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for the advertisers that are using it, what sort of impacts are you observing from that?
could you give us a little bit more detail about what that entailed? Was it a new type of model targeting a different use case?
did you see a test from Meta doing more advertising in the in-game ad environment?
how would you characterize the moat around MAX?
Is that the metric that you're managing to try to find the point at which you're going to go general availability?
how should we think about the timing and potential magnitude of doing more marketing?
is it a function of just taking even more share in mediation? Is it about ad load increasing to the customers you already have?
talk to us a little bit about how you arrived at this decision to market to acquire advertisers because I think historically, it's mostly been growth by word of mouth
what is the cost benefit analysis given the cost of generating creative for advertisers in real time?
are you continuing to push into new categories beyond the ones that you've talked about?
what ultimately were the main issues in retrospect? How did you fix them? What changes in the game were the most effective to fix them
Is that consistent with the long-term growth profile that you shared during the Investor Day in September?
How should they think about the mix between just an ongoing significant revenue contribution from Grand Theft Auto versus the pipeline
what is your level of confidence in their ability to sustain that continued outperformance in the market versus the market?
is there anything that you would call out that's driving that continued strength and even the acceleration versus what you saw last quarter?
Is that accurate? And if so, how and when would that payment be accounted for?
how do you evaluate the attractiveness of those opportunities in terms of partnering with new distribution modes like Netflix