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
- IPM lift: 2-5× higher than equivalent video ads. The pre-install engagement drives higher install conversion.
- Downstream retention: users who installed from a playable ad retain 20-40% higher D1 / D7 than users from video — they've self-selected.
- eCPM (publisher side): $8-20 vs $5-15 for video interstitial — advertisers pay more for the higher-quality engagement.
Where playables work best
- Casual / hyper-casual games — entire game loop can fit in 30 seconds, perfect playable demonstration.
- Match-3 / puzzle games — single-level demo translates directly.
- Card / strategy games — one round of gameplay communicates the core loop.
- Productivity apps with interactive features — increasingly used outside gaming for apps with strong demoable features.
Where playables don't work
- Mid-core / deep games with multi-hour onboarding curves — can't fit value in 30 seconds.
- Subscription consumer apps where value emerges over time, not in a single interaction.
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.