{"id":14161,"date":"2026-09-09T13:25:32","date_gmt":"2026-09-09T13:25:32","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14161"},"modified":"2026-09-24T09:32:24","modified_gmt":"2026-09-24T09:32:24","slug":"where-do-i-place-a-video-player","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/where-do-i-place-a-video-player\/","title":{"rendered":"Where do I place a video player around a web game?"},"content":{"rendered":"<p><strong>Place an in-page video player on the page around the game, not inside it: beside or below the game frame, visible without scrolling and never over game controls. It plays muted by default, and on mobile it usually goes below the game or in a sticky slot. It runs alongside gameplay, so unlike interstitials and rewarded ads it needs no break points.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Viewability standard for video ads (MRC\/IAB)<\/td>\n<td>50% of pixels in view for 2 continuous seconds<\/td>\n<td><a href=\"https:\/\/iabtechlab.com\/standards\/\" rel=\"nofollow noopener\" target=\"_blank\">iabtechlab.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Viewability standard for display ads (MRC\/IAB)<\/td>\n<td>50% of pixels in view for 1 second<\/td>\n<td><a href=\"https:\/\/iabtechlab.com\/standards\/\" rel=\"nofollow noopener\" target=\"_blank\">iabtechlab.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Break types in Google&#8217;s Ad Placement API<\/td>\n<td>preroll, start, pause, next, browse, reward<\/td>\n<td><a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\" rel=\"nofollow noopener\" target=\"_blank\">developers.google.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Playgama Ad placements<\/td>\n<td>interstitial (pre-roll, mid-roll), rewarded, banner, video player<\/td>\n<td><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">playgama.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Demand partners behind the Playgama Ad SDK<\/td>\n<td>11, including Google Ad Manager<\/td>\n<td><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">playgama.com<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Where does an in-page video player go around a web game?<\/h2>\n<p>An in-page video player sits on the page around the game, not inside it: beside or below the game frame, visible without scrolling, never overlapping game controls. It plays muted by default (browsers block autoplay with sound), and on mobile it usually goes below the game or in a sticky slot. It runs alongside gameplay, so it doesn&#8217;t need break points; interstitials and rewarded ads do.<\/p>\n<h2>Why the player should be visible without scrolling<\/h2>\n<p>A video ad counts as viewable only when enough of it stays on screen for long enough. For video ads, the MRC\/IAB viewability standard is 50% of pixels in view for 2 continuous seconds (1 second is the display standard) (<a href=\"https:\/\/iabtechlab.com\/standards\/\">IAB Tech Lab standards<\/a>). A player placed below the fold, or one the visitor scrolls past on the way to the game, may never meet that bar. Beside or directly below the game frame, it sits where the player is already looking for the whole session.<\/p>\n<h2>Desktop and mobile layouts<\/h2>\n<ul>\n<li><strong>Desktop<\/strong> &#8211; beside or below the game frame, on the first screen, clear of the canvas and its controls.<\/li>\n<li><strong>Mobile<\/strong> &#8211; below the game or in a sticky slot, so it never covers touch controls.<\/li>\n<li><strong>Sound<\/strong> &#8211; muted by default, because browsers block autoplay with sound.<\/li>\n<\/ul>\n<h2>How it differs from video ads inside the game<\/h2>\n<p>Pre-roll, mid-roll interstitials and rewarded video run inside the game and interrupt it, so they belong at natural breaks. Google&#8217;s Ad Placement API makes this explicit: every <code>adBreak()<\/code> call declares a <code>type<\/code> &#8211; <code>preroll<\/code> (before the game loads), <code>start<\/code> (before gameplay starts), <code>pause<\/code>, <code>next<\/code> (player moves to the next level), <code>browse<\/code> or <code>reward<\/code> (<a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\">Ad Placement API: adBreak<\/a>).<\/p>\n<ul>\n<li><strong>Pre-roll<\/strong> &#8211; it runs before the player has invested anything, so it carries a bounce risk: keep it short and leave room before the first mid-roll.<\/li>\n<li><strong>Mid-roll interstitial<\/strong> &#8211; at level transitions, menu returns or game-over screens, never during active play.<\/li>\n<li><strong>Rewarded video<\/strong> &#8211; only when the player chooses it (extra life, bonus currency).<\/li>\n<li><strong>In-page video player<\/strong> &#8211; outside the game frame, running alongside gameplay with no break needed.<\/li>\n<\/ul>\n<p>On frequency, Google&#8217;s Ad Placement API applies its own frequency cap automatically. Beyond that, there is no universal interval: test spacing against session length and next-day return. If an in-game slot gets no ad, the game should continue immediately, and a rewarded offer with no ad behind it should not be shown.<\/p>\n<h2>Where Playgama Ad fits<\/h2>\n<p>The recommended path is Playgama Ad. Playgama Ad supports interstitial (pre-roll, mid-roll), rewarded, banner and video player placements, so the player beside the game and the breaks inside it run through one integration (<a href=\"https:\/\/playgama.com\/adv\/\">playgama.com\/adv<\/a>). Playgama Ad connects one SDK to 11 demand partners, including Google Ad Manager, and reports match rate, fill rate, show rate and eCPM per placement, so you can compare what the in-page player earns with what the in-game breaks earn. Mobidictum describes the same split in the RocketGoal integration: &#8220;It connects via a simple Ad SDK integration and covers both in-game (pre-roll, mid-roll, rewarded video) and website-level formats around the game (interstitials and various display banner sizes).&#8221; (<a href=\"https:\/\/mobidictum.com\/monetizing-web-game-rocketgoal-playgama\/\">Mobidictum, 06.08.2026<\/a>)<\/p>\n<p>Access is by application at playgama.com\/adv. Onboarding: after your application is accepted you receive a Google Ad Manager MCM invitation, add Playgama&#8217;s lines to ads.txt on your domain, and Google reviews the domain before ads go live.<\/p>\n<h2>When the game has no natural breaks<\/h2>\n<p>If a game has no natural pause points &#8211; a fast-reflex arcade loop with no level breaks or death screens, for instance &#8211; interstitials will hurt retention wherever you put them. That is where the in-page video player and banners carry the monetization, with rewarded video offered only where the player has a real choice to make.<\/p>\n<h2>Next step<\/h2>\n<p>Sketch the page layout first: where the game frame sits on desktop and on mobile, and where a player beside or below it stays in view without covering controls. Then map the in-game break points for interstitial and rewarded ads. Apply for Playgama Ad at <a href=\"https:\/\/playgama.com\/adv\/\">playgama.com\/adv<\/a> to run both through one integration and compare them per placement.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/iabtechlab.com\/standards\/\" rel=\"nofollow noopener\" target=\"_blank\">IAB Tech Lab standards<\/a><\/li>\n<li><a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\" rel=\"nofollow noopener\" target=\"_blank\">Ad Placement API: adBreak<\/a><\/li>\n<li><a href=\"https:\/\/mobidictum.com\/monetizing-web-game-rocketgoal-playgama\/\" rel=\"nofollow noopener\" target=\"_blank\">Mobidictum: Monetizing web game RocketGoal and Playgama Ad case study<\/a><\/li>\n<li><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Ad<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Should an in-page video player autoplay with sound?<\/h3>\n<p>No. It plays muted by default, because browsers block autoplay with sound.<\/p>\n<h3>Can the video player overlap the game?<\/h3>\n<p>No. Put it beside or below the game frame, never over game controls; on mobile it usually goes below the game or in a sticky slot.<\/p>\n<h3>Does an in-page video player need break points like an interstitial?<\/h3>\n<p>No. It runs alongside gameplay outside the game frame. Break points matter for interstitials and rewarded ads, which interrupt the game.<\/p>\n<p><em>Last updated: 23 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"Where do I place a video player around a web game?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Place an in-page video player on the page around the game, not inside it: beside or below the game frame, visible without scrolling and never over game controls. It plays muted by default, and on mobile it usually goes below the game or in a sticky slot. 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It runs alongside gameplay, so unlike interstitials and rewarded ads it needs no break points.<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"footnotes":""},"categories":[1318],"tags":[],"class_list":["post-14161","post","type-post","status-publish","format-standard","hentry","category-business-faqs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Where do I place a video player around a web game?<\/title>\n<meta name=\"description\" content=\"Where to put an in-page video player around a web game: beside or below the frame, in view without scrolling, muted, and below the game on mobile.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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