Jun 17, 2026 · 27 min · 10 segments
Explore the rapidly evolving landscape of rewarded ads in mobile gaming with industry experts. In this episode we dive into the shift from simple install-driven models to sophisticated, data-led…
Zino Rost van TonningenGuest
Arseny LebedevGuest
Peggy Anne SalzHost
Brian BaglowHost
What do you see a lot of studios doing wrong when it comes to this? Are they still dismissing Rewarded as just that incentivized, that bribe to get traffic?

I've seen companies completely change, level up by figuring out how to use it.

This isn't a relationship that UAM will have with a partner where they just set it up and it works.

From the publisher side, the UAMs need to understand the game and its features because that's what's going to be kind of monetized into these offers.

One of the things I'm still struggling with after years is our game has a core gameplay and it has kind of live ops.

And I'm sure we're not taking advantage of rewarding players for doing the live ops events, which are much more profitable.

And we hear this so often, Peggy, you know, there's no one size fits all anymore.

I want to stay with this, Arsene, because, you know, you notice this early on.

And we're talking about where it's going, what teams need to do, how we can embrace this opportunity.

And there you are, you know, it was a huge percentage of your spend from the start.

What is the difference that matters here? What do they do differently? Because you have to find them and you're seeing them.

What are the signs of a rewarded user, a highly valuable user? What do they do differently in the first few days?

So the user behavior is so different that if you're spending a major part of your UA budget on players that are motivated to do a certain sequence of events or play for a certain amount of time, they're not really playing the core game that the design team kind of developed for it.

What do you see a lot of studios doing wrong when it comes to this? Are they still dismissing Rewarded as just that incentivized, that bribe to get traffic?

I've seen companies completely change, level up by figuring out how to use it.

This isn't a relationship that UAM will have with a partner where they just set it up and it works.

From the publisher side, the UAMs need to understand the game and its features because that's what's going to be kind of monetized into these offers.

One of the things I'm still struggling with after years is our game has a core gameplay and it has kind of live ops.

And I'm sure we're not taking advantage of rewarding players for doing the live ops events, which are much more profitable.

And we hear this so often, Peggy, you know, there's no one size fits all anymore.

I want to stay with this, Arsene, because, you know, you notice this early on.

And we're talking about where it's going, what teams need to do, how we can embrace this opportunity.

And there you are, you know, it was a huge percentage of your spend from the start.

What is the difference that matters here? What do they do differently? Because you have to find them and you're seeing them.

What are the signs of a rewarded user, a highly valuable user? What do they do differently in the first few days?

So the user behavior is so different that if you're spending a major part of your UA budget on players that are motivated to do a certain sequence of events or play for a certain amount of time, they're not really playing the core game that the design team kind of developed for it.
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