The rewarded video placement rulebook
Sumit Gupta
Head of Game Publisher Success
Rewarded video is the highest-CPM format in mobile advertising — when it's placed correctly. When it isn't, it's an annoying interruption that tanks retention. Here's the placement rulebook we've learned across 200+ game publishers.
Why rewarded video pays so much
The two-word answer: opt-in intent. When a player chooses to watch an ad in exchange for in-game currency, extra lives, or removed friction, they're signalling buying intent the advertiser would never get from a normal banner. Advertisers pay 5-10× normal mobile CPMs for that signal.
Typical CPM ranges across our publisher base in 2026:
- Banner ads: $0.50 – $3 CPM
- Interstitial: $8 – $20 CPM
- Native in-feed: $4 – $12 CPM
- Rewarded video: $15 – $40 CPM
Placement matters more than format
The mistake newer game devs make: bolting rewarded onto generic UI buttons ("watch ad for X coins") without thinking about WHEN the player wants the reward. Three rules.
Rule 1: Offer rewards at peak frustration
Players want the reward most when they've just failed. Died on the boss? Offer a revive for an ad watch. Ran out of moves? Offer +5 moves. Failed a quest? Offer a hint. The ad watch becomes a relief, not an interruption.
Don't offer rewards when the player is already winning. Offer them when the game just took something away.
Rule 2: Cap frequency, but not too low
Hard cap of 5-7 rewarded videos per session is the sweet spot for most games. Below 3 and you leave money on the table; above 10 and the ads themselves get repetitive (the demand pool runs dry mid-session).
The 90-second rule
Rule 3: The reward must feel proportional
A 30-second ad for 5 coins (when items cost 500 coins) is a feel-bad deal. A 30-second ad for "keep playing this run" (with 20 minutes of progress at stake) is a no-brainer. Calibrate your reward economy so the player feels they came out ahead.
Anti-pattern: forced viewing
Some game devs disguise interstitials as "rewards". Don't. Reward = opt-in. The CPM premium evaporates the moment the player feels forced. Plus most ad networks will rate-limit you or kick you out for it.
What Adbris does on rewarded
The SDK handles the demand mediation: AdMob, AppLovin, Unity Ads, Vungle, Liftoff. Whoever bids highest in real time wins. The publisher writes a single call site ("show me a rewarded ad for this placement") and we route to the best bid.
Build the placement logic well, integrate the SDK once, and rewarded video typically pays for 50-70% of a free-to-play game's total ad revenue. The other formats stack on top.
Ready to put this in practice?
Apply to publish with Adbris.
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