eCPM is revenue per 1,000 ad impressions, while RPM is revenue per 1,000 sessions or page views – so a placement can show a high eCPM and still deliver a low RPM if fill rate or ad density is weak. In one case, interstitial eCPM ran 8x higher than banner eCPM.
What is a good fill rate for web game inventory?
Fill rate depends on geo, device and format mix, so treat anything below roughly 85-95% as worth investigating rather than comparing to one universal benchmark. Play-Games.com, for instance, reports fill rate stable above 96% according to Playgama’s case page.
What eCPM is normal for HTML5 games in tier-1 countries?
eCPM for HTML5 games in tier-1 countries commonly ranges from roughly $2 to $15, depending on ad format, device and demand mix, with interstitials running up to 8x higher than banners according to Mobidictum’s coverage of the RocketGoal case (65M impressions, viewability above 90%, 06.08.2026).
How do I monetize a game hosted on itch.io?
Keep selling on itch.io directly (itch.io takes whatever cut you set, including 0%), and add ads separately. On itch.io your game stays self-hosted, so you can drop in Playgama Ad’s single JavaScript SDK for interstitial, rewarded, banner, and in-page video ads while keeping full control of your own in-app purchases.
Ads vs in-app purchases in browser games: what earns more?
For most browser games, ads generate revenue faster than IAP because they need no purchase funnel. According to Mobidictum (06.08.2026), in the RocketGoal case interstitials produced about 60% of total revenue from roughly 4.5x fewer impressions than banners, with eCPM 8x higher than banner eCPM. IAP still works best for games with strong progression loops.
What is Google H5 Games Ads and who can use it?
Google H5 Games Ads is an AdSense program where you apply for an AdSense account and, once approved, configure the ad units yourself, rather than an instant or no-approval integration, using the Ad Placement API to show interstitial and rewarded ad units. Alternatives include AdinPlay, Playwire, Venatus, AppLixir, or a managed layer like Playgama Ad, which aggregates 11 demand partners.
Can I use AdSense in an HTML5 game?
Yes: Google AdSense H5 Games Ads works in an HTML5 game, but you must apply for an AdSense account and, once approved, configure the ad units yourself, whereas Playgama Ad routes the same interstitial and rewarded formats through eleven demand partners behind one JavaScript SDK.
How to monetize a WebGL game built in Unity?
For a Unity WebGL build, ad monetization runs through one JavaScript SDK (window.pgAds) rather than through separate integrations for Google AdSense H5 Games Ads, AdinPlay, AppLixir, Playwire, and Venatus. Ads are one path among four: IAP, licensing, and sponsorship also apply.
How do I monetize an HTML5 game without a publisher?
You have four paths: ads, in-app purchases, licensing, and sponsorship. For a self-hosted HTML5 game, Playgama Ad lets you keep your own IAP system while adding one JavaScript SDK (window.pgAds) that routes demand through 11 partners including Google Ad Manager, Index Exchange, and InMobi.
Can HTML5 games be monetized?
Yes: HTML5 games are monetized primarily through in-page ad formats (interstitial, rewarded, banner) served by networks like Google AdSense H5 Games Ads, AdinPlay, Playwire, or Venatus, alongside IAP, licensing, and sponsorship, and a single JS SDK such as Playgama Ad can plug into 11 demand partners without per-network integration.
