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NEWSLETTER #
13

Admon Newsletter #13: What Studios Still Get Wrong About Rewarded Ads

Why rewarded placements underperform, and the simple idea to fix them: give players what they want and make it feel good.
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In this edition:
Featured article
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Operational updates
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Ad Quality
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Featured article

FEATURED ARTICLE
Damjan Kačar

If you work with ads, repeat this until it sticks:

Ad monetization is a core product experience.

Even in 2026, ads still often receive less energy, care, and investment than other product features. That’s the unfortunate truth.

Another truth is that ads are icky. Putting aside the actual ickiness of questionable ad quality, a lot of people just don’t like them. Mention ad monetization at an industry conference and you can often see the light in people’s eyes go dim. 

Many product and game-design teams share that discomfort, no matter how much revenue they make from ads.

Some of that dislike is visceral, and some of it is rooted in legitimate concerns about retention, engagement, and IAP revenue. But legitimate caution often turns into poor execution. Teams are afraid to make ads too prominent, afraid to offer rewards players genuinely value, and unwilling to integrate ads too deeply into the game. 

The result is predictable: weak engagement, awkward UX, poor reward balance, and an ad system that never reaches its potential.

Fixing this comes down to two things: give players what they want and make it feel good

Give players what they want

Giving players what they want sounds simple, but rewarded placements usually fail in one of three ways: 

Wrong value

Teams often build placements around what they feel comfortable giving away rather than what players actually want. That is how you end up offering a reward that’s too small, a resource the player already has too much of, or a generic reward that’s technically useful but not exciting. 

If the amount is the issue, the solution may be relatively straightforward. But if players do not value the reward regardless of quantity, a deeper change is needed. Look at what players work toward, where they get stuck, and which resources they consistently run out of. That will tell you what they actually want.

Then give them that.

Wrong moment

The same reward can feel valuable in one moment and pointless in another. 

A resource offered from the main menu may attract little interest. Offer it again just when the player has run out? Suddenly, it’s your top-performing placement.

Does your new event create a strong sink for a specific resource? Has the player failed against the same boss multiple times, where a small boost would make all the difference?

Find the moment where the player wants something, then build the placement around that need. Many placements are designed as permanent buttons instead of answers to specific player needs.

‍Wrong player

A new player and someone who has played for six months probably do not value the same resources. A payer and a non-payer may not react to the same offer in the same way. Someone who watches every rewarded ad available should probably not be treated the same as someone who has ignored the placement for weeks. 

This does not mean you need a huge personalization system from day one. Even basic segmentation can make a big difference. One of the more common mistakes I see is that studios are not scaling rewards with player progression, or they aren’t scaling them enough.

Another mistake is not catering to your ad whales. If you have a $300 eCPM watcher, stop treating them like an average user. Their rewards and limits should reflect the value they bring.  Give them a VIP experience.

Rewarded ad design is ultimately a matching problem: the right value, at the right moment, for the right player. 

Make it feel good

Take any major title as an example. Do ads show the same amount of polish as the battle pass? In most games, the answer is a resounding no.

That gap in polish is exactly where you can create additional ad revenue while also improving the user experience.

Start with visibility. The rewarded button needs to POP. It should stand out through clear visual hierarchy, effective use of size and color, and animation where appropriate. And if the placement offers recurring, meaningful value, players should not have to search for it. I often have to fight for main-screen real estate, and that position can be all that stands between a mediocre placement and a great one.

Taking it further, the placement should also feel like a natural part of the game world. Free items in the shop can become a promotion from the shopkeeper. A revive can be presented as a goddess offering the player another chance.

The reward delivery should feel satisfying too, with the same attention to animation, sound, and feedback given to other valuable moments. Watching the ad may be external to the game, but everything before and after it does not have to feel that way.

Wording is part of that experience. Players should immediately understand both what they will receive and why it is useful. “Watch to receive 100 energy” explains the reward. “Refill your energy and continue the event” explains its value in that moment. Make it obvious. 

Applying these principles can completely transform a placement without changing the reward at all.
I’ve repeatedly seen clearer wording and better visibility increase engagement. Sometimes the improvement is incremental; sometimes it’s dramatic. Either way, at scale, even a small lift can translate into meaningful revenue.
More importantly, those gains come from making the experience better rather than increasing ad pressure or giving away more value.

Theory is nice, but what happens in practice?

To give concrete examples, here is what happened when we applied these principles in two different games. While client confidentiality limits what I can share about the titles, the anonymized results still show how these changes affected player behavior and revenue.

In one mid-core title, we added a placement that was better aligned with a specific player segment and gave the existing rewarded-ad experience a UI and visibility overhaul.

Over the following 30 days, the ad viewer rate increased from 35.8% to 39.9%, and impressions per DAU rose by 11.3%. Crucially, impressions per viewer stayed flat.

In other words, we did not generate growth by making existing viewers watch more. We generated it by convincing more players that the rewarded ads are worth engaging with. Those new viewers also delivered stronger eCPMs, further improving the performance. Taken all together, the overall rewarded video ARPDAU increased by 21.9%.

In another, more casual title, we added a rewarded placement built around a specific pain point: giving players a re-roll to reduce the frustration of randomness. 

Over the following 30 days, impressions per ad viewer more than doubled, while impressions per DAU increased by 154%. All from one new placement.

The result was a 98% increase in rewarded video ARPDAU, and the best part is that we found no negative impact on IAP performance. 

Build Something Worth Choosing 

There is still a great deal of untapped potential in rewarded ads, and much of it does not require showing ads more often or giving away increasingly generous rewards.

It comes from better matching: the right value, at the right moment, for the right player. It comes from making placements visible, understandable, and satisfying to use. And it comes from giving ad monetization the same product attention already given to shops, events, battle passes, and other core systems.

And yet, when a rewarded placement underperforms, the easiest explanation is often that players do not like ads or that ads simply don’t work. Sometimes that is even true! But before reaching that conclusion, look closely at the experience you have actually given them.

Players will tell you what they value through their behavior. But you have to give them something worth choosing first.

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Operational updates

OPERATIONAL UPDATES

1. Unity LevelPlay to Deprecate Non-Bidding Instances for Selected Networks

‍Unity has announced that LevelPlay will stop ad delivery for non-bidding instances of Chartboost, Digital Turbine, and AdMob Native on July 9, 2026. Publishers currently using these networks through traditional waterfall instances should activate their bidding integrations before the deadline to maintain access to demand.

2. Meta Audience Network SDK Update Needed to Continue Monetizing Apps That Target Android 12+

You'll need to update your Android apps to Audience Network SDK 6.21 or later to continue operating and monetizing on Audience Network. Older Audience Network SDKs are not compatible with apps that target Android 12+ (API level 31+) and won't work correctly for apps on these devices. The Audience Network SDK 6.22 addresses the known compatibility issues, so we highly recommend updating to version 6.22.

3. CloudX Expands Demand and Announces AppOpen Ad Support

CloudX announced that support for the AppOpen format is coming soon. The company also added DT, Pangle and MobileFuse as SDK bidding partners (Beta testing) and Start.io, Media.net and Smadex as non-SDK bidding partners. Additionally, they announced that Google Waterfall will be available soon.

4. Ad Network SDK Updates:

  • Meta Audience Network SDK Updates - Version 6.22.0 (Android)

Meta Audience Network has released SDK version 6.22.0 for Android. The latest release brings ad template updates for interstitial and rewarded video (interactive product cards, a new watch-and-browse experience, and dedicated end cards), which should improve their performance. Click destinations now support opening in Chrome Custom Tabs instead of an embedded WebView, improving load performance and click reliability, and there were some bug fixes.

  • Unity LevelPlay SDK Updates - Version 9.5.0 

Unity LevelPlay has released a new SDK version 9.5.0. The latest release introduced important updates to the Impression-Level Revenue (ILR) API to strengthen data governance and standardize access to sensitive revenue data. The GDPR consent API is updated to accept a boolean value applied across all networks.

  • Chartboost SDK Updates - Version 9.13.0

Chartboost has released a new SDK version 9.13.0. The latest release is focused on delivering better ad experiences, improving video performance, and simplifying SDK management. Android and iOS publishers now benefit from expanded deep linking support for exchange partners, creating smoother transitions from ad engagement to destination experiences and keeping users moving through the funnel. Targeted improvements to video playback reliability are made to deliver ads consistently. iOS development teams can now integrate the Chartboost SDK directly via Swift Package Manager.

  • Vungle SDK Updates - Versions 7.7.6 (Android/Amazon) and 7.7.5 (iOS)

Liftoff Monetize has released Vungle SDK version 7.7.6 for Android, Amazon, and 7.7.5 for iOS. The latest releases focus on stability improvements and bug fixes aimed at improving overall SDK reliability and performance. 

  • Moloco SDK Updates - Versions 4.10.1 (Android) and 4.8.1 (iOS)

Moloco has released SDK version 4.10.1 for Android and 4.8.1 for iOS. The latest releases focus on bug fixes and improved ad rendering.

APP-ADS.TXT MONTHLY UPDATE

App-ads.txt is an important industry mechanism developed by IAB. Its purpose is to allow publishers to declare authorized ad resellers and prevent fraud. Our best practice is to keep app-ads.txt file regularly updated - once per month.

Starting from this newsletter, every month we will be sharing our updated and verified app-ads.txt lines with you. The file contains DIRECT lines at the top - don't forget to add your PUBLISHER ID for each ad network. Also, add your owner domain as well.

Below that, you will find the latest reseller lines for the following ad networks. Google AdMob, Applovin, BidMachine, BigoAds, Chartboost (LoopMe), DT Exchange, InMobi, Meta Audience Network, Mintegral, Liftoff Monetize (ex Vungle), Pangle, UnityAds, Yandex.

Get the latest app-ads.txt lines here

Ad Quality

AD QUALITY

Inappropriate AI-generated ads and apps that are coming in waves are the new reality we’re stuck with. Unfortunately, even with all possible category restrictions and constant blockings, these will continue popping up in your games. We already talked about pin & screw puzzles with adult themes and creatives that were 18+. Besides them, we are now seeing more and more card, sorting, and different types of puzzle games that are using the same script. We’re sharing some examples in the screenshot below, and you can find more of these apps in our shared blocklist.

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Job alerts

JOB ALERTS
GameBiz Consulting
Ad Monetization Manager - Medior / Senior
Belgrade, RS (Hybrid, Remote)
Learn more
GameBiz Consulting
Ad Monetization Manager - Junior
Belgrade, RS (Hybrid, Remote)
Learn more
Miniclip
Advertising Monetisation Manager
Lisbon, PT
Learn more
JustPlay
Ad Monetisation Manager
Berlin, DE (Hybrid, Remote)
Learn more

Did you know?

DID YOU KNOW?

Offerwall currency sales are limited-time promotions that multiply the credits users earn from completing offers, typically between 1.5x and 10x, and networks generally recommend running one or two a month. 

Across five sales we ran for a single client, ARPDAU rose between 38% and 67% over the full promotion period, driven by engagement and offer completions rather than eCPM, which sometimes dipped while revenue still climbed. The lift also carried past the end date, since users need time to finish the longer offers they started.

Read the full guide on offerwall currency sales → Click Here

Upcoming events

UPCOMING INDUSTRY EVENTS
August
26
Gamescom
Cologne, Germany
If you have the stamina for the world’s largest gaming event, bringing together developers, publishers, and tech partners, as well as gamers from all over, Gamescom is the place for you. If you haven’t booked your accommodation yet, this is your last-minute reminder to do it, provided there’s anything left.
Explore the event
September
7
Gamesforum London 2026
London, UK
Gamesforum London returns to 155 Bishopsgate on 7-8 September 2026, bringing UA, monetisation and product teams together in a focused, high-value setting. One of the four agenda themes covers building deeper segmentation and personalised ad experiences that harmonise revenue sources with the user experience.
Explore the event
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