← All articles Ad formats

Rewarded, interstitial or banner: which ad format earns most?

Rewarded video pays the most per view. Banners get seen the most. What actually matters is the two multiplied together.

Rewarded video earns the most per impression. That part isn't really up for debate. In the Tenjin × CAS dataset for Q2 2024, US game apps saw rewarded eCPMs of about $24 on iOS and $30 on Android, against roughly $1 for banners (compiled by Playio).

But most apps that ask "which format earns most?" really mean "which format should I use?", and those are different questions. Revenue is price times volume:

revenue = impressions ÷ 1,000 × eCPM

So take a user who watches one rewarded video a day at a $20 eCPM. That's $0.02. Ten banner refreshes at $1 is $0.01. The rewarded ad wins, but not by the 20× the eCPMs suggest. If the same user is happy to sit on a reading screen for twenty minutes, the banner can catch up.

Rewarded video

The user chooses to watch a 15 to 30 second video and gets something back: a life, coins, a hint, an hour of a premium feature. Because they opted in, they actually watch, and advertisers pay for that attention.

The catch is that you need something worth giving. A puzzle game has hints. A to-do app mostly doesn't. If you have to invent a reward, the placement usually doesn't get many views.

Interstitials

These are the full-screen ads between levels or after finishing a task. Nobody asks for them, but they're easy to place and they pay well. In the same Tenjin × CAS data, US interstitials sat around $16 (Android) to $23 (iOS). Appodeal's Q4 2024 North America figures were closer to $10.

Those two sources disagree by a factor of two, which tells you how much benchmarks depend on whose apps are in the sample. Use them to check you're in the right range, not as a target.

The real risk with interstitials is frequency. Show them too often and people leave, and a user who leaves stops earning you anything. Put a minimum gap between them and skip them in the first session.

A strip at the top or bottom of the screen that refreshes every so often. Low eCPM, lots of impressions, and most users stop noticing them. They work best on screens where people stay a long time (readers, calculators, scanners) and badly on fast gameplay screens where nobody looks at them.

Keep them away from buttons. Accidental clicks get flagged and they annoy everyone.

Side by side

FormatUS eCPM, iOSUS eCPM, AndroidHow many per user
Rewarded video$24.39$30.25As many as you have rewards for
Interstitial$23.17$16.15Limited by how often you can interrupt
Banner$0.99$1.18Refreshes while the screen is open

eCPMs: Tenjin × CAS, Q2 2024, game apps excluding kids apps, via Playio.

So which should you use?

Usually all three, in different places. Rewarded where a reward makes sense, interstitials at real breaks with a cap, banners on screens people stay on.

Then judge the mix by revenue per daily user (ARPDAU), not by eCPM. A change that raises eCPM but costs you impressions or users is a step backwards, and ARPDAU is the number that shows it. There's more on that in our guide to the metrics.

Keep reading

Ad formats

Native and app open ads: are they worth adding?

Two formats most apps add after rewarded, interstitial and banner. Where each one fits, where it backfires, and what Google's own guidance says.

Ad networks

Getting approved for AdSense: why sites get rejected

Most AdSense rejections come down to a handful of fixable problems. What Google actually checks, the mistakes behind the usual rejection messages, and what to fix before you apply again.

Ad networks

AdMob, AppLovin MAX or Unity LevelPlay?

All three run an auction for your ad slots. The differences are smaller than the marketing suggests, and the way to choose is to test two of them.