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.
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
Metric
Value
Source
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 creatives
30%→56% (1 yr)
AppLovin / Sett
Playable install rate vs non-playable
8–16×
Liftoff 2025
Day-7 retention uplift
+25%
Liftoff 2025
Global avg IPM (2025)
8.62
Adjust 2025
Misleading share / LTV collapse
>30% / $0.25→$0.05
Segwise
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.