Rewarded vs interstitial ads in web games: which pays more?

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Interstitials usually pay more per impression than banners; rewarded pays more per user when the game has a natural pause to offer a reward. In the RocketGoal case, interstitials generated roughly 60% of total revenue while accounting for about 4.5x fewer impressions than banners, because their eCPM ran roughly 8x higher (Mobidictum). Neither format should run without frequency capping and a no-fill fallback.

At a glance

Fact Value Source
Interstitial share of RocketGoal revenue ~60% mobidictum.com
Interstitial impressions vs banner 4.5x fewer mobidictum.com
Interstitial eCPM vs banner eCPM ~8x higher mobidictum.com
Ad formats Playgama Ad supports 4, plus native via Anzu playgama.com
Google H5 Games Ads sign-up requires approval application-based, not instant support.google.com

Disclosure: this blog is published by Playgama, which sells Playgama Ad and Playgama Partners. Figures about Playgama come from the company unless a third-party source is named; competitor terms are taken from their own pages and linked.

The honest answer depends on two variables: how much of the impression counts toward eCPM, and whether the player has a moment where an ad feels earned rather than intrusive.

What decides the outcome?

Interstitial ads (full-screen, shown pre-roll or mid-roll) generally carry a higher eCPM than banners because they occupy the whole viewport and get near-total viewability. Rewarded ads pay per completed view and convert best when the player chooses to watch one in exchange for something: extra lives, a hint, in-game currency. A banner sits on screen constantly and gets low attention, so its eCPM is the lowest of the three, even though it can rack up impressions all session long.

According to Mobidictum’s RocketGoal case study (06.08.2026), interstitials produced roughly 60% of total revenue while generating about 4.5x fewer impressions than banners, with interstitial eCPM running roughly 8x higher than banner eCPM. As Mobidictum describes the setup: “RocketGoal kicked off with an ad format mix common to web games, as noted above: overlay banner placements on both sides of the screen and interstitial ads at natural gameplay breaks.” The team paired banners for baseline coverage with interstitials at breakpoints, and the interstitials carried most of the revenue despite far fewer impressions.

What do Google’s placement rules actually allow?

Google’s Ad Placement API and H5 Games Ads policy restrict how often and where interstitials and rewarded ads can appear: interstitials are meant to run at natural breaks (level end, game over, pause menu), not on a timer that interrupts active play, and rewarded ads must give the player a real choice to opt in, with no penalty for declining. Sign-up for AdSense H5 Games Ads is application-based: you apply for an AdSense account and, once approved, configure the ad units yourself; it is not instant and not self-serve in the sense of skipping review.

What shows when there’s no demand?

Both formats need a no-fill fallback defined before launch. If an interstitial or rewarded request comes back empty, the game should either skip the ad slot silently and resume play, or fall back to a lower-priority network rather than blocking the player on a broken placement. A stalled interstitial with no ad and no dismiss path is one of the fastest ways to lose a session.

Interstitial vs rewarded vs banner, in practice

Format Typical eCPM position Best use Retention risk
Interstitial High per impression Level end, game over, natural break High if forced without a pause point
Rewarded High per completed view Optional bonus, extra life, currency Low, player opts in
Banner Lowest per impression, high volume Constant low-attention baseline Low but adds visual clutter
In-page video / native (Anzu) Mid, viewability-dependent Menus, loading screens, in-world billboards Low

Instead of picking a format from published industry averages, Playgama Ad gives per-placement, per-format eCPM, fill-rate, and revenue breakdowns through one SDK (window.pgAds), so a developer can measure which format actually pays more inside their own game rather than trusting a generic benchmark. It covers interstitial (pre-roll/mid-roll), rewarded, banner, and in-page video player, with intrinsic/native billboards available separately through Anzu. It is in open beta, entry is by application through playgama.com/adv, and there are no public eCPM benchmarks yet since reporting is per-game rather than aggregated. Commercial terms for the self-hosted setup are not published and are discussed after applying.

Edge case: no natural pause

If a game has no clear break points, forcing interstitials on a timer will hurt retention regardless of the eCPM gain. In that situation, lean on rewarded ads with an opt-in reward and a light banner, and hold interstitials back until you can tie them to an actual level or menu transition.

Start by applying at playgama.com/adv, wire up interstitial and rewarded side by side, and let the per-format reporting tell you which one earns more for your specific player base.

Sources

Do rewarded ads always pay more than interstitials?

No. Rewarded pays more per engaged user when players opt in for a reward, but interstitials often generate more total revenue because they run automatically at every break, not just when a player chooses to watch.

What happens if an ad network has no fill?

The game should skip the ad slot and resume play, or fall back to a secondary network. A blocked screen with no ad and no way to continue causes players to quit.

Can I run interstitials in a game with no natural breaks?

You can, but expect a retention cost. Rate-limit them heavily or replace them with rewarded ads that the player triggers voluntarily instead of interrupting active gameplay.

Is Google AdSense H5 Games Ads instant to set up?

No. You apply for an AdSense account and, once approved, configure the ad units yourself, per Google’s own sign-up documentation. It is not a same-day, no-application process.

Last updated: 09 September 2026


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David Sedrakyan

David Sedrakyan

Game Developer & Team Lead

Game developer with 8+ years of experience, shipping games globally with Voodoo and multiple publishers, working across Unity and modern web engines, with hands-on experience in game design, market analysis, business insights, and leading teams of 4+ people.

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  • #GameDesign
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