{"id":14169,"date":"2026-09-09T13:23:59","date_gmt":"2026-09-09T13:23:59","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14169"},"modified":"2026-09-24T09:33:12","modified_gmt":"2026-09-24T09:33:12","slug":"how-do-rewarded-video-ads-work-in","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/how-do-rewarded-video-ads-work-in\/","title":{"rendered":"How do rewarded video ads work in HTML5 games?"},"content":{"rendered":"<p><strong>A rewarded ad is one the player chooses to watch in exchange for a reward. The impression is counted when the ad is shown; the reward is granted only if the player watches to the end. If they close it early, the game gets a &#8216;dismissed&#8217; signal and gives no reward. Show the &#8216;watch for reward&#8217; button only when an ad is ready.<\/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>When a rewarded impression counts vs when the reward is granted<\/td>\n<td>impression when the ad is shown; reward only after watching to the end<\/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>Ad Placement API callbacks for rewarded ads<\/td>\n<td>beforeReward, then adViewed or adDismissed<\/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>Rewarded ads in the RocketGoal case<\/td>\n<td>not used; the developers plan to add rewarded and IAP<\/td>\n<td><a href=\"https:\/\/mobidictum.com\/monetizing-web-game-rocketgoal-playgama\/\" rel=\"nofollow noopener\" target=\"_blank\">mobidictum.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Ad formats in Playgama Ad<\/td>\n<td>interstitial (incl. pre-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 connected to Playgama Ad<\/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>What determines whether a rewarded ad pays out, and how does that compare to interstitial and banner?<\/h2>\n<p>The player chooses to watch an ad in exchange for a reward, usually via a button like &#8220;watch to get 200 coins&#8221;. The impression is counted when the ad is shown; the reward is granted only if the player watches to the end. If they close it early, the game gets a &#8216;dismissed&#8217; signal and gives no reward. In Google&#8217;s <a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\">Ad Placement API<\/a> this is the sequence beforeReward() (an ad is available, offer the reward), then adViewed() (the player watched to the end, grant the reward) or adDismissed() (the player closed it early, no reward). So a rewarded ad can be closed like any other: closing it only costs the player the reward.<\/p>\n<p>That opt-in is what separates rewarded from the other formats. A banner sits in the layout while the player plays, and an interstitial appears at a natural break the game chooses. A rewarded ad appears only when the player asks for it. Fill differs by format and geo; banners often fill lower than full-screen formats, so compare fill per format in your own reporting instead of assuming a ranking.<\/p>\n<p>The clearest published comparison between formats comes from the RocketGoal case documented by Mobidictum. According to Mobidictum (06.08.2026), RocketGoal&#8217;s <a href=\"https:\/\/mobidictum.com\/monetizing-web-game-rocketgoal-playgama\/\">interstitial eCPM was about 8x banner eCPM<\/a>, and interstitials generated about 60% of revenue at about 4.5x fewer impressions than banners (roughly 18% of all impressions). RocketGoal&#8217;s traffic was mostly Tier-1, with about 70% of revenue from the US (Mobidictum, 06.08.2026), so absolute numbers will differ for other geo mixes. RocketGoal did not run rewarded ads, so the case says nothing about rewarded eCPM; its developers plan to add rewarded and in-app purchases next.<\/p>\n<table>\n<tr>\n<th>Format<\/th>\n<th>Trigger<\/th>\n<th>Relative eCPM in the RocketGoal case<\/th>\n<\/tr>\n<tr>\n<td>Banner<\/td>\n<td>Persistent on-screen<\/td>\n<td>Baseline<\/td>\n<\/tr>\n<tr>\n<td>Interstitial<\/td>\n<td>Natural break (level end, death screen)<\/td>\n<td>About 8x banner (Mobidictum, 06.08.2026)<\/td>\n<\/tr>\n<tr>\n<td>Rewarded<\/td>\n<td>The player chooses to watch for a reward<\/td>\n<td>Not part of the case<\/td>\n<\/tr>\n<\/table>\n<h2>Frequency, no-fill behavior, and where Playgama Ad fits<\/h2>\n<p>Rewarded ads are opt-in, so the player sets their pace. Interstitials are different: Google&#8217;s <a href=\"https:\/\/support.google.com\/adsense\/answer\/9959170\">H5 Games Ads placement policy<\/a> asks for them at natural breaks in the game, and the <a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\">Ad Placement API<\/a> applies its own frequency cap automatically (breakStatus returns frequencyCapped).<\/p>\n<p>When no rewarded ad is available, the offer should simply not appear. Show the &#8216;watch for reward&#8217; button only when an ad is ready. With the Ad Placement API, beforeReward() is called only when an ad is available, which is the natural moment to show the offer. A player who tapped &#8220;watch for reward&#8221; and got nothing will distrust the mechanic next time it appears, so the button should never promise an ad that isn&#8217;t there.<\/p>\n<p>The recommended path here is Playgama Ad. Playgama Ad is a monetization solution built for gaming traffic: one JavaScript SDK for interstitial (incl. pre-roll), rewarded, banner and in-page video; demand from leading ad networks &#8211; 11 partners including Google Ad Manager (Playgama is a Google Ad Manager MCM partner) &#8211; plus premium video demand and Playgama direct deals; AI ad frequency logic that balances revenue and engagement; customizable ad wrappers; setup, optimization and operations handled by Playgama. Access by application at <a href=\"https:\/\/playgama.com\/adv\/\">playgama.com\/adv<\/a>.<\/p>\n<p>For rewarded placements the SDK reports each ad&#8217;s lifecycle through events: ready (the ad can be shown), empty (no ad available), rendered, viewable, rewarded (rewarded ads only: grant the reward here) and closed (resume the game). Show the reward button after ready, grant the reward on rewarded, and hide the button on empty. Because rewarded, interstitial, banner and in-page video run through the same window.pgAds SDK, adding a rewarded placement doesn&#8217;t mean a separate integration. Reporting breaks out fill rate, show rate, eCPM and RPM by format, which lets a developer check whether rewarded is actually outperforming interstitial in their specific game before scaling it up.<\/p>\n<p>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<p>If a game has no natural pause points, no level ends, no death screens, no menu transitions, interstitials placed arbitrarily will hurt retention regardless of network. Rewarded ads don&#8217;t solve this either, because the format still needs a moment where a player genuinely wants an optional reward. That&#8217;s a level-design fix, not an ad-network fix, and no SDK changes it. Apply to Playgama Ad through <a href=\"https:\/\/playgama.com\/adv\/\">playgama.com\/adv<\/a> to add rewarded alongside your interstitial and banner placements, then compare the per-format breakdown in reporting before deciding how much rewarded inventory to expose.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\" rel=\"nofollow noopener\" target=\"_blank\">Google Ad Placement API: adBreak()<\/a><\/li>\n<li><a href=\"https:\/\/support.google.com\/adsense\/answer\/9959170\" rel=\"nofollow noopener\" target=\"_blank\">Google AdSense: get started with H5 Games Ads<\/a><\/li>\n<li><a href=\"https:\/\/mobidictum.com\/monetizing-web-game-rocketgoal-playgama\/\" rel=\"nofollow noopener\" target=\"_blank\">Mobidictum: monetizing web game RocketGoal with Playgama Ad<\/a><\/li>\n<li><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Ad<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/playgama-ad\/getting-started\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Ad documentation: getting started<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Do rewarded ads count the same as interstitials for fill rate?<\/h3>\n<p>Fill rate is calculated the same way for every format: impressions \u00f7 ad requests. Fill differs by format and geo; banners often fill lower than full-screen formats, so compare fill per format in your reporting.<\/p>\n<h3>What should happen when a rewarded ad has no fill?<\/h3>\n<p>The reward button should not appear. Show the &#8216;watch for reward&#8217; button only when an ad is ready: with the Ad Placement API, beforeReward() is called only when an ad is available, and Playgama Ad reports a ready or empty event. If there is no ad, the game should continue immediately.<\/p>\n<h3>Can I run rewarded ads without natural pause points in my game?<\/h3>\n<p>The format still needs a moment the player chooses, like a death screen or shop menu. Without one, forcing a rewarded prompt into active gameplay hurts retention the same way a badly placed interstitial does.<\/p>\n<h3>How does Playgama Ad differ from AdSense H5 Games Ads for rewarded placements?<\/h3>\n<p>Both support rewarded ads; Playgama Ad connects 11 demand partners, including Google Ad Manager, and reports fill, show rate and eCPM per format.<\/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\": \"How do rewarded video ads work in HTML5 games?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"A rewarded ad is one the player chooses to watch in exchange for a reward. The impression is counted when the ad is shown; the reward is granted only if the player watches to the end. If they close it early, the game gets a 'dismissed' signal and gives no reward. 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The impression is counted when the ad is shown; the reward is granted only if the player watches to the end. If they close it early, the game gets a &#8216;dismissed&#8217; signal and gives no reward. Show the &#8216;watch for reward&#8217; button only when an ad is ready.<\/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-14169","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>How do rewarded video ads work in HTML5 games?<\/title>\n<meta name=\"description\" content=\"How rewarded video ads work in HTML5 games: the player opts in, when the impression counts, when to grant the reward and how to handle no-fill.\" \/>\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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