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Playable ad statistics 2026

Playable ad statistics for 2026, each with source, year and link: adoption, performance vs video, engagement, networks, production and market.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 26, 2026 · Last verified Oct 26, 2026 · 13 min read

The numbers,
sourced. Playable ad statistics for 2026.

Playable ads are still a minority format but a fast-growing one: Mintegral measured playables at 7% of game ads displayed in H1 2024, up from 3% a year earlier, and Liftoff found playables convert impressions to installs eight to 16 times more often than non-playable formats. Below are 39 statistics on playable ads, each with its source, data year and a link to the original.

We only list numbers we could read at the original source on 26 Oct 2026. Where the source sells playables, playable tools or ad inventory, we label it a vendor claim, because that is what it is. We make Genie Playable, so read our own framing with the same care.

Key takeaways
Adoption is rising from a small base. Playables were 7% of game ads displayed in Mintegral's H1 2024 data and 8.3% of mobile game creatives in SocialPeta's 2024 data.
The performance case rests mostly on network data. Liftoff's 2025 index (eight to 16 times higher impression-to-install rates) is the most cited number, and it comes from an ad network.
Engagement data is thin and mostly vendor-published. Treat drop-off and play-time figures as directional.
Most major networks cap playables at 5 MB and require a single HTML file or a ZIP with no external calls.
Creative volume is the pressure point: top gaming advertisers shipped 2,400 to 2,600 creatives a quarter in 2025 (AppsFlyer).
Genie Playable builds playables from your game and exports them for eight networks. We publish no performance numbers for it, so none appear here.

How did we choose these statistics?

·Original source only. Each number was checked on the publisher's own page, press release or report file, not on a blog that repeats it.
·Year shown is the data year where the source states it, otherwise the publication year.
·Type labels. "Network data" comes from an ad network about its own traffic. "Measurement data" comes from an MMP or analytics provider. "Market intelligence" comes from an ad or app intelligence firm. "Vendor claim" comes from a company that sells playables or playable tools, usually without a published method.
·Precision over count. Numbers we could not trace to a primary source are listed at the end, with the reason.

How widely are playable ads used?

Playables remain a small share of total creative volume, with video still the default. But share is rising, and it is concentrated: hypercasual and shooter advertisers use playables far more than RPG advertisers, and top spenders lean in harder than everyone else.

#StatisticSourceYearType
1Playables were 7% of game ads displayed in H1 2024, up from 3% in H1 2023 (5% in H2 2023).Mintegral, The State of Games Media Buying 20242024Network data
2Playable share of ads by genre in H1 2024: hypercasual 13%, shooting 9%, action 8%, puzzle 8%, RPG 1%.Mintegral, same report2024Network data
3Video was 76% to 87% of game ads by genre in H1 2024 (match highest at 87%, RPG lowest at 76%).Mintegral, same report2024Network data
4Playables were 8.3% of all mobile game ad creatives in 2024.SocialPeta and Playable Factory, partner post2024Vendor claim
5Daily playable ad creatives exceeded 30,000 in 2024.SocialPeta, report page2024Vendor claim
6More than half of the top 100 global mobile game publishers use playables as a core part of their ad strategy.SocialPeta, report page2024Vendor claim
7An average of 340 mobile game advertisers launched playable ads each day in 2024.SocialPeta partner post2024Vendor claim
8Android accounted for 75.5% of playable ads in 2024, and over 88% in Europe and North America.SocialPeta partner post2024Vendor claim
9Top-spending apps allocate over 35% more of their spend to playables than other apps.Liftoff, 2025 Mobile Ad Creative Index highlights2024Network data
10Share of spend on interactive ads for top non-gaming apps grew 20% in 2024, vs 2% for other advertisers.Liftoff, 2025 Creative Index press release2024Network data

Context: Mintegral's metric counts ads displayed by format, so it reflects volume on its own network, not spend. SocialPeta tracks creatives it observes across networks. Sensor Tower's 2025 game advertising report adds a qualitative read: playables showed steady impression growth through 2025, especially on AppLovin, with no published share figure.

Do playable ads perform better than video or static?

On impression-to-install conversion, the published data says yes, by a wide margin. On downstream value (retention, ROAS), public data is scarce and mostly comes from networks measuring improvements to their own playable rendering. For how to run this comparison on your own campaigns, see how do you know a playable ad is working.

#StatisticSourceYearType
11Impression-to-install rates for playables were eight times those of non-playable formats for top-spending game advertisers.Liftoff, 2025 Creative Index press release2024Network data
12For other game advertisers, playable impression-to-install rates were 16 times those of non-playable formats.Liftoff, same release2024Network data
13Unity Ads reported a 12% increase in D1 ARPU on iOS after improving how playables run.Unity, The power of play (Oct 2025)2025Network data
14Over the same period, Unity Ads reported a 6.9% increase in D1 ROAS for playables on iOS.Unity, same post2025Network data
15ironSource Ads reported D0 ARPU up 30.5% and D14 ROAS up 5.4% on iOS after playable improvements (July to September 2025).Unity, same post2025Network data
16Animated ads that replicate gameplay showed 26% higher engagement than UGC or real-life footage on ad networks outside social media.AppsFlyer, creative optimization data report (May 2024)2024Measurement data
17Hypercasual game ads generated about 48 installs per thousand impressions.AppsFlyer, same report2024Measurement data

Context: Liftoff's comparison is playables vs all non-playable formats on its network, averaged across advertisers. It is a format-level average, not a forecast for any single creative. The Unity and ironSource figures measure gains after platform changes to playable rendering, not playables vs video. Our view on when each format earns its cost is in playable vs video vs end card.

How do players behave inside a playable ad?

This is the thinnest area of public data. The one platform rule here comes from Google; the rest is vendor-published, usually without a method. Useful for direction, not for benchmarks you would put in a board deck. To collect your own numbers, see what to track inside a playable ad.

#StatisticSourceYearType
18Google's goal for HTML5 ads: viewers performing the intended interaction within 3 or 4 seconds.Google Ads Help, Make better creative assets for App campaigns2026Network guidance
19Median drop-off in the first three seconds: 46.7% without guided interaction, 28.6% with a strong first-time experience.Sett, Playable ads complete guide2026Vendor claim (no method published)
20Median time to first interaction: 8.76 seconds; a strong tutorial cuts it by 40.7%.Sett, same guide2026Vendor claim (no method published)
21Average play duration 35 to 40 seconds; successful playables average 70 to 80 seconds of engagement.Sett, same guide2026Vendor claim (no method published)
2246.5% of playables include text, and 88.4% of that text is instructional.AppAgent with Apptica data, State of Playable Ads 20252025Agency analysis of market data
2349.7% of high-performing playables open with a scene before play, and 65.3% of those use edited snippets of lead-in video.AppAgent with Apptica data, same article2025Agency analysis of market data
24A 0.5-second loading delay increased drop-off by 18%.SocialPeta and Playable Factory, partner post2024Vendor claim (case, no method published)

What do the ad networks require and report?

These come straight from network documentation. Specs change; our playable ad specs hub tracks each network in more detail, and playable ad networks compares where to run them.

#StatisticSourceYearType
25AppLovin: each playable must be a single HTML file of 5 MB or less, with all resources embedded, MRAID 2.0 support and no store redirect on the first tap.AppLovin, Best practices and guidelines2026Network documentation
26Unity Ads: playables must be a single minified HTML file under 5 MB, support MRAID 3.0 and make no network requests.Unity Grow, Playable specifications2026Network documentation
27Google Ads App campaigns: HTML5 playables upload as a ZIP of up to 5 MB with no more than 512 files, and up to 20 ZIPs per ad group.Google Ads Help, About HTML5/Playable ads for App campaigns2026Network documentation
28AppLovin's playable analytics supports 12 predefined events (plus one deprecated); custom events are not tracked.AppLovin, Playable analytics integration2026Network documentation
29An AppLovin creative set holds up to 10 files per asset type (video, HTML, image).AppLovin, How to create creative sets2026Network documentation
30TikTok recommends at least six video assets and one playable per ad group; mixed video and playable results are reported only at ad group level.TikTok Ads Help, How to create Playable ads2026Network documentation
31AppLovin carried 59% of playable ad traffic in 2025, AdMob 38% and Unity Ads 2%.AppAgent with Apptica data, State of Playable Ads 20252025Agency analysis of market data

One playable in. Network-ready builds out. Genie Playable exports optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon, so the 5 MB limits and packaging rules above are handled per network.

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How much creative volume and production do playables take?

The numbers here are about the creative machine as a whole. Spend concentrates in very few winners, so teams ship more creatives to find them. Public, method-backed playable production cost data barely exists; the one figure below is an agency estimate. Our playable ad cost page breaks down the cost drivers.

#StatisticSourceYearType
32Top gaming advertisers produced 2,400 to 2,600 creatives per quarter in 2025, up 25% to 30% year over year.AppsFlyer, State of Gaming for Marketers 20262025Measurement data
33The top 2% of gaming creatives took 53% of total ad spend (Q1 2024 to Q1 2025).AppsFlyer, 2025 creative report2025Measurement data
34Across apps, 2% of ad variations received 68% of spend, and marketers typically need to test upwards of 50 variations to find one winner.AppsFlyer, creative optimization data report2024Measurement data
35Among 49 top mobile game advertisers, creatives that never passed $100 of lifetime spend grew more than six times (Q1 2026 vs Q1 2025), while creatives earning $10K or more grew 1.7 times.Sensor Tower, State of Game Advertising 20262026Market intelligence
36External playable production typically costs $3,000 to $5,000 per creative with two to four week turnaround.AppAgent, State of Playable Ads 20252025Agency estimate (no source given)

How big is the market playables compete in?

#StatisticSourceYearType
37Global gaming app UA spend reached $25B in 2025, up 3.8% year over year.AppsFlyer, State of Gaming for Marketers 20262025Measurement data
38Mobile game revenue rose 1% to $82B in 2025.Sensor Tower, State of Gaming 2026 press release2025Market intelligence
39AppLovin, the largest carrier of playable traffic in AppAgent's data, reported Q2 2026 revenue of $1.924B, up 53% year over year.AppLovin Q2 2026 results (SEC filing)2026Company filing

Some numbers circulate widely but we could not trace them to a primary dataset, or the sources disagree. We left them out of the tables:

·"Playables convert 319% higher than video." Repeated across vendor blogs and attributed to AppAgent or Segwise, with no dataset or method we could find.
·"Up to 40% better CPI, IPM and CVR." Sett platform data with no published method.
·Playables at 13.3% of ad impressions in 2026. Attributed by a vendor to Sensor Tower's State of Gaming 2026; we could not find it in Sensor Tower's public materials.
·Liftoff's 93% "metaplay" figure. Reported as an IPM lift in one Liftoff release and as a spend change elsewhere. Too inconsistent to cite.

If you publish a primary dataset on playables, tell us and we will review it for the next update.

Where does Genie Playable fit?

The statistics point to one practical problem: winners are rare, so teams need many playable variants, and production is slow and expensive. Genie Playable addresses the production side. It builds a playable from your APK or HTML build plus the assets in Genie, from a format that is already working, or from scratch from a brief with Genie Agent, and you iterate from the last version without a developer.

It does not change the math on this page. It is not an analytics tool, and we publish no speed, volume or performance numbers for Genie Playable. It is not the right fit if your in-house playable team already ships at the pace you test, or if you run only on networks we do not export to yet.

Self-serve starts at $490 a month, or $249 a month for startups, with a free sign-up that covers your first two playables. Larger companies usually start with a custom plan: a full one-month pilot where the Genie team onboards you and helps you build the playables you want.

Build the variants the numbers call for. Winners are rare, so you need more shots. Genie Playable builds playables from your game, without a developer, and exports them for eight networks.

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FAQ

Sources

  1. 01AppLovin, Best practices and guidelines
  2. 02AppLovin, Playable analytics integration
  3. 03AppLovin, How to create creative sets
  4. 04Unity Grow, Playable specifications
  5. 05Google Ads Help, About HTML5/Playable ads for App campaigns
  6. 06Google Ads Help, Make better creative assets for App campaigns
  7. 07TikTok Ads Help, How to create Playable ads on TikTok Ads Manager
  8. 08Liftoff, 2025 Mobile Ad Creative Index press release (network data)
  9. 09Liftoff, 2025 Mobile Ad Creative Index highlights (network data)
  10. 10Mintegral, The State of Games Media Buying 2024, US Spotlight (network data)
  11. 11Unity blog, The power of play (network data)
  12. 12Sensor Tower, State of Game Advertising 2026
  13. 13Sensor Tower, State of Gaming 2026 press release
  14. 14Sensor Tower, Playing to Win 2025 Digital Game Advertising Report
  15. 15AppsFlyer, State of Gaming for Marketers 2026
  16. 16AppsFlyer, 2025 creative report
  17. 17AppsFlyer, creative optimization data report (May 2024)
  18. 18AppLovin, Q2 2026 financial results (SEC filing)
  19. 19AppAgent, The State of Playable Ads in 2025 (agency analysis)
  20. 20SocialPeta, Marketing Insights into Playable Ads 2025 (vendor claims)
  21. 21SocialPeta and Playable Factory, partner post on Business of Apps (vendor claims)
  22. 22Sett, Playable ads complete guide (vendor claims)

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Ready to ship playables from your game?

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How to make a playable ad from your own game (without rebuilding it)

Three ways to turn your game into a playable ad: engine export, HTML5 rebuild, or building from your APK. Steps, specs, testing and mistakes to avoid.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Sep 26, 2026 · Updated Sep 26, 2026 · 11 min read

A playable ad from your own game is a 30 to 90 second interactive slice of your game: your characters, your art and one clear mechanic, packaged as a small HTML5 file an ad network can run. You can't ship your game build as it is. Networks cap playables at about 5 MB in a single HTML file or ZIP, with strict rules on code and clicks. So you have three options: export a stripped-down scene from your engine, rebuild the moment in an HTML5 framework, or use a tool that builds the playable from your game's build and assets. This guide walks through all three.

Key takeaways
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What does "a playable ad from your own game" actually mean?

It means the player sees your game, not a generic template with your logo on top. Studios that do this well keep three things fixed and treat the rest as open.

Keep fixedOpen to change
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This matches what UA and creative leads tell us. Brand fidelity is non-negotiable. Gameplay is often borrowed from whatever is trending. The catch is policy. The UK ASA now treats even a genuine but non-core mechanic as potentially misleading, and Google Play bans ads that don't represent the app. The closer your playable is to what players actually get, the safer it is, and the better it tends to retain.

Why can't I just ship my game build as a playable?

Ad networks run playables inside their own ad containers, not as apps. Every playable has to fit this box:

SizeAbout 5 MB on every major network (AppLovin, Meta, Google, TikTok, Unity, Mintegral, Moloco, Snapchat). A WebGL export of a real game is usually far bigger. An empty Godot export is already over the limit.
FormatOne self-contained HTML file with every asset inlined (AppLovin, Unity, Moloco), or a ZIP with an index.html (Google, TikTok, Mintegral, Snapchat). Meta accepts both.
No external callsNothing loads from your servers at runtime.
Click-out callmraid.open() on AppLovin and Unity, FbPlayableAd.onCTAClick() on Meta and Moloco, ExitApi.exit() on Google, window.openAppStore() on TikTok, window.install() on Mintegral.
Behavior rulesMuted until the first interaction, no store redirect on the first tap, no auto-redirects, works in portrait and landscape.

The full list lives in our Playable ad specs by network (2026).

What are the three ways to turn my game into a playable?

1. Engine export 2. HTML5 rebuild 3. Build from your APK or HTML and assets
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Most studios mix routes: a hand-built hero playable for a launch, and faster tooling for the weekly variations that keep a campaign alive.

What buyers expect to pay and wait: roughly $3,000 to $8,000 and two to four weeks per new playable from an external studio, and roughly $600 to $2,000 in-house once the setup exists. Nobody has a clean source for these numbers, so treat them as market expectations. One mid-size studio we spoke to put it simply: the market norm is "two weeks onwards", and their target is under a week.

Your game is already the brief.

Upload your APK or HTML build. Genie Playable turns it into a playable ad with your own art, characters and live events, ready for 10 ad networks.

Try it free on your game

How do I make a playable ad from my game, step by step?

01\Pick the moment worth playing

Choose one mechanic a stranger understands in three seconds. Good sources: your core loop at its most satisfying, the live event running now, or a format already converting in your genre. If you can't explain the moment in one sentence, it's too complex. One mechanic beats two.

“Merge plus puzzle looks clever and almost always tests worse.”
Segwise

02\Script the arc

Almost every playable follows the same shape:

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03\Prepare your assets

Export characters, backgrounds, UI and sounds from your game, then cut hard. Compress images, use sprite sheets, trim audio to short loops and subset fonts. Base64 inlining adds about a third to file size, so aim for 2 to 3 MB in total and treat 5 MB as the ceiling.

04\Build it

Whatever route you use, keep the logic in plain HTML and JavaScript, make the layout work in 9:16 and 16:9, and keep sound off until the first tap.

05\Package it for each network

This is where engineer time quietly disappears. "A unit that passes on AppLovin can bounce on Unity," as Segwise puts it. Each network needs the right file format, the right click-out call and any required hooks. Mintegral, for example, expects gameReady() and gameEnd() calls. Build once and generate network variants from one source. Hand-editing copies is how bugs creep in.

06\Test before you upload

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Then test on a real low-end Android phone. A desktop browser hides most of the problems.

07\Launch and measure

Give each playable enough data before you judge it. A common rule of thumb is about 50 conversions in four days, or 100 in seven. Judge on D7 ROAS and retention, not CPI alone. If you can, add events inside the playable (start, first interaction, win or lose, CTA tap, drop-off point), because network dashboards only show the last step.

08\Plan the next version before this one fatigues

Top-grossing games ship dozens of new playables a month, and most of that volume is variations of a winner. Leading teams put roughly 70% of output into variations and 30% into new concepts. Decide now which single thing you'll change next: the hook, the fail state, the character, the event skin or the end card.

What should I keep from my game, and what can I borrow?

Keep everything that helps a player recognise your game after install: art, characters, UI language, sound. Borrow structure freely, whether that's a proven hook, a pacing pattern or a format working in another genre. Racing and narrative studios often tell us their game "isn't playable". The honest read: a playable doesn't need your full core loop. It needs one true moment from your world.

What are the most common mistakes?

Mistake What happens Fix
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The next version, not a new brief.

When a playable fatigues, Genie Playable lets your UA or creative team change the hook, the character or the event skin on the last version and ship it again. No dev queue.

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Where does Genie fit?

Genie Playable takes the third route, and adds two more ways in. You can build from your game: your APK or HTML build together with the assets, narrative, mechanics and live events already in Genie. You can start from a format that's already working and rebuild it with your game inside. Or you can start from scratch and describe the playable to Genie Agent.

Genie Core keeps every version on brand, and Genie Playable exports network-ready variants for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source, with Moloco coming soon. No developer is needed at any step, and your team makes the final call on every version. Sign-up is free and covers your first two playables. Try it on your game.

Where to go next

First playable? Follow how to make a playable ad step by step, then run it through the playable ad best practices checklist. Once it's live, read how to know if your playable ad is working and how to A/B test playable ads.

FAQ

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Sources

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