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.
Opt-in value exchange · caps respected
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.
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.
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.
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.
Rewards without cannibalizing purchases.
Integrating rewards
DesignRewards 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.
Offerwall for non-payers
Second layerFor 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.
Format mix follows the genre.
| Genre | Anchor | Supporting mix | Notes |
|---|---|---|---|
| Hypercasual | Rewarded + interstitial | Banner between sessions, offerwall light | Short sessions: caps and timing discipline decide everything |
| Midcore | Rewarded | Interstitial at session breaks, offerwall deeper | Economy-driven; rewarded currency design carries revenue |
| Casino | Rewarded + offerwall | Interstitial sparingly | Coin 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.
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