The short answer
Place rewarded ads where the player already wants something: a second chance after failing, a doubled reward after winning, a skipped wait, a free chest. State the reward before the ad, make it worth thirty seconds, cap how often it can be used and never lock normal progress behind watching. Done this way, rewarded ads raise revenue and often retention too.
Why rewarded ads are different
Interstitials and banners interrupt. Rewarded ads are a trade the player chooses. Because they are opted into and watched to the end, advertisers pay more for them than for most other formats, and players rate games that use them well more kindly than games full of forced ads. The design question is where to offer the trade.
Placements that perform
| Placement | Offer | When it appears |
|---|---|---|
| Continue or revive | Keep going after failing | On the fail screen, once per attempt |
| Double reward | Twice the coins from a level | On the win screen |
| Extra moves, time or lives | A small boost to finish | Near failure in puzzle games |
| Free chest or spin | A random reward | In the lobby, on a timer |
| Skip the wait | Finish a build or refill energy | When a timer blocks the player |
| Offline earnings multiplier | Double what was earned while away | On return in idle games |
| Try before you buy | Use a premium character or weapon for one run | Before a level |
| Daily bonus boost | Bigger daily reward | On claim |
| Hint | Reveal a move or answer | When the player is stuck |
The best placements share three traits. The player has a clear want, the reward satisfies it immediately and the offer does not interrupt play.
Sizing the reward
- Worth the time. A thirty-second ad for a trivial amount teaches players to ignore the button.
- Not too large. If ads give more than purchases feel worth, nobody buys.
- Proportional to progress. A fixed coin amount becomes meaningless later. Scale rewards with level or use multipliers.
- Certain. State exactly what the player will get. Random rewards after a rewarded ad feel like a trick unless the range is shown.
Think of an ad view as a small payment and price it within the economy. As a rough frame, compare the revenue you earn from one view with the cash price of the same reward in your shop, and keep the ad clearly less generous per unit of real value while still feeling good. See game economy design.
Frequency and caps
- Limit each placement, such as one revive per attempt.
- Set a daily cap per player so ads do not flood the economy, and show a countdown when the cap is reached.
- Use cooldowns on lobby placements.
- Check that an ad is loaded before showing the button. An offer that fails to play is worse than no offer.
Caps also protect ad quality, since networks pay less for the tenth view of the day than for the first.
Rewarded ads and purchases
A common fear is that ads cannibalise purchases. In practice most players never pay, and rewarded ads earn from them. For players who might pay, ads can act as a sample: they try a booster through an ad, see its value and later buy a pack. To keep both working:
- Sell things ads cannot give, such as permanent upgrades, exclusive items or larger bundles.
- Offer a paid ad-skip product that grants rewards without watching.
- Segment. Show fewer ad offers to regular payers and more to non-payers.
See ads vs in-app purchases and in-app purchase implementation.
Policy rules
Ad networks set rules for rewarded placements, and breaking them can suspend your account. Common requirements:
- The ad must be clearly opt-in, started by the player.
- The reward must be disclosed before the player chooses to watch.
- The reward must be delivered when the network signals completion.
- No encouraging clicks on the ad, and no placing buttons where accidental clicks happen.
- Follow the rules for apps directed at children, which restrict ad types and data use. See rules for kids games.
Read the current policy of each network you use, and of the stores.
Technical integration
- Use mediation so several networks compete for each impression. See ad mediation for mobile games.
- Preload the next ad as soon as one finishes.
- Grant the reward on the completion callback, not when the ad opens.
- Handle no fill gracefully: hide or grey out the button, or offer an alternative.
- Pause audio and gameplay while the ad plays, and resume correctly.
- Consider server-side reward verification for valuable rewards to block fake completions.
- Respect consent choices for personalised advertising.
- Keep ad kits updated, since networks stop serving old versions.
Engine-specific notes are in Unreal Engine mobile monetization.
Metrics
| Metric | Meaning |
|---|---|
| Engagement rate | Share of daily players who watch at least one rewarded ad |
| Views per engaged user | How often they come back to the offer |
| Views per daily active user | Overall ad volume |
| eCPM | Revenue per thousand impressions, by network and country |
| Ad revenue per daily active user | The number that matters for income |
| Fill rate | How often an ad was available when requested |
| Retention and purchase conversion | Guardrails. They must not fall |
Track each placement separately, as described in game analytics events to track. Overall income is explained with other measures in mobile game KPIs.
Testing
A/B test one change at a time: reward size, placement position, cap, button wording. Judge by revenue per player and by retention together. A change that lifts ad revenue this week and lowers day-7 retention is a loss.
By genre
- Hyper-casual and hybrid-casual: revive, double reward and skins. Ads are the main income. See hyper-casual vs hybrid-casual.
- Puzzle: extra moves, hints and lives. See match-3 game development cost.
- Idle and tycoon: offline multipliers, timed boosts and skips. See idle game development cost.
- Mid-core: free chests and timer skips alongside purchases.
Common mistakes
- Forcing rewarded ads, which makes them interstitials with extra steps.
- Rewards too small to notice.
- No cap, so the economy inflates.
- Showing the button when no ad is loaded.
- Granting the reward before completion, or failing to grant it after.
- Placing offers mid-action where they interrupt.
- Measuring revenue alone.
Getting help
We design placements, integrate mediation and run tests for Unity and Unreal games. Packages are on the offer page, and our page on how to earn from games compares revenue models.
Sources: Google AdMob: Rewarded ads for Android ยท Google AdMob: Rewarded ads for Unity ยท AppLovin MAX documentation. Checked November 11, 2026.
Related: Hyper-casual game development ยท How to earn from games ยท Get a quote
Quick answers โ
What is a rewarded ad?
An opt-in video ad that the player chooses to watch in exchange for an in-game reward such as extra lives, currency or a second chance.
Where should rewarded ads be placed in a game?
At moments of need or bonus: on the fail screen to continue, on the win screen to double rewards, to skip timers, for free chests and for offline earnings multipliers.
How many rewarded ads should a player see per day?
Set a daily cap per player and limits per placement. The right number depends on the genre, and it should be tested against retention.
Do rewarded ads reduce in-app purchases?
Not when balanced well. Most players never pay, ads earn from them, and sampling items through ads can lead some players to buy.
What rules apply to rewarded ads?
They must be opt-in, the reward must be disclosed beforehand and delivered on completion, accidental clicks must not be encouraged, and children's apps face stricter limits.
Related guides
Ad mediation for mobile games → Mobile game monetization: ads vs IAP →Want more ad revenue without losing players? ๐
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