Playable Formats We Run
Playables are not one format. The structure you choose changes how long the user stays, how much of the core loop they experience and how the creative should be built.
- Full playable — the user lands directly in a 15–30 second slice of the core loop, followed by an end card with the store CTA.
- Video-to-playable (hybrid) — a short video hook opens the unit and hands off to an interactive segment; useful when the first frame needs storytelling.
- Interactive end card — a lightweight playable shown after a rewarded or interstitial video, extending engagement without a full build.
- Choice-based / quiz playable — a single decision or two that demonstrate personalization; works well for non-gaming apps (fintech onboarding, shopping, lifestyle).
- Rewarded playable — served in rewarded placements where the user opts in, typically yielding higher completion and more deliberate installs.
HTML5 & MRAID Technical Specs
Most in-app supply renders playables through MRAID (Mobile Rich Media Ad Interface Definitions), the IAB standard that lets the ad talk to the host SDK — to know when it is visible, to resize, and to open the app store. Build to MRAID 2.0 at minimum; MRAID 3.0 adds exposure and audio-volume events that help measurement.
Exact limits vary by exchange and SDK, so treat the following as the working checklist we validate before launch rather than a universal rulebook:
| Spec | What We Validate |
|---|---|
| Packaging | Single self-contained HTML file (or zipped bundle where accepted) with all assets inlined; no external calls except approved tracking. |
| File size | Kept as small as possible — most supply sets a hard cap in the low single-digit megabytes; we compress images, sprite sheets and audio to fit the strictest target. |
| API | MRAID 2.0+ — wait for the ready event, check viewability, and use mraid.open() for the store click. |
| Orientation | Responsive for portrait and landscape, or locked with a graceful fallback; tested on small and tall aspect ratios. |
| Length | Core interaction reachable in the first seconds; full experience usually 15–30 seconds before the end card. |
| CTA | Persistent, clearly tappable install CTA plus an end card; no forced redirects or accidental-click patterns. |
| Audio | Muted by default; sound only after user interaction. |
| Performance | Smooth on mid-range Android devices, not only flagship iPhones; no memory leaks on replay. |
Why Playables Lift IPM
IPM measures installs per thousand impressions — it captures both how attractive a creative is and how well it qualifies the user. Playables move IPM for three structural reasons.
- Self-selection: a user who completes the interaction has already proven interest in the core loop, so the click-to-install rate is higher.
- Expectation match: users see the real product before installing, which reduces day-0 churn and refund or uninstall behavior.
- Better signal for bidding: interaction events (start, first tap, completion) give the bidder richer early signal than a view or a click alone, so optimization converges faster.
Best Practices From Our Creative Reviews
The difference between a playable that scales and one that stalls is almost always in the first five seconds and the last screen.
- Show the hand: a tutorial finger or arrow in the first second tells the user the ad is interactive.
- One mechanic, done well — do not try to compress the entire game or app into one unit.
- Make the user win (or nearly win) — a satisfying moment right before the end card drives the tap.
- Fail state as a hook: an 'almost there' failure can outperform a win for puzzle and strategy titles.
- Mirror the store page: icon, colors and first-screen visuals should match what the user sees after the click.
- Version systematically — test hook, difficulty and end card separately so you learn which variable moved IPM.
- Optimize past the install: judge variants on D1/D7 retention and early revenue from your MMP, not on IPM alone.
How Adora X Runs Playables
Adora X bids on playable-compatible placements across in-app supply, learns from interaction and post-install events, and shifts budget toward the variants and sources that produce retained users. Creative-level reporting in the BI layer breaks results down by variant, placement type, OS and geo, so your creative team gets clear direction for the next iteration.
Common Questions
Do playables only work for games?
No. Games adopted them first, but choice-based and interactive playables work for fintech, shopping, subscription and utility apps — anywhere a short interaction can demonstrate value.
Can Adora help build playables?
We review creatives against supply specs and share structural recommendations. For full production we can work with your in-house team or your creative studio.
How should I measure a playable?
Use IPM and click-to-install rate for creative health, then D1/D7 retention, early ROAS or event rates from your MMP to judge user quality.
Related Content
- GuideAd Formats
- GuideUA For Mobile Games
- GuideMobile User Acquisition
- GuideHow It Works
- Planning ResourceAd Format Specs
- ArticleHow To Lower CPI Without Losing User Quality
- ArticlePlayable Ads Best Practices For 2026
- ArticleVideo, Playable, Native Or Display: Which Ad Formats Actually Convert For Mobile Apps
Next Step
Want your playables reviewed against live supply specs? Book a demo with the Adora team.
