Ad Intelligence

FC Mobile Ad Strategy: Hooks, Events, and Creative Reuse

A US sample for August 12–September 10, 2026 reveals FC Mobile event messaging, national-team imagery, and video reuse, with eight visual breakdowns and practical creative test briefs.

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Brad · Data Analyst at AdMapix
September 10, 2026 · 52 min read
FC Mobile Ad Strategy: Hooks, Events, and Creative Reuse

FC Mobile Ad Strategy: Hooks, Events, and Creative Reuse

FC Mobile advertising in this dated sample combines football spectacle, national-team identity, recognizable player imagery, product demonstrations, and live-action celebration. The practical finding for user acquisition and creative teams is that these messages appear in several visual treatments, while individual video files also recur across different advertising records. That gives teams useful material for planning hook and packaging tests. It does not establish which treatment converts best, how much EA spent, or how often its entire creative library changes. This analysis uses the US sample collected on September 10, 2026, for the explicit measurement window 2026-08-12 to 2026-09-10, and eight timestamped contact sheets to separate visible creative choices from the experiments a team would need to run before adopting them.

AdMapix Research — prepared with Codex and checked against the dated source sample.

Editorial ownership: Brad at AdMapix. This automated preparation disclosure does not imply personal human review. AdMapix is our product.

Last updated: September 10, 2026.

Quick Answer

The FC Mobile sample shows several ways to introduce the same football product: stadium spectacle, player recognition, national-team participation, customization messaging, and people celebrating around mobile play. Its reusable lesson is to distinguish the underlying video from the copy, presentation, and associated interactive asset.

  • The bounded US sample contains 30 advertising records, 13 distinct video fingerprints, and 2 distinct playable fingerprints for the measurement window 2026-08-12 to 2026-09-10.
  • The eight illustrated examples show selected frames at 0, 2, 5, and 10 seconds, rather than complete video playback.
  • Football-event language and national-team imagery are visible; a specific event-driven spending strategy is not established.
  • Creative reuse supplies hypotheses for testing. Repetition, estimated impressions, and observation dates cannot establish profitability or fatigue.

What a UA Team Can Decide From This Sample

A user acquisition team can use this sample to choose which creative question to investigate next: what opens the ad, what connects it to football fandom, and what makes the app experience understandable. Those are narrower decisions than selecting a winning campaign, but they are directly useful to a production brief. A designer can distinguish a full-height football scene from a landscape scene inside a purple frame. A strategist can distinguish an invitation to play with a national team from a promise about customization.

FC Mobile is EA’s mobile football game. The verified US App Store listing in the source package is titled “EA SPORTS FC Soccer Mobile 26,” with app ID 1094930513, bundle identifier com.ea.ios.fifamobile, and seller EA Swiss Sarl. Those identifiers anchor this article’s product attribution, even where indexed advertising records use another language or a different version of the product name.

An advertising record is an indexed instance associated with creative material and metadata. A video fingerprint identifies an underlying video file within this source. Several records can therefore refer to the same video without representing several independently produced concepts.

That distinction changes the research assignment. Instead of asking a production team to reproduce a folder of apparently different ads, ask it to identify which differences require new footage, which require a different edit, and which exist only in accompanying text or associated assets.

This article belongs to the AdMapix ad strategy teardown series. Its conclusions are limited to the dated sample described below; figures or interpretations from other teardowns are not imported into this analysis.

Methodology: Exact Dates, Product Identity, and Sample Limits

This analysis uses a bounded, impression-descending sample associated with the verified iOS listing, with the country filter set to the United States and the measurement window explicitly set to 2026-08-12 to 2026-09-10: August 12 through September 10, 2026. The source package records collection at September 10, 2026, 16:05:21 UTC. The research label was “FC Mobile”; entity discovery used “EA SPORTS FC,” after which creative retrieval was constrained by the verified product ID.

The collection requested three pages with ten records per page. The resulting thirty records are the available sample for this article. This is neither a census of EA advertising nor a random sample of all FC Mobile creative production. Ordering by estimated impressions favors records with larger values under the source’s model and specified query. It cannot establish the composition of the unseen remainder.

Product attribution was checked through the associated app entries. The verified inclusion target was app ID 1094930513. The upstream product relationship also mentions Android package com.ea.gp.fifamobile, but this article does not expand its measurement scope to Android. One included record has associations with both store entries; that does not provide a separate Android measurement or justify treating its record-level estimate as an iOS-only delivery total.

Asset counting follows the individual fingerprint values contained in the source’s lists. Video and playable fingerprints are counted separately. Records containing video and records containing a playable can overlap, so their counts should not be added to create a total number of advertisements. The supplied sample summary reports thirty records, thirteen distinct video fingerprints, two distinct playable fingerprints, twenty-nine records containing video, and fourteen containing a playable.

The visual analysis uses the eight supplied contact sheets. A contact sheet places selected video frames together so their contents can be compared. Here, every sheet is labeled with observations at zero, two, five, and ten seconds. We can describe what those frames show and the order of those sampled observations. We cannot reconstruct all intervening cuts, verify the soundtrack, transcribe the complete script, or describe an unseen ending.

All supplied records carry the same numeric source identifier, 9, but the frozen material does not supply a verified mapping from that identifier to a named advertising network. Consequently, this article identifies the source as the AdMapix indexed sample and declines to label these examples as Meta, TikTok, AppLovin, Unity, or another network. Vertical presentation is a visual property, not network attribution.

Any impression value in this package is a third-party model estimate for the explicit measurement window, 2026-08-12 to 2026-09-10. It is not observed delivery, spend, installs, revenue, profit, or a lifetime total. We do not use product-search aggregates, estimate daily intensity, divide by creative age, or infer targeting from the people and teams visible in the ads.

The public frozen source package contains the collection batches, request parameters, and checksums for reproducibility. Some upstream observation timestamps extend beyond the package’s stated collection timestamp. We preserve the dated package as supplied and avoid minute-level claims about live status or collection sequencing.

Evidence Table: Records, Files, and What They Establish

The defensible quantitative finding is the difference between advertising records and underlying media files. Thirty sampled records resolve to thirteen distinct video fingerprints, while playable associations form a separate layer. These counts describe the retrieved material within the stated query scope. They do not establish total production volume, the number of campaigns, the number of audiences, or the total number of distinct creative ideas used by EA.

Evidence itemFrozen sample findingWhat it supportsWhat it does not establish
Measurement window2026-08-12 to 2026-09-10; US country filterA consistent, explicitly requested measurement periodGlobal advertising activity or lifetime totals
Product inclusionVerified app ID 1094930513Attribution to the specified iOS listingAll EA football products or Android coverage
Advertising records30Size of the retrieved sampleThirty unique videos or a complete fleet
Distinct video fingerprints13File-level video variety within the sampleThirteen wholly independent concepts
Records containing video29Video presence in retrieved recordsVideo’s share of spend or performance
Distinct playable fingerprints2Separate indexed playable identitiesTwo verified interactive experiences
Records containing a playable14Playable associations within recordsFourteen unique playables or fourteen proven end cards
Pure playable record1, identified as 45e3ff498af98f5da465dc56bd1b6420A record with a playable fingerprint and no video fingerprintIts interaction design, completion rate, or network placement
Illustrated video examples8 distinct video fingerprintsVisual comparison of selected examplesFull visual coverage of every sampled video
Contact-sheet timestamps0, 2, 5, and 10 secondsContents of selected framesComplete playback, audio, or continuous transitions

The pure playable row is identifiable directly in the supplied records. Its inclusion is useful because “records containing a playable” and “pure playable records” answer different questions. A record may associate a playable with a video, whereas the pure playable row has no video fingerprint.

The source also reports no distinct image fingerprints in this sample. That does not conflict with the screenshots used in this article: the contact sheets are editorial evidence images assembled from video frames. They are not being counted as standalone image advertising assets.

For production planning, the most useful output is therefore a map with separate columns for record identity, video identity, accompanying copy, and playable association. The following examples show how much creative interpretation becomes possible once those layers remain separate.

Sample 1: Stadium Spectacle and an Explicit Event Message

Sample 1 places football atmosphere and the phrase “The World’s Game” in the same illustrated sequence, giving researchers a clear example of an event-style message attached to recognizable match imagery. The opening sampled frame shows a stadium dominated by purple presentation. At two seconds, the event wording and “Now Live” appear over a football scene. At five seconds, the frame shows an England player approaching a shot. The ten-second observation is blurred and contains a subtitle.

FC Mobile contact sheet for record 48b8e388247fb736 showing a purple stadium, The World’s Game Now Live text, and an England shooting scene at 0, 2, 5, and 10 seconds

Image 1. Record 48b8e388247fb736f4fb8f36252ba373, from the September 10, 2026 frozen sample. Selected frames show stadium presentation, event wording, and a shooting scene. The screenshot documents creative content, not campaign performance.

The creative observation is that the event message is visible within the sampled opening rather than appearing only in a final call to action. “Now Live” is an availability claim made by the advertisement. The contact sheet does not verify whether that availability remained accurate at the time of collection or remains accurate when someone reads this article.

A useful hypothesis is that an event label gives a returning football-game player a reason to reconsider the app. That hypothesis differs from a general awareness proposition: the viewer is being shown something framed as available now. Testing it would require distinguishing viewers who already understand the product from those encountering it for the first time, using the advertiser’s own lawful audience and measurement setup.

For a production brief, separate the opening into observable components: stadium environment, purple event identity, app branding, availability wording, and an action scene. Each component has a different job. The stadium establishes the football setting. The wording states the advertised occasion. The match frame supplies a concrete visual example of football action.

The five-second subtitle, “Must take the lead here,” adds an explicit pressure cue in that frame. It can be recorded as visible language, but it should not be presented as a verified audio transcript. The ten-second subtitle likewise does not establish the complete outcome of the preceding play.

A testable adaptation would keep the same legitimate product footage and compare an event-led opener with an action-led opener. The hypothesis would concern comprehension of the event proposition or subsequent qualified response. It would not assume that copying the purple palette or the football spectacle reproduces any unknown performance result.

Sample 2: Player Recognition Connects Match Imagery to a Card

Sample 2 connects national-team football imagery with a named player card, creating a visible relationship between an on-pitch character and an app-style player representation. The sampled opening shows a stadium crowd with an England flag. At two seconds, a Brazil player controls the ball. At five seconds, the player is shown celebrating. At ten seconds, an ENDRICK card appears over the match scene, with a Brazil–England scoreboard visible above it.

FC Mobile contact sheet for record 190ec6adf85312b1 showing an England crowd, a Brazil player with the ball, a celebration, and an Endrick card at 0, 2, 5, and 10 seconds

Image 2. Record 190ec6adf85312b11caa14c25e56938e. The selected frames connect Brazil–England match imagery with a named Endrick card. They do not show how the card is obtained or whether the ad produced installs.

The card is the most specific product-oriented object in this contact sheet. It converts a football character into something presented through a game interface. The match imagery and the card therefore deserve separate annotations: one concerns sporting action and identity, while the other concerns how a player is represented inside the advertised experience.

A reasonable hypothesis is that viewers familiar with the footballer may understand the relevance of the card more quickly than viewers who are unfamiliar with him. Another hypothesis is that the card makes the app proposition more concrete after the football imagery. Neither hypothesis is a measured finding in this sample.

There is also an important claim boundary. The appearance of a player card does not prove that the player is freely available, immediately unlocked, included in an offer, or obtainable through a particular mechanic. A creative researcher should write “named player card shown” rather than inventing an acquisition promise. If a production team wants to make such a promise for its own game, it needs product evidence supporting the wording.

The crowd frame supplies a different sort of information. It establishes a national-team context before the selected player and card frames. It does not reveal who was targeted, the viewer’s nationality, or the country in which the depicted match is supposed to occur. The research country filter remains the United States even when the creative depicts other national teams.

An actionable brief might test whether introducing a legitimate player card earlier improves understanding of the advertised feature. The comparison should hold the player, offer, and later demonstration constant where feasible. Otherwise, a change in response could come from the player choice or the promise rather than the timing of the card reveal.

Sample 3: A Person Holding a Phone Makes the Invitation Concrete

Sample 3 shows a person in Mexico team apparel holding a phone in a press-conference setting, followed in the selected frames by FC Mobile branding and a match interface. At two seconds, the visible subtitle invites viewers to play with the Mexico National Team in FC Mobile. This is a more explicit participation proposition than a stadium image alone because the frame combines a person, a device, a team identity, and a readable invitation.

FC Mobile contact sheet for record acba58fba3b5543c showing a person in Mexico team apparel holding a phone, a Mexico National Team invitation, FC Mobile branding, and a match interface

Image 3. Record acba58fba3b5543c1e82bb74fdd1c973. Frames at 0, 2, 5, and 10 seconds show a phone presentation, the Mexico National Team invitation, branding, and a match interface. The person’s identity and endorsement terms are not established here.

The phone matters because it visually connects the surrounding football context to a mobile product. A football advertisement can be mistaken for sports entertainment when it contains only match imagery. Here, the device and app wording provide an explicit connection. Whether that connection improves comprehension is a hypothesis that could be tested with viewers; the visual presence itself is directly observable.

The press-conference setting also introduces a recognizable communication format. Microphones, a branded background, and a person addressing the camera suggest an announcement. We can describe that setting without identifying the person, claiming an official endorsement arrangement, or inferring how viewers perceived the speaker’s credibility.

The sampled frame at ten seconds shows a match interface with player labels and a field overview. That supports a distinction between the live-action presentation and the later interface-style footage. It does not verify that every shown sequence was captured from an unmodified live build, and it does not substitute for playing the app.

For a creative team, the transferable structure is a demonstration of connection: a person presents the device, the wording names the participation opportunity, and an interface frame supplies a product referent. An original adaptation could use a product expert, creator, or actor under an appropriate agreement, but the brief should specify the communication task rather than treating a recognizable face as the entire idea.

A useful hypothesis would be: “Showing the mobile device alongside a specific participation invitation helps viewers identify what they can do in the app.” The corresponding research question is whether viewers can accurately describe that action after exposure. That is more precise than asking whether a presenter makes the advertisement feel more authentic.

Sample 4: One Video Supports Different Feature Messages

Sample 4 illustrates why accompanying copy and underlying video should be analyzed separately: the same video fingerprint appears in records describing customization, the Locker Room, Rivals, and playing as clubs. The supplied frames show players entering a stadium, on-pitch action, and a close view of a player with FC Mobile branding. Those images can be described directly, while feature claims belong to the associated advertising text unless the relevant interface is actually visible.

FC Mobile contact sheet for record 16c129e170ad6a22 showing players entering a stadium, football action, and a player portrait with FC Mobile branding at 0, 2, 5, and 10 seconds

Image 4. Record 16c129e170ad6a225b4c4bc00f0773ce. Its accompanying copy refers to player, team, and club customization. Other sampled records reuse its video fingerprint with different copy, so the visible video and textual proposition must be tracked independently.

The illustrated record’s text says, “Unlock player, team, club customization with the new Locker.” Another record, 7dc2d710bf425f24e325aabb70ebbe7c, uses the same video fingerprint with copy about getting a club ready through the new Locker Room. Record e7c56760f86d78b50cff61bdb9ff4633 associates that fingerprint with a Rivals message. These are traceable examples of reuse within the retrieved material.

The observation supports a practical distinction between a video refresh and a messaging variation. A team looking only at record cards might count several apparently different advertisements. A team grouping by video fingerprint would recognize that the footage is shared and that the variation lies elsewhere.

It does not follow that EA ran a controlled copy test. The records do not disclose experimental allocation, audience overlap, bid strategy, placement, or creative selection rules. “The same video appears with different copy” is the finding. “The advertiser was testing which feature promise converts better” is a hypothesis about purpose.

The dates also deserve careful handling. The illustrated record was first observed on October 2, 2025, and its metadata includes a later observation on September 10, 2026. Those endpoints indicate an observation history. They do not prove uninterrupted delivery, a particular budget, or that the video remained effective throughout that period.

A production team can still extract a useful question: does its own footage support every claim attached to it? If copy promises customization but the visible material only shows a match, a viewer may need an additional interface demonstration to understand the feature. That is a hypothesis about message clarity, not an accusation that the original advertisement is misleading.

The resulting brief should list the promised feature, the frame that demonstrates it, and any gap between them. If the available footage cannot show the promised action, the team has a concrete reason to request a new capture rather than merely another headline.

To inspect relevant indexed examples yourself, search FC Mobile creatives in AdMapix. Use the app identity and date scope above when evaluating results; a live keyword search is a discovery entry point, not an exact replay of the frozen product-filtered sample.

Sample 5: Purple Framing Surrounds a Product Selection Screen

Sample 5 uses a purple vertical canvas around a smaller landscape content area, with sampled frames alternating between football imagery, event branding, and a team-selection interface. The two-second frame prominently shows “The World’s Game” and FC Mobile branding. The ten-second frame shows a “Select Team” screen within the central landscape area. This creates a useful example for studying how branded presentation and product demonstration share the available screen.

FC Mobile contact sheet for record 45bd55d80f07e8b3 showing a purple vertical frame around football footage, The World’s Game branding, and a Select Team interface

Image 5. Record 45bd55d80f07e8b3eb50e28ea9990c55. The selected frames show a landscape content window within purple vertical artwork and a team-selection screen at 10 seconds. The layout does not identify its advertising network.

The design choice is observable: the football content does not fill the entire vertical frame in every sampled observation. Large areas of purple artwork surround the central content. At other sampled moments, the branding occupies the main visual field. A researcher can therefore annotate two presentation states without claiming to know the exact transition between them.

A hypothesis is that the surrounding artwork maintains campaign recognition while allowing landscape footage or interface captures to retain their original composition. Another hypothesis is that the smaller central area makes some product details harder to read on a phone. Both deserve evaluation in the intended viewing environment rather than a universal verdict that the layout is efficient or wasteful.

The team-selection frame offers a concrete action to examine. Unlike a celebratory football scene, it depicts a choice interface. The visible instruction “Select Team” names what the viewer is looking at. The contact sheet does not show every available option, the interaction after selection, or whether this exact screen was available to every player during the observation window.

For production, create separate acceptance checks for recognition and readability. Recognition concerns whether the brand and advertised occasion remain identifiable. Readability concerns whether viewers can see the action or choice that explains the product. A design can satisfy one check while failing the other, so a single subjective “looks good” approval is insufficient.

An original test could compare the same selection demonstration inside a branded frame with a version that gives the interface more screen area. Keep the selected team, wording, and product promise consistent. The hypothesis would concern accurate understanding of the available action, with account-level response assessed separately if the creative proceeds to a live test.

The lesson is not that a landscape insert should always be enlarged. The lesson is that the allocation of screen area is an independent creative variable worth documenting.

Sample 6: Live-Action Celebration Supplies a Different Opening

Sample 6 depicts people using phones and celebrating in everyday settings, supplying a visual alternative to the stadium and player-led examples. The opening sampled frame shows the back of a seated person with EA SPORTS FC branding and “Presenta.” At two seconds, a suited person holds a phone horizontally. At five seconds, another person raises their arms beneath Spanish celebration wording. At ten seconds, a person with a phone stands beside a motorcycle on a street.

FC Mobile contact sheet for record 1880c0e3b7eb4d55 showing EA SPORTS FC Presenta text, a suited phone user, Spanish celebration wording, and a person beside a motorcycle

Image 6. Record 1880c0e3b7eb4d55d2c952b368b5e5bf. Selected frames show live-action phone use and celebration, including Spanish text and an English subtitle. They do not establish filming location, audience targeting, or the complete narrative.

This example changes the visible subject of the advertisement. The football-oriented examples primarily show the sport or the app representation of the sport. These frames show people around a device and a celebratory response. A researcher can label that difference without assuming that the response is spontaneous, user-generated, or caused by a particular in-game event.

The Spanish wording is relevant to localization analysis, but the source’s country filter remains the United States. A Spanish-language creative in a US-filtered sample does not prove that it was distributed only to Spanish-speaking viewers, targeted a particular ethnic group, or belonged to a campaign in Mexico or another country. Creative language and audience settings are separate evidence categories.

The English subtitle visible in the celebration frame also matters. It indicates that at least some meaning is presented in more than one language within the sampled material. It does not establish a complete bilingual script, and it does not tell us whether a viewer with sound disabled would understand the entire advertisement.

A useful hypothesis is that showing a celebratory human response makes the emotional proposition easier to recognize before the product is fully explained. A competing hypothesis is that the missing product detail creates ambiguity for unfamiliar viewers. A research plan should allow either possibility rather than treating live action as an automatic improvement.

A practical brief would specify the visible product connection: device orientation, recognizable app screen if permitted and legible, explicit product wording, and the relationship between the person’s action and the advertised experience. Without those details, an imitation may preserve the celebration while losing the mobile-game proposition.

The record was first observed on August 18, 2026, within the measurement window. That provides a dated observation for this particular record. It does not establish the filming date, the start of a regional campaign, or the moment EA adopted a new creative strategy.

Sample 7: Similar Artwork Can Contain Different Video Material

Sample 7 shares a purple presentation style with Sample 5 but shows a different selection of football and stadium imagery in the supplied frames. Its opening observation contains a crowd and an England flag within a landscape window. The two-second observation contains event wording. At five seconds, a goalmouth view appears, and at ten seconds the selected frame shows an overhead stadium image. Its distinct video fingerprint confirms that it is a different indexed video file from Sample 5.

FC Mobile contact sheet for record 59522e7910a631bf showing purple framing around a stadium crowd, event wording, a goalmouth scene, and an overhead stadium view

Image 7. Record 59522e7910a631bfef9270de96bbd02c. The purple presentation resembles Image 5, while the selected contents and video fingerprint differ. Visual similarity alone should not collapse distinct files into a single asset.

This comparison demonstrates the opposite counting risk from repeated records. With Sample 4, failing to group shared fingerprints would exaggerate video variety. With Samples 5 and 7, grouping solely by the purple visual style could erase real file differences. A useful research library needs both exact file identity and a broader human description of creative similarity.

The appropriate labels might be “purple event presentation” for the shared visual family and separate entries for each underlying video. Within those entries, annotate the sampled product evidence: Sample 5 includes a team-selection interface; Sample 7 includes the overhead stadium image. That difference can matter to a brief even when both advertisements feel visually related.

The metadata lists a fifteen-second video for Sample 5 and a thirty-second video for Sample 7. Those are file-duration fields supplied with the records, not durations established by viewing the contact sheets. Because both sheets stop at the ten-second observation, this article cannot compare their complete pacing, final demonstrations, or calls to action.

A hypothesis is that a consistent visual treatment can accommodate different demonstrations while preserving an event identity. The sample does not show whether that consistency was centrally planned, how many other versions existed, or whether audiences recognized the relationship.

For production, the useful question is which parts of a template are fixed and which are replaceable. Fixed elements may include the event treatment or typography. Replaceable elements may include the opening scene, player, interface demonstration, or closing proposition. Those are proposed production choices, not a reconstruction of EA’s internal template system.

A test comparing two such variants should record exactly what changes inside the shared frame. Otherwise, a team might attribute a result to “purple event creative” even though the meaningful difference was a team-selection demonstration versus general stadium imagery.

Sample 8: A Close-Up Leads Into Football Action and Interface Context

Sample 8 begins, in the supplied observations, with a close-up of a boot and ball before showing a Spain player, contested football action, and a wider match interface. The zero-second frame emphasizes texture and proximity. At two seconds, the selected frame contains a player in Spain colors with prominent FC Mobile branding. By ten seconds, the frame shows a field overview with player labels. This provides a useful example of changing visual scale within one illustrated sequence.

FC Mobile contact sheet for record 1c2f780273208f21 showing a boot and ball close-up, a Spain player with FC Mobile branding, contested football action, and a wide match interface

Image 8. Record 1c2f780273208f21f97f6c715a16f508. Frames at 0, 2, 5, and 10 seconds move between detail, player imagery, and interface context. The intervening edits and complete video are outside this visual review.

The opening close-up is a different creative object from a wide stadium establishing shot. It gives the viewer a small set of visually prominent elements: footwear, ball, grass, and nearby football context. A hypothesis is that this concentration makes the immediate subject easier to recognize. Another is that a close-up delays understanding of the broader product. Both can be tested without assuming a universal rule about close-up hooks.

The later field overview supplies a useful complement because it shows more of the playing area and interface context. For a creative researcher, the distinction is between a scene that communicates football through detail and a scene that communicates the organization of play through an overview. The contact sheet establishes that both appear among the selected observations.

Some frames contain small disclaimer text saying that not all images appear in-game and mentioning optional purchases. That language matters when describing the footage. The article should not relabel every cinematic scene as verified gameplay simply because it contains football characters. “Football action imagery” and “match interface” are more precise descriptions of what can be seen.

A production brief based on this example could compare a detail-led opening with a wide-field opening while preserving the same later interface demonstration. The hypothesis might concern whether viewers identify the mobile football proposition accurately and remain interested in seeing it explained. A controlled test would need its own evidence before claiming an improvement in acquisition quality.

This example is also a reminder to preserve the entire proposition when extracting inspiration. A boot-and-ball close-up is a visual device; it is not a complete advertising idea. The subsequent connection to the product determines what the viewer is being invited to consider. A team that copies only the opening texture may lose the explanation that gives the ad its purpose.

Football-Event Messaging Is Visible; an Event Calendar Is Not

The sample supports a finding about event-style creative language and national-team imagery, but it does not establish a campaign calendar tied to a specific real-world tournament. “The World’s Game,” “Now Live,” national flags, team kits, and a team-selection screen are visible in the illustrated material. These observations show how the ads frame football participation. They do not establish tournament sponsorship, exact event dates, budget escalation, or the business result of an event window.

For an analyst, there are several dates that should remain separate. The measurement window determines which period the query’s impression estimates concern. A first-observed date indicates when the source first associated a record with an observation. A real-world sporting event has its own dates. An in-app event may follow another schedule. None of those dates should be silently substituted for another.

That matters especially when an advertisement says “Now Live.” The wording is a time-sensitive claim inside the creative. Its presence in a later indexed sample does not independently confirm that the advertised feature or event was still available. A reader planning to use the app should check current product information; a researcher can still record the historical wording as part of the creative.

A useful planning hypothesis is that event framing can supply a timely reason to install or return. To evaluate that hypothesis for your own game, start with an actual product calendar. Identify the player action available during the event, the eligibility conditions, and the point at which the promise expires. Then make sure each creative version can be revised when those facts change.

The production consequence is concrete: separate the durable football proposition from temporary availability language. Stadium footage or a general competition message may remain usable under different circumstances, while “Now Live” requires a current factual basis. That separation makes a creative easier to maintain without assuming anything about EA’s internal process.

A further research request could compare equivalent samples before, during, and after a verified event. The queries would need consistent country and product filters, explicit windows, and comparable collection limits. Until that evidence exists, the article’s finding remains about visible event presentation rather than measured event-driven advertising behavior.

Creative Refreshes Can Occur at Different Layers

A creative refresh should be described by the layer that changes: video file, opening scene, accompanying copy, presentation, or associated playable. The FC Mobile records demonstrate that those layers can vary independently. Shared fingerprints appear under different copy, and the same video fingerprint appears with different playable associations. Distinct videos can also share a purple visual treatment. Treating every new record as a new video would obscure those differences.

The video illustrated in Sample 1 appears in record 197628deb8c3701ed23f200587a52914 without a playable association and in record 8d42d1c827f02d843a82a491322f246c with a different playable fingerprint from the illustrated record. These are metadata observations about combinations. They do not establish the order in which a viewer encountered the components or whether changing the association improved response.

Refresh layerWhat would count as evidence of changeFC Mobile research implication
Video fileA different video fingerprintCheck whether the visible change is substantial or merely technical
Opening sceneA different observed opening in comparable footageDescribe the specific new subject or proposition
Accompanying copyDifferent text attached to the same videoTreat the message as a separate variable
Visual presentationDifferent framing, typography, or compositionEvaluate recognition and product readability separately
Playable associationA different associated playable fingerprintRecord the association before making interaction claims
Observation statusA later source observation or changed visibilityPreserve the date without declaring effectiveness or retirement

For a production team, this framework prevents an expensive default: requesting entirely new footage whenever an ad needs a different message. If a feature claim can be accurately supported through an existing demonstration and revised copy, the team may have a narrower production task. If the claim requires showing an action absent from the footage, a text-only variation may be inadequate.

Those are decisions about the team’s own assets. The sample does not reveal EA’s costs or prove that reuse saved money. It simply supplies examples of how video identity and other creative elements can be separated in the evidence.

Refresh timing requires another evidence layer. First-observed dates and later sightings cannot diagnose fatigue. A team deciding whether to replace its own ad should inspect its account results, attribution consistency, delivery conditions, and product changes. Competitor observation can help populate the next-test backlog while that diagnosis happens.

The practical reporting sentence is therefore specific: “This video appears with a different message or associated asset in the sampled records.” It is stronger and more reproducible than declaring that the advertiser refreshed its strategy or rescued a fatigued campaign.

Playable Associations Need Their Own Research Track

The sample establishes the presence of two distinct playable fingerprints across fourteen records, but the supplied video contact sheets do not establish what those playables do. A playable ad generally offers an interactive experience, while an associated asset in an index may require direct inspection before its actual behavior is understood. In this article, the metadata classification is evidence of an indexed association, not evidence that we completed or tested an interaction.

The distinction matters because several different questions are often collapsed into the word “playable.” Is the asset interactive? Does it appear without a preceding video? Is it shown after video playback? What action does the user take? What happens after the action? What product promise is made? The records and contact sheets do not answer all of those questions.

The pure playable record provides a useful example of what can be stated cleanly. Record 45e3ff498af98f5da465dc56bd1b6420 contains a playable fingerprint and no video fingerprint. That is enough to classify the record separately for counting. It is not enough to describe a penalty-kick mechanic, team selection interaction, reward, failure state, or installation prompt.

For a future authorized inspection, give the interactive component its own evidence row. Record the initial screen, the requested action, the visible response, the completion state, and the destination offered to the user. Keep a note of whether those steps were actually tested or only described by a source.

This separate track also improves experiment design. If the same video is paired with different interactive components, a result cannot automatically be attributed to the video hook. Conversely, a strong opening may have little bearing on whether a later interaction accurately explains the product.

The useful hypothesis from FC Mobile is modest: changing the associated interactive component may represent a meaningful creative variation even when the video remains identical. The frozen sample does not measure that variation’s effect. It tells a research team where a separate inspection would add information before commissioning a comparable test.

A Hook Map That Keeps Observation and Hypothesis Separate

A useful hook map describes the visible opening and the viewer question it might answer, while marking the proposed psychological effect as a hypothesis. This avoids turning a creative interpretation into a performance claim. In the FC Mobile examples, stadium presentation, a person holding a phone, a player close-up, and live-action celebration are all visible approaches in the sampled early frames. Their effectiveness for a particular audience remains an empirical question for the advertiser.

Observed approachRelevant illustrated exampleDirect observationHypothesis to investigate
Stadium and event presentationImage 1Purple stadium and event wording appear in sampled opening framesThe occasion helps viewers understand why the product is relevant now
National-team and player contextImage 2Crowd, Brazil player, and named card appear in selected framesPlayer recognition helps connect football interest to the app proposition
Person presenting a mobile deviceImage 3A phone and explicit national-team invitation appear togetherThe device makes the advertised action easier to identify
Club and feature messagingImage 4Shared video appears with customization and Rivals copyDifferent promises change which product benefit viewers recall
Branded frame around interface contentImage 5Purple artwork surrounds a team-selection screenConsistent presentation supports recognition without losing interface clarity
Everyday celebrationImage 6Phone use and celebratory people appear in live actionThe response makes the emotional proposition understandable
Shared presentation with different scenesImage 7Familiar purple treatment contains different stadium imageryThe same visual family can explain different aspects of the product
Football detail before field overviewImage 8Boot-and-ball detail precedes a sampled wide interface viewA detail-led opening changes attention or comprehension

The map should also contain a column for what the analyst could not establish, even if that column stays outside a presentation slide. For Image 3, the speaker’s identity is unverified. For Image 6, the audience settings are unknown. For Image 8, not every action frame can be labeled as verified gameplay.

This is particularly useful during a creative review because teams often disagree over terms such as “authentic,” “premium,” “immersive,” or “high intent.” Those labels describe interpretations. Replacing them with an observed object, a clear proposition, and a testable hypothesis makes the disagreement actionable.

The map is a briefing aid, not a numerical scoring system. There is no evidence here for assigning a conversion score to stadium spectacle or ranking national-team imagery above live action. Prioritization should depend on your product, available assets, unresolved communication problem, and ability to run a meaningful test.

A Practical Workflow From Indexed Example to Production Brief

The most useful reader workflow turns each example into a traceable observation, a product-relevant hypothesis, and a bounded production task. The FC Mobile sample supplies the observation layer. Your team must supply its own product facts and testing conditions. Keeping those responsibilities explicit prevents a competitor’s advertisement from becoming an unsupported promise in your own campaign.

Start by writing the decision you need to make. “We need more football creatives” is too broad to guide research. “We need to decide whether our next opening should show the selection interface or a football action scene” gives the analyst a comparison to investigate. It also makes clear which parts of the FC Mobile material are relevant and which can be left aside.

Next, verify the product behind each saved example. Preserve the app ID and store listing alongside the readable product name. If a result appears because it mentions a familiar game in its text, do not attribute it to that game without checking the associated product. In this article, the inclusion anchor is the verified iOS app ID, not the words “FC Mobile” alone.

Then capture the query scope. Save the country, explicit dates, collection date, ordering, and page limit. For this sample, that means the United States, 2026-08-12 to 2026-09-10, collection on September 10, 2026, descending estimated impressions, and three pages of ten records. If a later research session uses another window, retain both sets of parameters. A changed result list may reflect the new window or collection conditions rather than a sudden creative replacement.

Group records by their underlying video fingerprints while preserving the original record rows. This allows you to inspect reuse without discarding copy or associated asset differences. Add a broader visual-family label only after looking at the content. A fingerprint match supports file identity; a visual-family label supports a human interpretation of similarity.

For each selected example, write an observation that another person could check against the evidence. “At two seconds, a person holds a phone above microphones, and the subtitle names the Mexico National Team” is checkable. “A trusted football celebrity converts hesitant fans” contains an unverified identity, an audience assumption, and an invented outcome.

Follow the observation with a hypothesis connected to your own product. For example: “If viewers are unsure that this is a mobile game, showing a device beside the invitation may improve product identification.” The hypothesis now addresses a specific communication problem rather than relying on admiration for a competitor’s execution.

Finally, create a production task that changes only what you intend to investigate. Specify the footage, wording, product demonstration, visual treatment, and call to action that should remain consistent. Record any unavoidable differences so the eventual result is interpreted with appropriate limits.

Brief fieldExample entry based on the FC Mobile analysis
Research questionShould the opening explain the mobile product more explicitly?
Source observationImage 3 shows a phone beside a national-team invitation
HypothesisA device cue may improve recognition of the advertised action
Our product requirementThe shown action must exist in the version we advertise
Proposed changeAdd an explicit device-and-interface opening
Elements to hold steadyMain promise, later demonstration, audience setup, and destination
Evidence neededComprehension feedback and the advertiser’s own test results
Decision recordContinue, revise, or reject the hypothesis with reasons

The output is ready for discussion with production because it states what to make and why. It is also ready for later evaluation because it states which evidence would support or challenge the idea.

Original Test Briefs Inspired by the Observed Patterns

The following briefs are proposed experiments derived from the FC Mobile observations, not reports of experiments EA ran or results AdMapix measured. Each changes a defined creative element and identifies a possible failure condition. That makes the brief useful even if the hypothesis turns out to be wrong. The objective is to learn which presentation accurately communicates your own game’s proposition under your own testing conditions.

Brief A: Event wording versus an evergreen participation promise. Use a genuine, currently available feature in your game. Create an event-led version with accurate availability wording and an evergreen version describing the participation action without temporary language. Keep the central demonstration and destination consistent. The hypothesis is that event framing changes the reason viewers give for considering the game. A failure condition is that viewers remember the occasion but cannot identify what they can actually do.

This brief draws on Image 1’s event presentation, but it does not borrow the wording “Now Live” unless that statement is true for the tested product. It also requires a maintenance owner who can update or remove temporary language when the event changes. If the feature itself differs between versions, the comparison no longer isolates the framing.

Brief B: Device presentation versus immediate interface footage. Produce one opening in which a person visibly presents the mobile product and another that begins directly with the same interface demonstration. Keep the spoken or written invitation equivalent. The hypothesis is that the device presentation helps unfamiliar viewers understand the product category. A failure condition is that the person and setting distract from the available action.

Image 3 supplies the observable device cue. The proposed experiment does not require a famous person or a press-conference set. A small team can test the underlying communication question with assets appropriate to its brand, provided the production quality and legibility are sufficiently comparable to support interpretation.

Brief C: Named character or player representation versus general action. Where your product legitimately contains identifiable characters or players, compare an early character representation with an opening centered on the same product’s action. Keep access conditions and feature claims identical. The hypothesis is that recognition changes product interest or recall. A failure condition is that viewers infer an unlock or reward that the advertisement does not actually offer.

Image 2 motivates this question through the relationship between the Brazil player imagery and the Endrick card. It does not show that card reveals are universally effective, nor does it authorize a claim about how a character is acquired. Product accuracy must be checked before creative preference is measured.

Brief D: Branded framing versus a larger demonstration area. Use the same interface sequence inside two compositions: one with a prominent branded surround and one allocating more of the available frame to the demonstration. Keep typography, claim wording, and content order as similar as the comparison allows. The hypothesis is that changing screen allocation affects recognition or comprehension. A failure condition is that one version makes essential text unreadable.

Images 5 and 7 provide the visual starting point. The experiment should be evaluated at the intended display size, since a layout that reads clearly on a production monitor may communicate differently on a phone. That is a practical verification step for your creative, not a claim that we performed a device test on the supplied ads.

Brief E: Human celebration versus visible product consequence. Compare an opening that shows a person reacting with one that shows the corresponding in-product moment. Keep the later explanation and benefit consistent. The hypothesis is that the human response changes emotional understanding. A failure condition is that viewers recognize excitement but cannot connect it to the app.

Image 6 motivates this brief. The test should preserve a credible relationship between the person’s action and the product proposition, while avoiding fabricated testimonials. For the wider experimental structure, use the creative testing framework to define the variable, evaluation criteria, and decision before launching.

How to Measure Your Tests Without Borrowing Competitor Outcomes

Your own measurement should evaluate the promise the creative is intended to communicate and the business action it is intended to support. The FC Mobile sample supplies no conversion evidence, so it cannot set a performance benchmark for these briefs. It can help identify variables worth testing. The advertiser’s own account data, product analytics, and research observations must determine whether a resulting creative is useful.

Begin with a comprehension check when the proposed change concerns clarity. Ask viewers what product they saw, what action was offered, and what conditions they understood. An event-led creative may communicate urgency while leaving the action unclear. A player-led creative may communicate recognition while creating an incorrect expectation about access. Those are distinct findings that a broad “did you like it?” question may miss.

For a live acquisition test, define the primary outcome before reviewing the result. A click-oriented interpretation answers a different question from an install-oriented or post-install interpretation. A creative can attract interest without accurately setting expectations for the product, so later user behavior may matter to the decision.

Keep the test conditions documented. Country, placement, audience configuration, optimization goal, product version, destination, and attribution settings can affect comparability. If they change alongside the creative, preserve that fact in the result rather than presenting the experiment as an isolated test of the opening.

Choose sample requirements and decision thresholds using your own baseline rates, acceptable uncertainty, and business constraints. There is no defensible universal threshold to derive from the thirty competitor records. The third-party impression estimates do not provide the missing response rates or statistical power for your experiment.

When a result is ambiguous, record the ambiguity. A flat result may mean the variants communicate similarly under the tested conditions. It may also mean the experiment lacks enough evidence to distinguish them. “No clear difference observed” is a valid outcome and can prevent the team from repeatedly producing superficial variations.

The eventual learning statement should name the tested context. “The device-led opening improved product identification in our research session” is more useful than “phone demonstrations work.” That precision makes the result reusable without stretching it beyond the evidence that produced it.

How to Monitor Creative Changes After This Snapshot

Future monitoring should preserve comparable query conditions and distinguish a newly observed record from a newly identified video. The September 10 sample is a starting point, not a continuous history of the advertiser’s decisions. A later sample can show changes in what the index returns, but the interpretation depends on the product filter, country, dates, ordering, and collection limits remaining explicit.

Maintain separate logs for file discoveries and record discoveries. A record with a new identifier may reuse a video already present in the earlier sample. If you record it only as “new creative,” the production report will overstate novelty. Conversely, a new video inside the same purple presentation family should not disappear merely because its thumbnail resembles an older example.

For each observed change, preserve a short explanation of what is actually different. The message may name another feature. The opening may show a different subject. The associated playable may change. The file may be distinct while the selected frames remain visually similar. Each possibility calls for a different follow-up.

Do not treat absence from a later top-ranked sample as proof that an advertisement stopped. A record may fall below the page limit, carry a different window estimate, or be affected by source coverage. A more focused lookup can provide additional observation evidence, but even that should be described in the terms the source supports.

Observation dates should also remain distinct from production dates. A newly observed file may have been created earlier, and a newly observed record may reuse older footage. This matters when someone asks how quickly a competitor is making new material: the source can describe discoveries, while production cadence requires additional evidence.

A useful monitoring report ends with unresolved questions. For example: “A previously seen video now appears with a different associated playable; inspect the interaction before treating this as a new user experience.” That statement gives the next researcher a concrete task and keeps the team from interpreting a metadata change as a proven strategic shift.

Common Mistakes When Reading FC Mobile Ads

The most damaging mistakes arise when a researcher changes the meaning of the evidence while keeping the numbers or screenshots intact. A record becomes a unique creative, an observation history becomes uninterrupted delivery, or a football-themed frame becomes proof of an event campaign’s success. Preventing those substitutions makes the analysis more useful because the resulting recommendations remain tied to something the team can actually check.

Calling thirty records thirty videos. The frozen sample contains thirteen distinct video fingerprints. Preserve the record rows for their copy and associations, but use file identities when discussing underlying video variety. Do not add video and playable counts into an unexplained total of creative assets.

Attributing by the readable name. The verified inclusion anchor is app ID 1094930513. A familiar name or a football logo is not enough to associate every keyword result with the intended app. Product attribution must survive changes in language, store title, and record wording.

Calling a vertical ad a TikTok or Meta ad. The supplied material does not verify the numeric source identifier’s network mapping. Describe the vertical layout directly and leave the network unnamed. General product coverage claims would not establish where this particular advertisement appeared.

Treating national-team imagery as audience data. Brazil, England, Mexico, and Spain imagery describes the content. It does not disclose nationality targeting, language targeting, or demographic allocation. The country filter describes the research query’s scope and should remain separate from the creative’s subject.

Inferring a whole video from selected frames. The illustrated observations stop at ten seconds. They do not establish every cut, the soundtrack, or the ending. Even a visible subtitle should be described as on-screen text unless the relevant audio has been supplied and checked.

Using observation age as a performance score. A first-observed date and a later sighting do not prove uninterrupted running or profitable acquisition. Dividing a window impression estimate by the time since first observation creates an especially misleading metric because the numerator and denominator answer different questions.

Turning reuse into a causal story. The same video appearing with different copy or playables is evidence of reuse. It does not prove cost savings, a controlled test, creative fatigue, or a successful rescue. Those are hypotheses requiring additional information.

Copying a promise without checking the product. A card, national-team invitation, or “Now Live” message may imply specific availability conditions. Your own creative needs a current, accurate product basis. Visual inspiration should lead to an original, supportable proposition rather than an inherited claim.

When AdMapix Fits the Next Decision

AdMapix fits the research stage when a team needs to find indexed advertising examples, compare their visible content, and preserve the source context for a creative decision. In this article, its value is concrete: the dated sample allows us to distinguish records from video files and connect eight illustrated examples to verified product attribution. That evidence can support a research brief without pretending to reveal the advertiser’s private results.

A small team can begin with a narrow question, such as whether an interface demonstration or a football action scene should lead the next creative. A larger team can use the same discipline to organize references by product, visual family, copy proposition, and associated asset. The useful handoff is a short list of hypotheses with evidence attached, rather than a folder labeled “winning ads.”

This workflow cannot replace account analytics when the decision concerns your own cost per result, retention, or revenue. It also cannot replace direct product verification when a creative promises access to an event, player, feature, or reward. Those questions require evidence beyond the indexed examples.

For the next decision, build my FC Mobile research shortlist, then verify the product identity and current result scope before selecting references. Compare the observed patterns with the assets and claims your own game can support.

If recurring research is the task you need to support, consult AdMapix’s live pricing page for current plans and commercial terms. This article does not promise a paid-plan trial or freeze prices and usage allowances that may change.

FAQ

These answers address the main decisions and evidence limits in the FC Mobile analysis. They distinguish what the dated sample establishes from what a team would need to inspect or test separately. The purpose is to make the research reusable without converting visible creative choices into claims about private campaign results.

What does this FC Mobile ad strategy analysis actually show?

It shows event-style wording, national-team and player imagery, device presentation, live-action celebration, and different ways to frame football footage or an interface. It also shows repeated video fingerprints across advertising records. These observations support creative hypotheses and production planning, but they do not establish which approach delivers the best conversion rate or business return.

How many unique FC Mobile videos are in the sample?

The thirty-record sample contains thirteen distinct video fingerprints. Twenty-nine records contain video, and fourteen contain a playable association, with two distinct playable fingerprints reported separately. Eight distinct videos are illustrated through contact sheets. These figures describe the bounded US query for 2026-08-12 to 2026-09-10, rather than the advertiser’s complete creative library.

Does the sample prove that football events increased advertising spend?

No. Event wording and national-team imagery are visible, but the material does not include a verified event calendar joined to comparable spending observations. The impression fields are third-party model estimates for the specified window. An event-driven spending claim would require additional evidence, consistent comparison periods, and a clear distinction between real-world events and in-app availability.

Are these TikTok, Meta, or AppLovin advertisements?

The frozen material does not provide a verified network name for these records. It supplies a shared numeric source identifier without the mapping needed to name the network. The ads’ vertical composition, subtitles, or live-action style cannot establish platform attribution. This article therefore describes their content and indexed source scope without assigning a network.

Can I use these examples to decide when to refresh my ads?

You can use them to identify refresh options, including a new opening, revised copy, different framing, or another associated interactive component. They cannot diagnose fatigue in your account. Refresh timing should depend on your own results and delivery conditions, while competitor research supplies possible alternatives and helps specify what each proposed change is intended to test.

Did AdMapix watch the full videos or test the game?

This article analyzes supplied contact sheets containing frames at zero, two, five, and ten seconds, together with the frozen record metadata. It does not claim full video playback, soundtrack review, gameplay testing, or interaction testing of associated playables. File durations mentioned in the analysis come from supplied metadata, not from watching the full files.

What is the best first test for a smaller creative team?

Start with the clearest unresolved communication problem in your own ad. If viewers cannot identify the product, compare explicit device or interface presentation with your current opening. If they misunderstand the offer, test a clearer demonstration and wording. Keep the changed variable narrow, use assets you can legitimately produce, and define the evidence needed before making a decision.

Where should I check AdMapix pricing and access conditions?

Use the live pricing page linked above for current plans, access conditions, and commercial terms. Evergreen research should not lock in prices or usage quotas that can change. This article makes no paid-trial promise. Evaluate the product against a concrete research task, such as producing a traceable shortlist and a usable test brief from relevant indexed examples.

Key Takeaways

The FC Mobile sample is useful because it makes creative choices and reuse visible while leaving private performance questions open. Its practical value is the ability to turn a specific observed scene or record relationship into an original test with clear limits.

  • Count the correct unit: thirty advertising records resolve to thirteen distinct video fingerprints in this bounded US sample for 2026-08-12 to 2026-09-10.
  • Describe the actual change: footage, copy, presentation, and playable associations are separate creative layers.
  • Keep football context separate from campaign claims: event language and national-team imagery do not establish budgets, targeting, or outcomes.
  • Use frames as evidence: the eight contact sheets support timestamped visual observations, not complete-video or gameplay claims.
  • Test your own proposition: connect each borrowed structural idea to accurate product facts, a defined hypothesis, and your own measurement.

Sources

The sources below document the dated sample, verified product identity, and AdMapix research workflow used to frame this article. The frozen package is the reproducible basis for the record counts and illustrated observations; the product and methodology pages explain the research context rather than supplying private campaign outcomes.

  • Frozen FC Mobile source package — collected September 10, 2026. Public source sample, request batches, parameters, and checksums. Measurement window: 2026-08-12 to 2026-09-10. Scope: United States country filter; verified iOS inclusion target; thirty records retrieved across three pages, ordered by descending modeled impressions; eight illustrated video contact sheets.
  • Apple App Store identity — recorded in the September 10, 2026 source sample. EA SPORTS FC Soccer Mobile 26, app ID 1094930513. Supports listing identity and seller attribution; it is not evidence of advertising performance or current event availability.
  • AdMapix methodology — applied to the September 10, 2026 observation scope. Public methodology and evidence boundaries. Current product-fact reference supplied for this article was reviewed August 13, 2026. Impression values are modeled estimates for the explicitly requested window, and indexed combinations must be distinguished from unique media files.
  • AdMapix product research workflow — relevant to the September 10, 2026 sample. Mobile game ad research workflow. Provides the discovery and creative-research context for the linked FC Mobile search. Live search results may differ from the frozen, product-filtered collection for 2026-08-12 to 2026-09-10.

AdMapix’s original contribution here is the dated, product-attributed sample organization and analysis of the supplied screenshots. No spend, conversion, install, profit, lifetime-impression, or platform-share conclusion is claimed.

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