Key takeaways

  • TopOn data for H1 2025 puts rewarded video at 39.35% of ad revenue in casual games and 51.77% in midcore and hardcore games.
  • Unity reports that, in games pairing offerwalls with another strategy, 38% of ad revenue comes from offerwalls, but almost all public offerwall data comes from Unity and Tapjoy.
  • Most player attitude surveys on rewarded ads are vendor surveys from 2022 or earlier, so treat them as direction, not as current benchmarks.

Rewarded ads and offerwall statistics: the short answer

Rewarded video is one of the biggest ad formats in mobile games: in TopOn’s H1 2025 data it earned 39.35% of ad revenue in casual games and 51.77% in midcore and hardcore games. Offerwalls are smaller in reach but large per user: Unity reports that in games pairing an offerwall with another strategy, 38% of ad revenue comes from the offerwall. Public offerwall data is thin and comes almost entirely from Unity and its Tapjoy business, so read it with that in mind.

Every figure below is public, named, linked and dated. We did not estimate, combine or round anything beyond the source, and we use no internal Moonetix data. Sources were checked on November 4, 2026. For the wider market, see mobile game monetization statistics.

What counts as a rewarded ad and an offerwall

A rewarded ad is an ad the user chooses to watch or play in exchange for an in-app reward, usually a short video. Google’s AdMob policies for ad units that offer rewards say rewarded ads “must only be served after a user affirmatively and unambiguously opts in,” that direct monetary items may not be offered as rewards, and that rewarded interstitials must show an introductory screen with a way to decline. Checked on November 4, 2026.

An offerwall is a menu of offers, such as installing a game and reaching a level, answering a survey or signing up for a service, where the user earns a larger reward for completing an action. Rewarded video is paid per impression; offerwall offers are paid per completed result. That difference is why their statistics look so different.

Rewarded video: share of ad revenue and impressions

TopOn, a mobile ad mediation platform, published its Global Mobile Games Monetization Report, 2025 H1 from its partner games’ data for January 1 to June 30, 2025. It is one of the few public breakdowns by format:

FormatCasual: share of revenueCasual: share of impressionsMidcore and hardcore: share of revenueMidcore and hardcore: share of impressions
Rewarded video39.35%21.25%51.77%30.51%
Interstitial44.25%29.31%30.27%21.72%
Banner6.50%37.01%7.72%9.60%
Native9.59%11.95%8.76%38.10%

Source: TopOn, H1 2025. Splash ads, under 2% in every column, are left out of the table.

The pattern is the useful part: rewarded video earns a much larger share of revenue than its share of impressions, because each view is worth more. TopOn ranks eCPM by format as rewarded video first, then interstitial, splash, native and banner, and says rewarded video “holds the most significant advantage,” consistent with previous years. Prices moved in both directions: for overseas casual games, TopOn reports rewarded video eCPM down 7% year over year on Android and up 18% on iOS. Rewarded video vs interstitial ads covers the trade-off between the two leading formats.

For scale, Sensor Tower’s Gaming Deep Dive: Ad Monetization report puts total mobile game ad revenue at over $12 billion across 19 markets in 2025, for all formats combined. We found no public source that splits that total by format.

Rewarded video engagement by genre and placement

Unity’s 2024 Mobile Growth and Monetization Report, built on its LevelPlay mediation data, has the most detailed public engagement figures:

StatisticFigureData date
Change in global rewarded video engagementUp 3.2% year over year2023 vs 2022
Share of daily active users watching rewarded ads, top genresWord 38.4%, role playing 37.6%, casual 36%Not stated
Ad watchers, “resource ran out” placement38.1%, the highest placementNot stated
Ad watchers, placement between levels23.8%Not stated

The placement gap is the clearest lesson: players watch more when the reward solves a problem they have right now. Unity’s 2023 report announcement (June 12, 2023) adds that 18% of games use rewarded video ads in their IAP store, and notes that store visitors are often already thinking about buying.

Unity’s 2024 Unity Gaming Report also compared engagement by ad strategy in a chart titled “Games with diverse ad strategies show higher engagement”: 3.12 for games with rewarded video and an offerwall, 2.62 for rewarded video only, 2.58 for an offerwall only and 2.1 for no rewarded ads. The chart labels the metric as daily active sessions by ad format, and the report does not define it further, so compare the four values with each other rather than with your own session counts.

What players say about rewarded ads

Public surveys of player attitudes are mostly run by companies that sell rewarded formats, and the most recent large one we could check on the original document is from 2022. Tapjoy’s Modern Mobile Gamer 2022: Game Dev Edition collected 9,352 responses from adults in February 2022:

  • The top rewarded ad types were video (53%), surveys (17%) and playables or interactive ads (16%).
  • 50% said they prefer the ad-supported model over pay-to-play games or games based mainly on in-app purchases, up from 21% who favored ad-supported games in Tapjoy’s 2017 survey.
  • 60% said they discover new mobile games through ads in other mobile games.
  • 55% said they favor offerwalls with Multi-Reward offers, and 64% said they like the progress bar that shows how close they are to a reward.

Read the sample before you quote these

Tapjoy’s respondents found and completed the survey as a rewarded offer on the Tapjoy Offerwall, and were paid in game currency to take part. The report describes the gamers on its network as 72% women and 86% living in North America. People who already use offerwalls and rewarded ads are likely to like them more than the average player.

We did not find a newer, independent survey of player attitudes to rewarded ads with a published method that we could check. Older figures from 2017 and earlier still circulate widely; we left them out because they are almost a decade old.

Offerwall statistics: revenue and retention

These are the public offerwall figures we could verify on the original page:

StatisticFigureSourceData date
Offerwall share of ad revenue in games that pair it with another strategy38% of total ad revenueUnity, 2023 Mobile Growth and Monetization ReportPublished June 12, 2023
Monthly ad revenue per converterOfferwall $4.04, about 30% of the $13.27 that IAP earns; rewarded video $0.15Unity, 2024 Mobile Growth and Monetization ReportNot stated
Retention of users who convert on an offerwall2 to 7 times higher retention than non-offerwall usersUnity, 2024 Mobile Growth and Monetization ReportNot stated
Studios using offerwalls to grow revenue25% of 300 surveyed developersUnity, 2026 Game Development ReportSurvey of September 16 to October 3, 2025
Multi-Reward offer growth on Tapjoy420% growth in ad spend in the first year; publisher earnings from the format grew 5xTapjoy, Modern Mobile Gamer 2022Published 2022
Cost per action share on iOS (Tapjoy network)Almost 70% of publisher earnings on iOSTapjoy, Modern Mobile Gamer 2022Published 2022

Two cautions. First, “converter” means a user who completed an offer, not every player, so the $4.04 describes your most engaged users. Second, the retention figure shows an association: players who already like your game are more likely to find and finish offers, so higher retention among them does not prove the wall caused it. How much an offerwall can earn walks through what drives the revenue side.

Offerwall data from the advertiser side

The same 2024 Unity report looks at users that advertisers acquire through offerwall campaigns. Compared with users from rewarded video and interstitial campaigns, users obtained through offerwall had 45.8% higher day 1 retention, 86.1% higher day 7 and 71.7% higher day 14. These are relative uplifts, not retention rates, and they come from Tapjoy and ironSource campaign data. Rewarded user acquisition explains how advertisers use these campaigns, and multi-event offers covers the multi-step format behind many of them.

How thin is the public offerwall data?

Thin. Almost every offerwall figure in this article comes from Unity or Tapjoy, which are now the same group: ironSource acquired Tapjoy in January 2022, and Unity completed its merger with ironSource on November 7, 2022. Unity also runs the LevelPlay mediation platform and the Unity Ads network, which serve rewarded video, so the same company is the main source for both formats.

What we could not find in public, verifiable form:

  • An independent, recent survey of how many players use offerwalls.
  • Industry-wide offerwall revenue or a share of the total ad market.
  • Offerwall eCPM or revenue per user across many networks, with a stated method.
  • Offerwall data for websites, Discord or Telegram communities rather than mobile games.

If you see precise offerwall benchmarks without a named report and a data date, treat them as marketing until proven otherwise. Your own numbers by placement, country and offer type will be more useful.

How to use these statistics

  1. Start from placement. The clearest finding across sources is that rewards offered at the moment of need get watched more. Offerwall placement applies this to the wall.
  2. Measure per user, not per impression. Rewarded video and offerwalls are priced differently, so compare revenue per daily active user and per converter, not eCPM alone. eCPM vs RPM explains the metrics.
  3. Run both and test. Unity’s engagement chart and its offerwall figures point the same way: the two formats work side by side. Offerwall vs rewarded video covers how to split them.
  4. Keep the source next to the number. When you quote any figure here, include who measured it and when.

Illustrative example: reading per-converter revenue

Say your game has 10,000 daily active users and 200 of them complete at least one offer in a month. If your offerwall earns $800 that month, that is $4.00 per converter but only $0.08 per daily active user. Both numbers are true; they answer different questions. These figures are invented to show the arithmetic, not benchmarks.

How to add Moonetix to your app, game or site

If you want an offerwall next to your rewarded video, here is how to add Moonetix.

  1. Apply as a publisher at moonetix.com. Every application is reviewed by hand, and once you are approved, apps you add are live right away.
  2. Add your app in the dashboard and set the currency name and icon, conversion rate, user split and wall design.
  3. Pick the integration: the Unity plugin, Android SDK, iOS SDK, Flutter plugin or React Native package for apps and games, the signed offerwall link or iframe for websites, or the floating Earn button. The Unity offerwall guide shows a full game setup.
  4. Credit rewards only on your server from the signed postback, and take them back on a reversal. Then test with Open as a test user and Send a test postback, as in test your app before launch.

Moonetix for games puts the setup, the platform rules, and an earnings estimate on one page.

An offerwall that sits beside rewarded video

Moonetix is a pay-per-result affiliate network. Users earn your currency by completing offers, you earn per completed offer, and offers depend on each user’s country and device. See how the wall works, or get in touch.

Frequently asked questions

What share of game ad revenue comes from rewarded video?

In TopOn’s H1 2025 data, rewarded video earned 39.35% of ad revenue in casual games and 51.77% in midcore and hardcore games. Figures from other mediation platforms may differ.

Do players like rewarded ads?

Vendor surveys say many do: in Tapjoy’s 2022 survey, video was the top rewarded ad type at 53%. The respondents were recruited through Tapjoy’s own offerwall, so the sample leans toward people who already use rewarded formats.

How much revenue does an offerwall make per user?

Unity’s 2024 Mobile Growth and Monetization Report puts monthly offerwall ad revenue per converter at $4.04, against $0.15 for rewarded video. A converter is a user who completed an offer, not every player.

Do offerwalls improve retention?

Unity reports that users who convert on an offerwall have 2 to 7 times higher retention than non-offerwall users. That shows an association; engaged players are also the ones most likely to use the wall.

How common are offerwalls in games?

In Unity’s 2026 Game Development Report survey of 300 developers, 25% said their teams use offerwalls to grow revenue. We found no independent, industry-wide count of games with an offerwall.

Where does most offerwall data come from?

Almost all public offerwall statistics come from Unity and Tapjoy, which have been part of the same group since 2022. Independent public data on offerwalls is limited.