User Acquisition

Playable Ad

Also known asPlayableInteractive AdMini-Game Ad

An interactive ad format that lets users play a 15-60 second mini-experience demonstrating the app — typically 2-5× higher IPM than video ads but more expensive to produce.

Key takeaways

  1. 01Playable ads = interactive 15-60s mini-experience, usually a slice of the app or game.
  2. 02IPM lift: 2-5× vs video ads — user already engaged before the install decision.
  3. 03Production cost: $5,000-$50,000 per playable; ROI scales with volume, justified for major UA programs.

A playable ad is an interactive ad format that lets users play a 15-60 second mini-experience demonstrating the advertised app — typically a slice of the actual game or app functionality. Instead of watching a video showing gameplay, the user IS the gameplay. By the time they're invited to install, they've already experienced the app first-hand — install intent and downstream retention both benefit.

Performance vs video ads

Where playables work best

Where playables don't work

Production cost reality: playables typically cost $5,000-$50,000 each to produce (vs $1,000-$10,000 for video creative). Cost is justified for major UA programs spending $100K+ / month on the channel — the 2-5× IPM lift translates to material CPI reduction at scale. For smaller UA programs ($10K-$50K / month), playables are usually not yet justified vs higher-volume video creative production.

Quick answers

What is a playable ad?

A playable ad is an interactive ad format that lets users play a 15-60 second mini-experience demonstrating the advertised app — typically a slice of the actual game or app functionality. The user IS the gameplay during the ad. By install time, they've already experienced the product first-hand, lifting install intent and downstream retention.

How do playable ads compare to video ads?

Playables typically deliver 2-5× higher IPM than equivalent video ads — the pre-install engagement drives stronger install conversion. Downstream retention is also 20-40% higher because users self-select. Trade-off: production cost is 5-10× higher ($5,000-$50,000 per playable vs $1,000-$10,000 per video). Justified for major UA programs; usually overkill for smaller budgets.

Where do playable ads work best?

Casual / hyper-casual games (entire game loop fits in 30 seconds), match-3 and puzzle games (single-level demo), card / strategy games (one-round demo). Increasingly used outside gaming for productivity apps with strong demoable features. Don't work well for mid-core / deep games with long onboarding curves, or subscription apps where value emerges over time rather than in a single interaction.

Where do playable ads run?

Across the major UA networks — Meta (Audience Network), AppLovin, Unity Ads (formerly ironSource), Google, TikTok, and Mintegral. Playables are the highest-intent creative format for games because the user self-qualifies by actually playing a slice of the experience before installing.

How long should a playable ad be?

Most playables run 15-30 seconds of interaction, with a clear hook in the first 2-3 seconds and a strong end card. Beyond ~30 seconds, completion drops; the goal is one satisfying mechanic loop, not a full tutorial.

What makes a high-converting playable ad?

A fast hook (gameplay in the first 2-3 seconds, no logo intro), one simple mechanic the user grasps instantly, forgiving difficulty that lets them win, and an end card that matches the store listing so the post-install experience is not a let-down. Mismatch between the playable and the real game is the top cause of install-then-churn.

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