You can build a game that looks great. You can check your analytics everyday. But none of them tell you if you are running the optimal content unless you have data to compare. With A/B testing, you can validate the best content with data.
You can find A/B Testing in the Monetization tab and click on a content to create a test. Creating an A/B Test is largely same as creating other contents in the LTV dashboard.
Users will be split based on the Variant Distribution. Drag the slider or enter the distributions for Variant A and Variant B. A 50/50 distribution means the users will be split evenly and half the users will always see A while the other half will always see B. Note: If the distribution is updated during a test, then the user distribution will be reset.
In A/B Testing, the creative image is the component being tested. Upload an image for each variant, A and B.
A/B Test content can be in one of the modes: TEST, LIVE, OFF.
|Choose which variant each test device belongs to for testing.
|The content is live and user segment targeting is available.
|The content is turned off and unavailable to all users and test devices.
A/B Testing is available to the following content types and SDK:
|Message to Earn
|Find out which combination of creative drive the most conversion and ad revenue.
|Native to Earn
|Compare two different native buttons and see which ones give you a better conversion and ad revenue.
|Test different colors, buttons, and messages in the announcement.
Do I need to add code to start using this feature?
No. Publishers can begin A/B Testing as long as they have the right SDK and placement to serve the content.
If we are using SDK 11.3. Can we use Content A/B Testing?
Yes and no. A/B Testing itself does not have SDK dependencies, but it follows the content’s dependencies. Native to Earn A/B Testing is available for apps with SDK ver. 11.5 or above. So the publishers using 11.3 will be able to run Message to Earn/Announcement A/B Test on their app, but cannot use Native to Earn A/B Test.