Publishers · Mobile games

Monetization designed around the economy.

Games monetize attention differently: the session is a loop, the currency is an economy, and the format mix follows the genre. This page is the strategy for each.

HypercasualMidcoreCasinoRewarded-first

Opt-in value exchange · caps respected

01 · Rewarded-first strategy

Why rewarded anchors game revenue.

Rewarded video anchors game monetization because it converts attention the player was already going to spend: out of lives, out of currency, between sessions. The exchange feels earned, opt-in rates hold, and demand pays for completion rather than exposure.

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When it anchors

Genres with an economy and session structure: hypercasual loops, midcore progression, puzzle economies. Rewarded becomes the primary line item, because the player always has something to earn and a moment to earn it in. Placement follows the need, out of lives, out of currency, before the next run.

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When it should not

Games without an economy to reward, or sessions too short to complete a video. Forcing rewarded there produces opt-in decay that takes seasons to undo, and it refunds nothing in the meantime. Banner and capped interstitial carry those genres better.

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Caps over volume

Rewarded monetizes on repeat acceptance, so protecting the acceptance rate protects the revenue. Cooldowns between offers and daily caps keep opt-in rates healthy across the cohort lifetime. A player who trusts the exchange keeps saying yes for months.

02 · Economy design

Rewards without cannibalizing purchases.

Integrating rewards

Design

Rewards and offerwall currency enter the economy through the same wallet as purchases, with grant sizes tested before scaling. The goal is that rewarded currency widens the funnel while the store keeps its prices meaningful: a currency grant should feel like a bonus, never like a discount on everything. Grant changes ship like economy changes, tested on a cohort, read in reporting, then scaled.

Soft currencyEnergy refillsCosmetics

Offerwall for non-payers

Second layer

For players who will never buy, the offerwall converts engagement into currency without touching the purchase flow. It sits beside the store rather than in front of it, so payers keep paying and non-payers start earning. Its audience is measured among non-payers specifically, which is the only cohort that judges it fairly.

Non-payer focusUser-chosen

Offerwall format page

03 · Mediation and bidding by genre

Format mix follows the genre.

GenreAnchorSupporting mixNotes
HypercasualRewarded + interstitialBanner between sessions, offerwall lightShort sessions: caps and timing discipline decide everything
MidcoreRewardedInterstitial at session breaks, offerwall deeperEconomy-driven; rewarded currency design carries revenue
CasinoRewarded + offerwallInterstitial sparinglyCoin economies respond strongly to earned currency; ad policy categories still apply

Engine wrappers change the integration surface, not the strategy: the Unity, Flutter and React Native wrappers expose the same placements and events as the native SDKs. Wrapper availability is confirmed in the SDK reference.

Game onboarding

Monetize the loop, not the player.

Send your genre, economy design and current setup. Onboarding maps the rewarded structure and the offerwall entry points without rerouting your economy.

Rewarded-first · offerwall for non-payers · Net 60