Mobile games have their own attention economy: shorter, frequent sessions, F2P models and microtransactions, intensely optimized UX for thumbs and split-second decisions. It’s the largest segment of the gaming market in terms of revenue and reach, and its momentum is confirmed by reports from Newzoo and Sensor Tower (spending growth in 2024, longer sessions, rebound after a slowdown).

From an attention perspective, mobile games offer a context of active focus, and rewarded video achieves some of the highest attention metrics in digital. This aligns with our credo: “gaming is where attention still lives,” and rewarded formats deliver 100% viewability and high attention scores.
Short Sessions, F2P, and Repeated Micro-Decisions
Mobile gaming means many short sessions throughout the day. Free-to-play monetized through IAP and ads forces the design of habit loops: quick start, clear reward, low friction. These are conditions where advertising must be contextual, non-intrusive, and “win-win” for the player.
The market shows a divergence: simulations and casual games dominate downloads, but revenue is driven by RPG/strategy and mid-core. Individual releases can dramatically shift budgets (example: DnF Mobile). In practice, this means different goals: casual games are great for scale and top-funnel, while mid-core games generate longer attention spans and better conditions for brand lift.
Rewarded Video and Offerwall Formats: Highest Attention Quality
Rewarded provides the user with real value for their time. That’s why it maintains the highest attention and completion rates and minimal resistance from the community. Dentsu studies and our own data show clear advantages over traditional social/OV. Offerwalls, in turn, attract high-intent users and generate higher LTV and retention.
Practical guidelines:
- Always opt-in. Clear reward and no penalty for refusal.
- Ad appears after a completed action or before the next attempt.
- Frequency caps per user and per session.
- Test 15–30 sec durations and static vs. video creatives depending on the game.
- The offer must be relevant to the player profile; otherwise, quality metrics drop.
Fullscreen interstitials offer broad reach and predictable eCPMs, but require surgical timing: results screens, level end, pause. Market reports from 2024/Q1 2025 show that interstitial and rewarded maintain the highest eCPMs in games, but context sensitivity is key. Source: anymindgroup.com
Creative and Context: How to Increase the Likelihood of Success
The greatest value in gaming marketing comes from campaigns that are part of the game experience itself — not those that interrupt it artificially. In such cases, advertising becomes an element of the world the player is already immersed in — it doesn’t distract but strengthens focus through natural contextual integration. We implemented this approach in our campaign for Ravensburger, in collaboration with WPP Media, within the Roblox environment.
The project was fully integrated with gameplay, and the brand became an organic part of the space where users spend an average of over two hours per day. As a result, the communication not only didn’t disrupt the player’s experience but increased immersion and positive brand associations.
Other examples from New Game+:
- T-Mobile “The Fastest Network”: trigger phrase activated animations, 10k+ natural mentions and increased brand awareness metrics.
- Cheetos “Chepard”: chat-based Twitch game that maintained attention during breaks, 3.2M views and growing brand perception.
- Algoflex “Pain Ambassadors”: NPCs as “Pain Ambassadors” activated contextually, awarded in industry competitions and praised for cultural integration.
Summary
Mobile game marketing is a media system of its own. We focus on matching formats to game loops, rewarded as the foundation of attention quality, interstitials only in natural breaks, and creative execution that emphasizes context and interaction. The market is growing — and with it, expectations for quality and measurement. Rely on data and design experiences that people want to play.





