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Playable ads

Playable or Video: What Converts

A video shows someone your game. A playable lets them find out whether they like it — before they install anything.

By Muhammad Qasim·

The comparison is usually made on install rate alone, which understates the difference and misses where the value actually is.

Why playables tend to convert better

The player has already done the thing. They have swiped, merged, aimed, matched. The install is a decision to continue rather than a decision to try.

Self-selection. People who dislike the mechanic drop out during the ad, at no cost to you. A video cannot filter anyone, so it installs them anyway.

No expectation gap. Video ads with no relationship to the game produce installs and immediate uninstalls. A playable cannot misrepresent the loop, because the loop is what was played.

Where video still wins

The number that actually matters

Not install rate. Retained players per unit of spend. A playable with a lower install rate and far better day-seven retention is the cheaper campaign, and comparing the two on installs alone will tell you the opposite.

The short version Video buys you reach cheaply. Playables buy you players who already know they like it. Judge both on retained users per dollar, not installs.

What it takes to get one accepted is a separate problem — see playable ad size limits and why builds get rejected.

This is what we do day to day — playable ad production at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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