“2021 in Video Games” with Playable Factory's Gökçe Nur Oguz
Gökçe Nur OguzCEO and Co-founder at Playable Factory
How did 2021 treat the company?
In 2021, we proudly hit 1,000 playable ads, and 7,000 different playable ad versions have been created using our editing tool Gearbox. We now have more than 500 different users iterating and creating different playable ads using our tools. The world is their oyster.
This year, we also launched our tracking tool “Gearbox Insights,” expanded our business including non-gaming brands and worked for brands like Lego, Hasbro, Unilever and WPP, created our first smart TV playable ad, and last but not least, we launched our Gearbox Graphics Editor which is a feature for filtering and editing playable ads.
Watch this space for the game-changing new projects we have coming up for 2022.
What development or trend stood out to you in 2021?
The metaverse took over the headlines in 2021 — and within that we saw blockchain NFT gaming expand. Over the next year, we will make it a big focus for our business — gaming is inherent to this space after all. We’re also looking for partnership opportunities regarding the metaverse. And beyond this, we will of course adapt our company with the newest business areas.
As a company, what are you going to strategically focus on in 2022?
2022 will be a big year for us. First up, we’ll invest more on our R&D and growth strategies and we have some big projects coming up including the development of two big tools for the industry. In addition to this, we plan to launch a mobile app for our editing tool, Gearbox. We’re also currently talking with the biggest players in the industry in order to create partnerships regarding metaverse and Earn to Play mechanisms.
Day by day, more and more non-gaming brands are exploring playable & interactive ads. So, we are expanding our business accordingly.
All being well, we will be on “stage” more often and seize every opportunity to attend offline global business meetings.