, source and definition all move it. Here is how to judge whether yours is good enough for the decision in front of you.</description>
    </item>
    <item>
      <title>Using LLMs for Game Analytics: A Practical Workflow (and Where It Fails)</title>
      <link>https://thegamescientist.com/posts/llms-for-game-analytics</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/llms-for-game-analytics</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Large language models can write SQL, summarise cohorts and draft analyses fast. They are only as reliable as the definitions you give them — so the metrics dictionary becomes the most important prompt you own.</description>
    </item>
    <item>
      <title>Mobile Ad Networks for Games: A Directory by Role</title>
      <link>https://thegamescientist.com/posts/mobile-ad-networks-directory</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>The mobile ad ecosystem looks like dozens of categories, but a game’s revenue and UA usually run through a handful of platforms. Here is who does what.</description>
    </item>
    <item>
      <title>Mobile Game UA Agencies: A 2026 Shortlist and How to Choose</title>
      <link>https://thegamescientist.com/posts/mobile-game-ua-agencies</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/mobile-game-ua-agencies</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>A shortlist of agencies that specialise in mobile game user acquisition and creative, how they differ, and the questions that separate a good fit from a good pitch.</description>
    </item>
    <item>
      <title>How to Get the Most From a First Call With a Growth Advisor</title>
      <link>https://thegamescientist.com/posts/preparing-for-a-growth-advisor-first-call</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/preparing-for-a-growth-advisor-first-call</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>A first call is most useful when it starts from one number you cannot explain. Here is what to bring, what to expect, and what a good advisor should tell you — including when you do not need them.</description>
    </item>
    <item>
      <title>Revenue per Eligible Opportunity: The Ad Metric That Fill Rate and eCPM Miss</title>
      <link>https://thegamescientist.com/posts/revenue-per-eligible-opportunity</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/revenue-per-eligible-opportunity</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>eCPM ignores unfilled requests; fill rate ignores price. Revenue per eligible opportunity counts both — which is why it is the right scorecard for floors, networks and bidding migrations.</description>
    </item>
    <item>
      <title>Rewarded Video vs Interstitial vs Banner Ads: Format Economics for Games</title>
      <link>https://thegamescientist.com/posts/rewarded-vs-interstitial-vs-banner</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/rewarded-vs-interstitial-vs-banner</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Each ad format earns differently and costs the player differently. The right mix depends on your genre, your IAP depth and where each exchange lands in the player journey.</description>
    </item>
    <item>
      <title>Seven Signs Your Game Needs Outside Growth Help</title>
      <link>https://thegamescientist.com/posts/signs-you-need-outside-growth-help</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>Most studios bring in outside help too late — after a quarter of arguing about a number. These are the signals that the problem has outgrown the way the team is organised to solve it.</description>
    </item>
    <item>
      <title>Mobile Game Companies to Know, by Region (2026)</title>
      <link>https://thegamescientist.com/posts/top-mobile-game-companies-by-region</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/top-mobile-game-companies-by-region</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>A regional map of mobile game studios and publishers — from global leaders to fast-growing mid-size studios — with a representative title and where to find their open roles.</description>
    </item>
    <item>
      <title>What a Good Monetization Audit Should Actually Uncover</title>
      <link>https://thegamescientist.com/posts/what-a-monetization-audit-uncovers</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/what-a-monetization-audit-uncovers</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>Most monetization audits stop at the dashboard: eCPMs, placements, price points. The useful findings are usually upstream — in timing, player state, measurement and the trade-offs nobody decided.</description>
    </item>
    <item>
      <title>Web Shop Platforms for Mobile Games: How to Choose a Provider</title>
      <link>https://thegamescientist.com/posts/web-shop-platforms-mobile-games</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/web-shop-platforms-mobile-games</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Web shop providers handle payments, tax, fraud and storefronts so studios can sell directly. They differ in merchant-of-record coverage, store building tools, LiveOps features and pricing.</description>
    </item>
    <item>
      <title>What Is Hybrid Monetization in Mobile Games?</title>
      <link>https://thegamescientist.com/posts/what-is-hybrid-monetization</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/what-is-hybrid-monetization</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Hybrid monetization combines IAP, ads and sometimes subscriptions. Done well, it routes each value exchange to the moment where it fits. Done badly, it is format stacking.</description>
    </item>
    <item>
      <title>What Is Marginal ROAS — and Why Blended ROAS Misleads Scaling Decisions</title>
      <link>https://thegamescientist.com/posts/what-is-marginal-roas</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Marginal ROAS is the return on the last block of spend. It is the number that should decide whether a UA budget goes up again — and the one most dashboards never show.</description>
    </item>
    <item>
      <title>When to Add Another Ad Network — and When It Hurts</title>
      <link>https://thegamescientist.com/posts/when-to-add-another-ad-network</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-to-add-another-ad-network</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>A new network can fill a real gap. More often it adds SDK weight, latency and crashes for a lift that disappears in the blended numbers. Here is how to tell the difference before you integrate.</description>
    </item>
    <item>
      <title>When to Hire a Monetization or Growth Consultant — and When to Build In-House</title>
      <link>https://thegamescientist.com/posts/when-to-hire-monetization-consultant</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-to-hire-monetization-consultant</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>An outside operator is useful for a specific window: a decision you cannot resolve internally, a system nobody owns end to end, or a capability you need before you can hire it. Here is how to tell.</description>
    </item>
    <item>
      <title>When Should a Mobile Game Launch a Web Shop?</title>
      <link>https://thegamescientist.com/posts/when-to-launch-web-shop</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-to-launch-web-shop</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>A web shop can improve margin and deepen the relationship with payers. It only pays off when you can drive players to it and connect its purchases back to the rest of the player journey.</description>
    </item>
    <item>
      <title>When to Scale UA Spend: A Decision Framework for Mobile Games</title>
      <link>https://thegamescientist.com/posts/when-to-scale-ua-spend</link>
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      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Scaling is a sequence of evidence-sized bets, not a switch. The question at each step is whether the data you have can support the size of the decision you are about to make.</description>
    </item>
    <item>
      <title>When to Switch From Waterfall to In-App Bidding</title>
      <link>https://thegamescientist.com/posts/when-to-switch-waterfall-to-bidding</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-to-switch-waterfall-to-bidding</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Most games should already run bidding-first mediation. The real questions are what to keep in the waterfall, how to migrate without a revenue dip, and how to tell whether it worked.</description>
    </item>
    <item>
      <title>Why App and SaaS Teams Should Borrow From Game Growth</title>
      <link>https://thegamescientist.com/posts/why-apps-and-saas-hire-a-gaming-growth-operator</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/why-apps-and-saas-hire-a-gaming-growth-operator</guid>
      <pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate>
      <category>Working With an Operator</category>
      <description>Games run the hardest version of the growth problem: free products, paid acquisition, ad and purchase monetization, and daily retention — all measured to the cent. The same systems travel to apps, SaaS, MMPs and ad networks.</description>
    </item>
    <item>
      <title>Network Revenue Quality Is More Than eCPM</title>
      <link>https://thegamescientist.com/posts/network-revenue-quality</link>
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      <pubDate>Wed, 23 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>eCPM is still useful. It just does not tell you enough once bidding is involved — a bidder can show a strong eCPM and still contribute less.</description>
    </item>
    <item>
      <title>The Averages Trap: Why Cohort Blending Hides Burning Markets</title>
      <link>https://thegamescientist.com/posts/averages-trap-blended-retention</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/averages-trap-blended-retention</guid>
      <pubDate>Tue, 22 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Blended D30 can stay flat while the market receiving your next UA dollar deteriorates. An average is useful for reporting; it is not automatically the right number for allocation.</description>
    </item>
    <item>
      <title>What the Last Video Teaches the Next One</title>
      <link>https://thegamescientist.com/posts/creative-brief-last-video</link>
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      <pubDate>Mon, 21 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>A new game video needs a purpose beyond being new. The brief should say what the team wants, what the last video taught, and what the next one is meant to learn.</description>
    </item>
    <item>
      <title>A Reconstructed Week Is Not a Lived One</title>
      <link>https://thegamescientist.com/posts/reconstructed-week</link>
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      <pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate>
      <category>Life</category>
      <description>By Friday evening we can make almost any week look legitimate. That still doesn’t say whether anything important had room.</description>
    </item>
    <item>
      <title>Your Store Listing Is a Conversion Surface, Not a Tag Cloud</title>
      <link>https://thegamescientist.com/posts/store-listing-conversion-surface</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/store-listing-conversion-surface</guid>
      <pubDate>Thu, 17 Sep 2026 00:00:00 GMT</pubDate>
      <category>ASO &amp; Organic Growth</category>
      <description>Keywords help the right users discover the page. The storefront then has to convert the visit — and it should make the same promise as the query and the ad.</description>
    </item>
    <item>
      <title>Hybrid Monetization Is Not Format Stacking</title>
      <link>https://thegamescientist.com/posts/hybrid-monetization-format-stacking</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/hybrid-monetization-format-stacking</guid>
      <pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Adding IAP, rewarded video and interstitials does not by itself create a hybrid strategy. Without routing logic, it creates more ways to interrupt the same player.</description>
    </item>
    <item>
      <title>A Dashboard Should Compress a Decision, Not Display the Database</title>
      <link>https://thegamescientist.com/posts/dashboards-compress-decisions</link>
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      <pubDate>Tue, 15 Sep 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Most dashboards answer a question the operator did not ask: what data do we have? The useful question is what changed, who decides, and what they can do now.</description>
    </item>
    <item>
      <title>D1 Retention Is a Promise-Keeping Metric</title>
      <link>https://thegamescientist.com/posts/d1-retention-creative-concentration</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/d1-retention-creative-concentration</guid>
      <pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>When one scaling creative made the wrong promise, blended D1 drops — not because the game broke, but because one cohort swamped the average.</description>
    </item>
    <item>
      <title>Stop Managing Monetisation Like an Ad Tech Directory</title>
      <link>https://thegamescientist.com/posts/ad-tech-directory</link>
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      <pubDate>Fri, 11 Sep 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Ad tech landscape diagrams show 20+ categories. A mobile studio’s revenue flows through two or three pipes. When revenue softens, the fix is usually in the game, not the stack.</description>
    </item>
    <item>
      <title>App Campaigns Are Not Google Search for Apps</title>
      <link>https://thegamescientist.com/posts/app-campaigns-are-not-search</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/app-campaigns-are-not-search</guid>
      <pubDate>Thu, 10 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>With Search you control the query. With App Campaigns you define the conversion and its price, and the system finds more of it — cheaper installs are not automatically better users.</description>
    </item>
    <item>
      <title>Linking Discovery and Monetisation in Mobile Games</title>
      <link>https://thegamescientist.com/posts/discovery-and-monetisation</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/discovery-and-monetisation</guid>
      <pubDate>Thu, 03 Sep 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>More discovery outside the store and cheaper payments through web stores are both useful. If you cannot connect the two, you still do not know what the player is worth.</description>
    </item>
    <item>
      <title>39 Years In. Different Lives. Same Person.</title>
      <link>https://thegamescientist.com/posts/39-years-in</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/39-years-in</guid>
      <pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate>
      <category>Life</category>
      <description>Looking back, it does not feel like one continuous story. It feels like a few different lives lived by the same person.</description>
    </item>
    <item>
      <title>Fill Rate Is Not a Strategy</title>
      <link>https://thegamescientist.com/posts/fill-rate-is-not-a-strategy</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/fill-rate-is-not-a-strategy</guid>
      <pubDate>Wed, 26 Aug 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Fill rate tells you how many auction opportunities returned an ad. It does not tell you how much value the auction created across all of them.</description>
    </item>
    <item>
      <title>A Healthy Blended ROAS Can Hide a Bad Scaling Decision</title>
      <link>https://thegamescientist.com/posts/blended-vs-marginal-roas</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/blended-vs-marginal-roas</guid>
      <pubDate>Tue, 25 Aug 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Blended ROAS is reporting. Marginal ROAS is allocation. The average can stay flat while the economics of the newest spend get worse.</description>
    </item>
    <item>
      <title>Recurrent Revenue Percentage Is Composition, Not Health</title>
      <link>https://thegamescientist.com/posts/recurrent-revenue-composition</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/recurrent-revenue-composition</guid>
      <pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Take-Two reported recurrent consumer spending at 84% of net revenue in Q1 FY2027. That number describes revenue mix — it cannot tell you whether the quarter was healthy.</description>
    </item>
    <item>
      <title>Bookings and Revenue Run on Different Clocks</title>
      <link>https://thegamescientist.com/posts/bookings-vs-revenue</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/bookings-vs-revenue</guid>
      <pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Roblox reported $4.89B of 2025 revenue and $6.79B of bookings. The gap is not an error. It is a clock.</description>
    </item>
    <item>
      <title>Your Store Listing Is Creative Too</title>
      <link>https://thegamescientist.com/posts/store-listing-is-creative</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/store-listing-is-creative</guid>
      <pubDate>Thu, 13 Aug 2026 00:00:00 GMT</pubDate>
      <category>ASO &amp; Organic Growth</category>
      <description>A store listing can win the install and still acquire the wrong player. Screenshots shape who converts, not just how many.</description>
    </item>
    <item>
      <title>Scope Creep Begins When the Decision Remains Undefined</title>
      <link>https://thegamescientist.com/posts/scope-creep-undefined-decision</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/scope-creep-undefined-decision</guid>
      <pubDate>Wed, 12 Aug 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>Scope creep rarely starts with a stakeholder asking for one more thing. It starts earlier — when no one wrote down which decision the work is supposed to support.</description>
    </item>
    <item>
      <title>A Metrics Dictionary Is a Product, Not a Document</title>
      <link>https://thegamescientist.com/posts/metrics-dictionary-is-a-product</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/metrics-dictionary-is-a-product</guid>
      <pubDate>Tue, 11 Aug 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>“Retention is up” can be true and still useless if the team hearing it and the team writing it mean different things.</description>
    </item>
    <item>
      <title>Pricing Architecture Is Product Architecture</title>
      <link>https://thegamescientist.com/posts/pricing-architecture-product-architecture</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/pricing-architecture-product-architecture</guid>
      <pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>An energy cap, a free allowance or a tier limit shapes the rhythm of the product before it shapes revenue. The price is also the tutorial.</description>
    </item>
    <item>
      <title>The Path Is Still Working</title>
      <link>https://thegamescientist.com/posts/path-still-working</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/path-still-working</guid>
      <pubDate>Fri, 31 Jul 2026 00:00:00 GMT</pubDate>
      <category>Life</category>
      <description>Visible progression does not tell you what the path is training you to become.</description>
    </item>
    <item>
      <title>Adaptive Products Need a Predictable Core</title>
      <link>https://thegamescientist.com/posts/adaptive-products-predictable-core</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/adaptive-products-predictable-core</guid>
      <pubDate>Wed, 29 Jul 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>Games have adapted difficulty, rewards and offers around player behaviour for years. AI lowers the cost of doing it everywhere — and raises the cost of operating it.</description>
    </item>
    <item>
      <title>Product Prioritisation Requires Displacement</title>
      <link>https://thegamescientist.com/posts/prioritisation-requires-displacement</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/prioritisation-requires-displacement</guid>
      <pubDate>Tue, 28 Jul 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>A game can move to the top of the roadmap while UA allocation, product capacity and older commitments stay exactly where they were. That is addition, not prioritisation.</description>
    </item>
    <item>
      <title>A Small UA Increase and a Scale Decision Need Different Evidence</title>
      <link>https://thegamescientist.com/posts/ua-learning-vs-scale-decision</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/ua-learning-vs-scale-decision</guid>
      <pubDate>Thu, 23 Jul 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Stable CPI and encouraging early ROAS can justify a capped increase. They do not yet prove the campaign can absorb a much larger budget.</description>
    </item>
    <item>
      <title>A Recommendation Should Come With an Expiry Condition</title>
      <link>https://thegamescientist.com/posts/recommendation-expiry-condition</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/recommendation-expiry-condition</guid>
      <pubDate>Wed, 22 Jul 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Teams document the recommendation and the numbers behind it. The assumption carrying it usually stays in the meeting — so nothing reopens the decision when the evidence changes.</description>
    </item>
    <item>
      <title>Cheap Installs Can Still Produce an Expensive Growth Problem</title>
      <link>https://thegamescientist.com/posts/cheap-installs-expensive-growth</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/cheap-installs-expensive-growth</guid>
      <pubDate>Fri, 17 Jul 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Reading the India Gaming Growth Outlook 2026: the yield gap between India and global markets is only slightly larger than the acquisition-cost gap. Cheap CPI buys learning, not an answer.</description>
    </item>
    <item>
      <title>The Two-Model Disagreement Signal</title>
      <link>https://thegamescientist.com/posts/two-model-disagreement-signal</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/two-model-disagreement-signal</guid>
      <pubDate>Wed, 15 Jul 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>When different AI models reach meaningfully different conclusions on the same brief, the disagreement is diagnostic. Averaging the answers throws that information away.</description>
    </item>
    <item>
      <title>Monetization Optimisation Should State What It Refuses to Damage</title>
      <link>https://thegamescientist.com/posts/monetization-guardrails</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/monetization-guardrails</guid>
      <pubDate>Mon, 13 Jul 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>“Increase ad ARPDAU by 10%” is a valid target. The brief is incomplete until it also says what the team is not willing to damage getting there.</description>
    </item>
    <item>
      <title>ASO is an organic growth system, not a metadata project</title>
      <link>https://thegamescientist.com/posts/aso-organic-growth-system</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/aso-organic-growth-system</guid>
      <pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate>
      <category>ASO &amp; Organic Growth</category>
      <description>A practical ASO operating model for mobile teams: connect store intent, creative promise, first-session delivery, retention, ratings, and paid acquisition into one learning loop.</description>
    </item>
    <item>
      <title>Same Ad, Different Player Moment</title>
      <link>https://thegamescientist.com/posts/same-ad-different-player-moment</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/same-ad-different-player-moment</guid>
      <pubDate>Thu, 09 Jul 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>A rewarded ad is not only an ad format. It is a product event. The same placement can be a continuation mechanic in one context and an escape route in another.</description>
    </item>
    <item>
      <title>When Play Becomes Upkeep</title>
      <link>https://thegamescientist.com/posts/when-play-becomes-upkeep</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-play-becomes-upkeep</guid>
      <pubDate>Wed, 08 Jul 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Players don't usually leave on the day they stop opening the app. The exit starts earlier — when play quietly turns into maintenance.</description>
    </item>
    <item>
      <title>When the Week No Longer Holds Itself Together</title>
      <link>https://thegamescientist.com/posts/when-the-week-no-longer-holds-itself-together</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-the-week-no-longer-holds-itself-together</guid>
      <pubDate>Mon, 06 Jul 2026 00:00:00 GMT</pubDate>
      <category>Life</category>
      <description>Leaving a long role is described as freedom. What I notice more is the absence of structure — and the work of deciding what gets protected.</description>
    </item>
    <item>
      <title>The Most Expensive Category in Your Budget</title>
      <link>https://thegamescientist.com/posts/expensive-budget-category</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/expensive-budget-category</guid>
      <pubDate>Wed, 24 Jun 2026 00:00:00 GMT</pubDate>
      <category>Life</category>
      <description>Money spent on the person you intend to become is easy to file as progress before it has produced any.</description>
    </item>
    <item>
      <title>When the Player Becomes a Queue Manager</title>
      <link>https://thegamescientist.com/posts/queue-manager</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/queue-manager</guid>
      <pubDate>Tue, 23 Jun 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>A game can have plenty of content and still feel empty if the player is only clearing the designer's queue. Mid-game retention is often an ownership problem, not a content problem.</description>
    </item>
    <item>
      <title>Royal Match and the Renegotiated “No Ads” Promise</title>
      <link>https://thegamescientist.com/posts/royal-match-no-ads-promise</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/royal-match-no-ads-promise</guid>
      <pubDate>Fri, 19 Jun 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Delaying ads until the system understands a player’s value is rational on a spreadsheet. At Royal Match scale, it is a product contract being renegotiated.</description>
    </item>
    <item>
      <title>Faster Bottlenecks</title>
      <link>https://thegamescientist.com/posts/faster-bottlenecks</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/faster-bottlenecks</guid>
      <pubDate>Wed, 17 Jun 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>One of the biggest AI mistakes will not be bad prompts. It will be faster bottlenecks — more output routed back through the same person.</description>
    </item>
    <item>
      <title>Prompting Is Not Briefing</title>
      <link>https://thegamescientist.com/posts/prompting-is-not-briefing</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/prompting-is-not-briefing</guid>
      <pubDate>Mon, 15 Jun 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>Most AI work looks useful too early. AI does not fix weak briefs — it just makes them harder to reject at first glance.</description>
    </item>
    <item>
      <title>Reward Systems: What Did This Reward Make the Player Do Next?</title>
      <link>https://thegamescientist.com/posts/reward-systems-what-happens-next</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/reward-systems-what-happens-next</guid>
      <pubDate>Fri, 12 Jun 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>The claim event is visible and measurable, so it is what teams optimise. The real read is what the reward made the player do next.</description>
    </item>
    <item>
      <title>Roblox and User-Generated Retention</title>
      <link>https://thegamescientist.com/posts/roblox-user-generated-retention</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/roblox-user-generated-retention</guid>
      <pubDate>Thu, 11 Jun 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>UGC is the visible layer. The deeper engine is that players carry part of the attention burden — and most mobile games can borrow a small piece of that without becoming a sandbox.</description>
    </item>
    <item>
      <title>Apps Gave Us Buttons. AI Has to Earn Trust.</title>
      <link>https://thegamescientist.com/posts/apps-gave-us-buttons</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/apps-gave-us-buttons</guid>
      <pubDate>Mon, 08 Jun 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>The next AI interface shift is not smarter answers. It is delegated action — and which tasks we are willing to let AI do instead of us.</description>
    </item>
    <item>
      <title>Where Are Your Boss Fights?</title>
      <link>https://thegamescientist.com/posts/where-are-your-boss-fights</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/where-are-your-boss-fights</guid>
      <pubDate>Fri, 05 Jun 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Most products celebrate milestones. The best ones design moments where users earn the next level.</description>
    </item>
    <item>
      <title>More Data, Less Signal</title>
      <link>https://thegamescientist.com/posts/more-data-less-signal</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/more-data-less-signal</guid>
      <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>More channels don't just add inventory — they dilute signal until you're reconciling data instead of making decisions.</description>
    </item>
    <item>
      <title>The Scale Ceiling Loop</title>
      <link>https://thegamescientist.com/posts/scale-ceiling-loop</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/scale-ceiling-loop</guid>
      <pubDate>Wed, 03 Jun 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Every product has a ceiling past which it can't scale. The only way to find it is to push against it deliberately.</description>
    </item>
    <item>
      <title>Your AI Stack Needs a Draft Phase</title>
      <link>https://thegamescientist.com/posts/ai-draft-phase</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/ai-draft-phase</guid>
      <pubDate>Tue, 02 Jun 2026 00:00:00 GMT</pubDate>
      <category>Product Systems &amp; AI</category>
      <description>The mistake isn't which tool you pick. It's skipping the question of which workflow deserves the first pick.</description>
    </item>
    <item>
      <title>Every Product Has a Hidden Economy</title>
      <link>https://thegamescientist.com/posts/product-hidden-economy</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/product-hidden-economy</guid>
      <pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Most teams design features. They're actually designing exchange rates — whether they know it or not.</description>
    </item>
    <item>
      <title>The Green Dashboard Problem</title>
      <link>https://thegamescientist.com/posts/green-dashboard-problem</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/green-dashboard-problem</guid>
      <pubDate>Tue, 26 May 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Soft-launch metrics can be green for the wrong reasons. The question isn't whether the numbers are healthy — it's what made them healthy.</description>
    </item>
    <item>
      <title>Magic Gets the First Try. Progression Gets the Second Week.</title>
      <link>https://thegamescientist.com/posts/ai-progression-vs-magic</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/ai-progression-vs-magic</guid>
      <pubDate>Fri, 22 May 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Most AI products have a wow moment. Very few have a reason to come back tomorrow.</description>
    </item>
    <item>
      <title>Event Debt: When Live Ops Stops Amplifying and Starts Replacing</title>
      <link>https://thegamescientist.com/posts/event-debt</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/event-debt</guid>
      <pubDate>Tue, 19 May 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Most live games don't collapse suddenly. They accumulate event debt — until a normal Tuesday exposes it.</description>
    </item>
    <item>
      <title>The Play Effect</title>
      <link>https://thegamescientist.com/posts/the-play-effect</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/the-play-effect</guid>
      <pubDate>Mon, 18 May 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>Attention is not an asset you capture once and celebrate. In an era of infinite AI content, the advantage goes to the businesses people willingly return to.</description>
    </item>
    <item>
      <title>When Market Intelligence Becomes Infrastructure</title>
      <link>https://thegamescientist.com/posts/market-intelligence-operational-layer</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/market-intelligence-operational-layer</guid>
      <pubDate>Thu, 14 May 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>As market intelligence consolidates, the advantage stops coming from having the tool. It comes from the internal intelligence you build around it.</description>
    </item>
    <item>
      <title>The Maturity Illusion</title>
      <link>https://thegamescientist.com/posts/the-maturity-illusion</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/the-maturity-illusion</guid>
      <pubDate>Tue, 28 Apr 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>Most teams don't lose money because their data is wrong. They lose it because they treat immature data as mature truth — and pivot before the numbers have finished baking.</description>
    </item>
    <item>
      <title>The Algorithm Saw It Before You Did</title>
      <link>https://thegamescientist.com/posts/algorithm-saw-it-before-you-did</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/algorithm-saw-it-before-you-did</guid>
      <pubDate>Thu, 23 Apr 2026 00:00:00 GMT</pubDate>
      <category>UA &amp; Payback</category>
      <description>When a ROAS campaign loses delivery for no visible reason, the first question is not what changed in the campaign. It is what shipped in the last 72 hours.</description>
    </item>
    <item>
      <title>Most Monetization Problems Are Timing Problems</title>
      <link>https://thegamescientist.com/posts/monetization-timing-problems</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/monetization-timing-problems</guid>
      <pubDate>Wed, 22 Apr 2026 00:00:00 GMT</pubDate>
      <category>Game Economy, LiveOps &amp; Retention</category>
      <description>An offer that appears before the player cares about what it protects will underperform however well it is priced. Fix the sequencing before the surface.</description>
    </item>
    <item>
      <title>Your KPI tree is probably a graph</title>
      <link>https://thegamescientist.com/posts/kpi-tree-graph</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/kpi-tree-graph</guid>
      <pubDate>Wed, 15 Apr 2026 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Why North Star frameworks quietly produce the wrong roadmap, and the cheap fix.</description>
    </item>
    <item>
      <title>Against the 'whale' metaphor</title>
      <link>https://thegamescientist.com/posts/against-the-whale</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/against-the-whale</guid>
      <pubDate>Sun, 08 Feb 2026 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>Top-spending users aren't a species. They're a stage. The taxonomy is costing you product decisions.</description>
    </item>
    <item>
      <title>Diligence checklists for ad-network acquisitions</title>
      <link>https://thegamescientist.com/posts/diligence-checklist</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/diligence-checklist</guid>
      <pubDate>Fri, 12 Dec 2025 00:00:00 GMT</pubDate>
      <category>Ad Monetization &amp; Mediation</category>
      <description>What I check in a target's investment deck before reviewing anything else — the flags that decide if deeper diligence is worth the time.</description>
    </item>
    <item>
      <title>When to A/B test, and when not to</title>
      <link>https://thegamescientist.com/posts/when-to-ab-test</link>
      <guid isPermaLink="true">https://thegamescientist.com/posts/when-to-ab-test</guid>
      <pubDate>Wed, 22 Oct 2025 00:00:00 GMT</pubDate>
      <category>Analytics &amp; KPI</category>
      <description>Most teams under-experiment on pricing and over-experiment on copy. Here's the heuristic I use.</description>
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