Rewarded Video vs Interstitial Ads: Which Should You Use?
These two formats drive the vast majority of mobile game ad revenue — but they affect players very differently. Here's how to choose.
Two very different earners
Rewarded video and interstitials drive most mobile game ad revenue, but they treat your players in opposite ways. One is invited; the other interrupts. Getting the balance right is the difference between healthy revenue and a retention problem.
Rewarded video
Players opt in to watch a full video in exchange for a reward — coins, an extra life, a revive, a 2× bonus. Because it’s voluntary, it rarely annoys anyone, and it carries the highest eCPM of any format (roughly $3.50–$42, depending on geography). It can even improve retention by helping players progress.
- Best for: currency top-ups, continues, doubling end-of-level rewards.
- Watch out for: limited inventory — there are only so many natural reward moments.
Interstitials
Full-screen ads shown at a break in play. They pay well (about $1.50–$18 eCPM) and are trivial to implement, but they interrupt — and overusing them is the fastest way to tank retention.
- Best for: clean transitions — level complete, game over, returning to a menu.
- Watch out for: frequency. Cap to about one every 2–4 minutes, and never mid-action.
Which should you use?
For almost every game, the answer is both:
- Lead with rewarded video wherever a player wants a boost — it’s revenue with no retention cost.
- Layer in interstitials at natural breaks, with strict frequency caps.
- Add banners only on static menu screens, where their low eCPM stays out of the way.
A quick rule of thumb
If a placement interrupts the player, it must sit at a genuine pause. If it rewards the player, it can appear far more often. Get the eCPM context first with our plain-English eCPM guide.
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