Playable and rewarded ad buying for non-game apps
Mobile App Marketing · Playable and rewarded ad buying
Playables built to simulate the one action that predicts week-one retention, plus the rewarded and interstitial buying that tests them.
About this service
A playable earns its place when it can simulate the one in-app action that predicts week-one retention in under fifteen seconds. If your product's first useful moment sits behind a signup, a permission prompt and a three-screen tutorial, a playable will flatter your click-through rate and damage your cohort, and we will tell you to buy video instead. That recommendation has ended two prospective engagements and we would give it again.
How we build them:
Single HTML5 bundle, MRAID 2.0, built to the strictest network ceiling in the plan rather than the most generous one, which in practice means keeping the packaged file small enough to clear a five megabyte limit without asking for an exception. First interaction inside two seconds. Instruction limited to one line of text and one hand cue, removed the moment the user touches anything. The end card repeats the action the user just completed instead of showing a logo and a button.
What we simulate, by category:
For a marketplace, a search against a real listing set from your catalogue, ending on the moment of finding rather than the moment of paying. For a health app, one logged item and the number it produces, because the number is the habit. For a nonprofit, choosing between two causes and seeing the amount expressed as a unit of the thing it buys. In every case the simulated action is chosen from your retention data, not from what demos well.
Where we buy:
Rewarded and interstitial inventory on AppLovin, Unity LevelPlay, Liftoff and Mintegral, with the rewarded variant framed differently from the interstitial one. A user who opted into an ad to finish a level owes you nothing and knows it; the creative has to be worth the fifteen seconds on its own terms. We build both variants rather than running one everywhere.
What we measure:
Playtime to install ratio, completion point, and day-one retention of the playable cohort against the video cohort at matched cost per install. The rule we apply: a playable that wins on cost per install but loses day-one retention by more than a quarter gets retired, regardless of how good the acquisition chart looks. We would rather explain a rising CPI than a cohort that empties.
Not included:
Fake gameplay. We do not bolt a falling-object mechanic onto a booking app, and we will not produce a playable that shows something the app does not do, whatever the CTR case for it is. Also excluded: app store screenshots and store listing work, video production beyond cutting end cards and short-form variants, localisation into languages we do not work in, and ongoing media management, which is priced as its own engagement.
Who this is not for:
Apps whose core action requires an account, a connected device or a payment method before anything happens. Products in the middle of repositioning, since the playable will encode a proposition you are about to change. Teams who want three concepts to show a steering group rather than one built to be bought against.
What you get to keep:
Source files, the build pipeline and the network-specific exports, so a future team can iterate without coming back to us. We would rather be re-hired for judgement than retained by holding your assets.
Scope
- Target market
- Worldwide, Nordics
- Working language
- English, Swedish
- Industry
- Marketplaces, Health and wellness, Gaming, Mobile apps
- Engagement model
- One-off project
- Turnaround
- 2 weeks
- Seller type
- Boutique agency
What the seller needs from you
- 1Which single in-app action correlates most strongly with a user still being active on day seven?
- 2How many steps stand between app open and that action for a brand new user?
- 3Which networks are already live for you, and what are the current top-performing video creatives?
- 4Can we use real catalogue, listing or content data inside the playable?
Asked at checkout. Delivery time starts once you answer, not when you pay.
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Starting at €6,000