AdsRewarded Ads
Let players choose to watch, and make the reward worth the thirty seconds.
A rewarded ad is a deal the player opts into: watch a short video, get something useful. Done well, it is the one ad format players thank you for, because it turns attention they were happy to give into progress they wanted. Done badly, it is a slot machine lever with a sponsor.
How to use it
- List the moments where a player already wants a little more: a second chance, a doubled reward, a faster timer, an extra spin.
- For each, write the trade in one line: "30 seconds for X". If you would not make that trade yourself, drop it.
- Set the reward against your economy, so a day of watching never outpaces a day of playing.
- Make the button honest: say what the reward is before the ad, deliver it instantly after, and handle a failed ad load gracefully (grant it anyway, or say none is available).
- Cap views per day with Frequency Caps and place them using the Ad Placement Map.
Example
Many casual puzzle games offer "watch to continue" after a failed level and "watch to double" on the end-of-level chest. Both sit at a moment the player has chosen, and both are skippable by not tapping.
Watch out
- Rewards so generous they replace small purchases; run a Cannibalisation Check.
- The dark version: designing friction purely so players must watch to escape it.