2026 State of Mobile is Live!

Ads are often treated as pure negativity. In hybrid games, that’s a mistake – ads can support the player and scale revenue without killing retention. The key is to treat ads as a design system: right format, right moment, right pressure. Our new report, Ad Monetization Without Killing Retention will leave you with a deeper understanding of where, when, and how to place ads without alienating your audience base.

Interstitials are the easiest ad type to mess up:
Bad setup → can break retention
Good setup → scales revenue with minimal retention damage
In this section we’ll cover:
Best trigger choices
End-of-level logic: show after every level or every N levels?
Mid-level inters: when they can work (and when they’re toxic)
Unpause trigger: should you use it, and how to keep it player-friendly
When to start showing inters
What to use as a gate: level count, session length, or both
Typical competitor ranges (and why playtime matters more than levels)
How start timing changes for Ad-focused vs IAP-focused vs Hybrid games
3. Core tuning parameters

Banner Ads – Often the Most Unpleasant Ad Format. Why?
Lowest eCPM + usually the smallest ad revenue share. Typically assumed to bring ~10-15% incremental ad revenue (varies by genre and game specifics)
Retention risk
They require UI planning upfront
We’ll discuss:
Banner Placement: top or bottom?
How to manage player attention
Key risk: tap zones & misclicks
Verifying the layout across multiple resolutions and aspect ratios
Where to place banners — and where not to

Ads are often treated as purely negative. But Rewarded Video is different: it can HELP the player, not punish them.
The real question is not: 'Where should I place RV?' It’s: 'What player behavior am I buying with this placement?'
Every RV button trains a habit: Revive, save progress, get additional rewards, skip friction, etc.
RV is useful because it turns a 'paywall moment' into an alternative: instead of paying money/currency, the player can pay with Time + Attention. This strengthens the F2P loop.

What Drives Players to Watch RV?
Habit Pressure: Daily Limits
'I have 2 RV views per day' → I should use them
FOMO: Missed Value / Opportunity Cost
If I skip the extra reward → I’m being inefficient
Urgency: Time-Limited
'You have 60 seconds to decide'
Uncertainty about the next chance increases conversion
We’ll also cover the 15 most common Rewarded Ad placements on the market – and recommend the 6 most promising ones to start with.
And we’ll cover more topics too:
No Ads
Best practices + non-obvious hacks
Do you always need it – or can it hurt in some cases?
Temporary vs. permanent No Ads
A practical Pixel Flow case
Choosing an Ad Strategy by Monetization Type A checklist you can apply to your own game:
How ads-first vs IAP-first vs hybrid approaches differ
How your placements and tuning parameters should change
3. Segmentation What to segment by – and what exactly to segment in your ad system
4. Extra Tips & Edge Cases Small implementation details that many teams miss, but that can protect trust and retention