Business FAQs

Answers for developers, publishers and site owners on monetizing and distributing web games.

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Business FAQs

Should rewarded ads be skippable?

No. Rewarded ads work because the player chooses to watch in exchange for a reward, and the reward is only granted after the ad finishes. Making them skippable mid-play breaks that exchange. The player's real 'skip' choice happens before the ad starts, not during it.

Business FAQs

Playwire vs AdinPlay for browser games

Both AdinPlay and Playwire are ad monetization platforms built for gaming publishers, offering demand partnerships and ad ops support rather than a plain ad-unit setup. The right choice depends on your traffic, formats needed, and how much ad-ops work you want to keep in-house.

Business FAQs

What is an offerwall and should a game site use one?

An offerwall is a menu of external offers (surveys, app installs, sign-ups) that pay a reward when completed. It suits games with a strong reward economy and a site that can support the extra page weight and player trust needed; most web games get better, simpler results from rewarded video and interstitials at natural pauses.

Business FAQs

How many ad impressions per session is too many?

No published number of impressions per session is 'too many'. There is no universal benchmark; the right test is whether adding more impressions still increases session revenue without cutting retention or session length in your own data.

Business FAQs

What banner sizes work inside a browser game?

Standard display banner sizes that fit your interface layout without covering gameplay controls work best inside a browser game. In Google AdSense, banners are regular display units rather than formats called from game code. Developers place them in fixed positions outside active play areas to protect viewability, player trust, and interaction.

Business FAQs

What share of revenue usually comes from interstitials vs banners?

There is no standard percentage split. Interstitials (and rewarded video) earn several times more per impression than banners because they are full-screen, but banners can show more often and in genres with long sessions, like puzzle or board games, they can add revenue close to interstitials. The real mix depends on your placements and genre.

Business FAQs

How do I calculate RPM for a web game?

RPM = revenue / ad requests x 1000. It rolls up match rate, fill rate and eCPM into one number per 1,000 requests, so it moves with ad format, geo mix and demand quality, not with any single lever alone.

Business FAQs

eCPM by geo: how much lower is tier-3 than tier-1?

There is no reliable fixed ratio. Tier-3 geo eCPM is consistently lower than tier-1, but the actual gap depends on ad format, device mix and available demand in that geo, so it varies by title and by month rather than following a single fixed benchmark.

Business FAQs

What is a good ad viewability rate for browser games?

There is no universal 'good' viewability number for browser games because it depends on ad format, placement and device mix. Full-screen formats shown at natural pauses typically score highest; small banners placed below the fold score lowest. Judge it against your own game's baseline, not an external benchmark.

Business FAQs

How do I integrate an ad SDK into a WebGL build?

A WebGL build cannot call an ad SDK's JavaScript directly. Unity needs a .jslib plugin exposing extern C functions to JS; Godot 4 uses the JavaScriptBridge singleton. Both call the SDK's show/reward methods and must handle an 'empty' result by continuing the game.

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