Insights · 31 October 2026

Ad formats: earning from ads without losing players

Ad revenue is easy to raise for a week: show more ads. The cost arrives later, when players stop coming back. The useful question is not how many ads a game can carry, but how much ad revenue it earns over a player’s whole lifetime.

Start with rewarded video

Rewarded video is the format players choose for themselves. They watch an ad and get something in return, so it tends to cause less friction than an ad they did not ask for.

The offer has to be worth it. A good rewarded placement sits at a moment when the player already wants something: a continue after failing a level, a doubled reward, a free booster. If nobody taps it, the reward or the moment is wrong. Adding more buttons will not fix that.

Treat interstitials as a budget

Interstitials interrupt play, so they belong at natural breaks such as the end of a level. Google’s rules for AdMob also warn against placing them where they surprise players or get clicked by accident.

Decide three things up front:

Use banners with care

Banners earn little per impression, but they are always visible. They suit menus and slower screens better than the middle of play, where they take up room and invite accidental taps.

Test against retention

Never judge an ad change by ad revenue alone. Run it as an A/B test and compare the groups on:

Let the test run long enough for the slower effects to show. A change that looks like a win on day three can turn into a loss by day thirty, because the players who left stopped earning anything at all.