Hybrid monetization works because ads and in-game purchases pull from different players: ad revenue depends on format, fill and geo (revenue = ad requests x fill rate x eCPM / 1000), while purchases depend on retention and design. Combining them raises total revenue if ad frequency doesn’t drive away spenders.
At a glance
| Fact | Value | Source |
|---|---|---|
| Ad revenue formula | requests x fill rate x eCPM / 1000 | playgama.com |
| Full-screen format yield vs banners | several times more per impression | playgama.com |
Ads and microtransactions monetize different players, so running both usually raises total revenue rather than splitting one pie. Ad revenue is ad requests x fill rate x eCPM / 1000: it depends mostly on format (full-screen interstitial and rewarded earn several times more per impression than banners) and geo. Purchase revenue depends on game design, retention, and how much value you give players for spending – it has nothing to do with fill rate or eCPM. A player who never pays can still be worth something through ads; a player who never watches ads can still spend on items.
Playgama Ad handles ads only and does not touch your purchase flow; access to Playgama Ad is by application at playgama.com/adv.
The main risk is ad frequency cutting into purchase revenue: too many interstitials between actions annoys spenders and hurts retention, which hurts long-term purchase income more than ads earn. Google’s Ad Placement API (adBreak()) applies its own frequency cap automatically and returns frequencyCapped in breakStatus, but you still choose where to place calls – natural pauses, not right after another full-screen ad, not blocking a purchase flow.
What to check before combining both
- Where ads interrupt: never mid-purchase, never immediately before a shop screen
- Whether rewarded ads can substitute for a purchase (extra life, currency) – this often increases both engagement and later spend
- Separate reporting for ad and purchase revenue by segment, so you can see if heavy ad exposure correlates with lower spend
Sources
Related questions
Should I show ads to players who already pay?
Many games reduce or remove interstitials for paying players and rely on rewarded ads instead, since spenders are more valuable retained than shown extra ads.
Does rewarded video help microtransactions?
Yes, rewarded ads that offer a free alternative to a purchase can increase engagement and later spend, rather than just competing with the store for revenue.
Last updated: 24 September 2026