VGC 2026 · Scale Track

Scaling
Playable Ads

What global studios do differently

Khuc Moc Thao · UA & Monetization Summit

Vietnam Game Connect 202614:10 – 14:45
The networks are voting with their spend

The state of playables

+49%
a top advertiser's IPM lift from playables
— Moloco
30 sec
avg time a user spends in a playable (vs 5–10s for video)
— Liftoff 2025
30% → 56%
of the top-30 highest-spend creatives, in 1 year
— AppLovin (via Sett)
8–16×
the install rate of non-playable ads
— Liftoff 2025

Lifts measured vs the same campaigns' non-playable (video / static) creative. IPM = installs per 1,000 ad impressions.

Sources — Moloco (ad-formats report) · Liftoff 2025 Creative Index · AppLovin via Sett "State of Playables Q4-25"
And the quality holds

Playables lift the downstream numbers too

Day-7 retentionLiftoff
+25%
Day-0 ARPUUnity / ironSource
+30.5%
ROASMoloco — top advertiser
+25%
Day-14 ROASUnity / ironSource
+5.4%

Each bar is a different metric's % lift vs non-playable creative — read the labels, not the bar lengths. ARPU = revenue per user · ROAS = return on ad spend · Day-0/7/14 = days after install.

Sources — Liftoff 2025 Creative Index · Unity/ironSource (Unlocking Playables) · Moloco (ad-formats report)
Why it works

The creative is the
new targeting

Networks automated bidding & targeting — your old edge moved into the creative.

Privacy (ATT · SKAN · Privacy Sandbox) killed the signal — the creative now carries the weight.

A playable doesn't describe your game.
It is your game.

The real gap

Making one is easy.
Scaling is a system.

One playable: brief, build, ship, decent number. Easy.

Every week · dozens of variants · measured properly · feeding back into UA and the game — and getting better over time.

That's not a creative task. It's a system.

First — how big has this already gotten?

Top-creative share is exploding

Playables took over the top of the charts

Oct 2024
30%
Oct 2025
56%

Share of the top-30 creatives by spend that are playables — nearly doubled in a year.

50×
growth in playables produced per month, over 24 months
≈1,000/mo (Oct '23) → 50,000–60,000/mo (Oct '25)
Source — Sett "State of Playables Q4-25" (AppLovin / AppMagic data)
1

A product,
not a deliverable

Average studio: the playable is the last thing that happens — handed off, shipped, done.

Global studio: a product with a roadmap, versions, a backlog of hypotheses — always thinking 3 iterations ahead.

A deliverable is finished.
A product is never finished.

2

Engineer the
first 3 seconds

Almost everyone drops off in the opening. Your funnel is decided before the user reaches your "real" gameplay.

Don't design the hook — engineer it. Test 10–15 different openings, same game, let data pick.

Amateurs explain the game. Experts give the user something they can't resist doing.

📌 If you write down one thing — write this.

3

Velocity beats polish
— speed is a weapon

Concept velocity — many different ideas/week. Kill losers without sentiment, scale winners. Refresh cadence > batch size.

Delivery speed — idea → live in days, not weeks. The studio that completes more loops wins.

Always-on. A Friday-night idea is live Monday.

4

The engine room:
velocity is a tooling problem

They're not making these by hand. They run a platform.

Level editor
designers author content; build the game once
Variant engine
dozens of variants from one base, automatically
Auto-localization
one playable → 30 markets, no rebuilds
Versioning + live traffic
track every creative per network in real time

Building the engine is harder than making the playables — which is why the smartest studios run on one that already exists.

5

Honest hooks
win the long game

$0.25→$0.05
lifetime value (LTV) per user — honest ad vs misleading ad
>30%
of all playable impressions are misleading
2022
Google Play bans ads that don't match gameplay

Misleading playables win on installs and collapse on Day-7 retention. You buy a spike, not a business.

Sources — Segwise (fake-ads analysis) · Google Play "Deceptive Behavior" policy
6

The feedback loop
into the game

A playable measures every tap, every drop-off, every choice. That's not just creative data — it's product data.

Playable → data → game design → playable

When a mechanic out-converts, that's the market telling you something about your game, not just your ad.

The highest-leverage difference — and almost nobody does it.

7

Networks & devices:
no one team knows it all

File caps differ — 5 MB (Meta/Google/AppLovin) vs 10 MB (Unity/ironSource). Miss the wrong one → rebuild per network.

Channels aren't equal — AppLovin ≈ 59% of playable traffic; Mintegral strong on Android; TikTok wants a different shape.

Then × thousands of devices — a 60-fps flagship build can crawl on the $60 Android that is most of your installs here.

This knowledge doesn't close with effort. It closes with volume.

Sources — network creative-spec docs (file caps) · AppLovin share: AppMagic / industry estimate
Where the installs are

IPM by genre — 2025

IPM = installs per 1,000 ad impressions. Higher = the format converts views to installs faster.

Racing
16.2
Hyper-casual
12.8
Casual
9.7
Global avg
8.62
Puzzle
8.4
Casino
5.13
RPG
3.9
Source — Adjust 2025 Gaming App Insights (IPM = installs per 1,000 impressions, by genre)
The steering wheel

Measure the install,
not the impression

Installs (IPM) × Retention × ROAS
— measured per creative, not per campaign · ROAS = return on ad spend

Installs alone (IPM) tell you the playable gets users. They say nothing about whether those users were worth getting.

Measure at the creative level → you know which hook to scale, which mechanic to feed back, and killing a loser becomes obvious instead of political.

The honest math

You don't need to build the factory.
You need to be running on one.

Free Monday moves: rebuild your first 3 seconds 10 ways · tag installs by creative, watch Day-7 retention · velocity target not quality target · treat the playable as a window into your game.

But the engine — tooling, always-on production, cross-network/device knowledge, measurement — is a full-time craft ($5k–$80k and weeks per custom playable). Rent it and you still keep the data: a good partner ships you instrumented creatives and creative-level results, so the read on your own game stays in-house.

Own the learning. Rent the hands.

Cost range — industry production benchmarks (coinis)
The next five years

Stop making playables.
Start scaling them.

The format that converts best, qualifies best, and survives privacy best — treated as one of the most important products you build.

The gap isn't budget. It's mindset — and you can close it this afternoon.

Thank youQuestions?
Appendix · Stats & sources

Key figures

MetricValueSource
IPM / ROAS lift (one top advertiser)+49% / +25%Moloco
Interactive end cards — IPM / conversion+7–14% / +30%Moloco
Playables — D0 ARPU / D14 ROAS lift+30.5% / +5.4%Unity / ironSource
Playables share of top-30 creatives30%→56% (1 yr)AppLovin / Sett
Playable install rate vs non-playable8–16×Liftoff 2025
Day-7 retention uplift+25%Liftoff 2025
Global avg IPM (2025)8.62Adjust 2025
Misleading share / LTV collapse>30% / $0.25→$0.05Segwise

IPM = installs per 1,000 impressions · ROAS = return on ad spend · ARPU = revenue per user · D0/D7/D14 = days after install. Full confidence tiers + source URLs in stats-pack-2025-2026.md.