{"id":191,"count":0,"description":"","link":"https:\/\/tenjin.com\/ja\/glossary\/rewarded-ads\/","name":"\u30ea\u30ef\u30fc\u30c9\u5e83\u544a","slug":"rewarded-ads","taxonomy":"glossaries","parent":0,"meta":{"status":["1","1"],"order":["0","0"],"glossary_term_description":["<div style=\"border: 1px solid #e5e5e5;padding: 16px;border-radius: 8px;background: #fafafa\">\r\n\r\n<b>Definition:<\/b>\r\n\r\n<span style=\"font-weight: 400\">Rewarded ads are an opt-in mobile ad format where users choose to engage with an advertisement in exchange for an in-app reward, such as virtual currency, extra lives, or bonus items.<\/span>\r\n\r\n<\/div>\r\n<h2><\/h2>\r\n<h2><b>What are Rewarded Ads?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">In mobile gaming, not every player spends money. But almost every player wants to progress. Rewarded ads bridge that gap giving non-spending users a way to earn in-game value while giving developers a reliable, scalable monetization stream.<\/span>\r\n\r\n<span style=\"font-weight: 400\">The mechanic is simple: a user sees a prompt, chooses to engage with an ad, and receives a reward when it's complete. No interruptions, no forced viewing, no frustration. Just a straightforward exchange that works for everyone involved.<\/span>\r\n\r\n<span style=\"font-weight: 400\">That opt-in nature is what sets rewarded ads apart from almost every other mobile ad format.<\/span>\r\n<h2><b>How Do Rewarded Ads Work?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">The experience typically starts with a highlighted button or icon on the game screen that appears as an invitation, not an interruption. The user taps it voluntarily, engages with the ad in full, and receives their reward immediately after.<\/span>\r\n\r\n<span style=\"font-weight: 400\">A few things worth knowing about how rewarded ads work:<\/span>\r\n<ul>\r\n \t<li style=\"font-weight: 400\"><strong>Users c<\/strong><span style=\"font-weight: 400\"><strong>hoose to engage.<\/strong> The ad is never forced on them mid-session<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Once started, the ad cannot be skipped because the user commits to watching in full in exchange for the reward<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The reward is delivered automatically upon completion<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Developers are paid for every completed view<\/span><\/li>\r\n<\/ul>\r\n<span style=\"font-weight: 400\">That non-skippable, opt-in combination is precisely what makes rewarded ads so valuable. Completion rates are high, user sentiment stays positive, and the monetization impact counts, even among players who would never make a direct purchase.<\/span>\r\n<h2><b>What Rewards are Included in Rewarded Ads?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">Rewards are typically tied to the specific game or app experience, making them feel relevant and meaningful to the user. Common examples include:<\/span>\r\n<ul>\r\n \t<li style=\"font-weight: 400\"><b>In-game currency<\/b><span style=\"font-weight: 400\">: coins, gems, tokens<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Extra lives<\/b><span style=\"font-weight: 400\">: continue playing after a loss<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Level skips<\/b><span style=\"font-weight: 400\">: bypass a difficult or frustrating stage<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Bonus moves<\/b><span style=\"font-weight: 400\">: extend a round or session<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Additional items<\/b><span style=\"font-weight: 400\">: hints, weapons, power-ups, or equipment<\/span><\/li>\r\n<\/ul>\r\n<span style=\"font-weight: 400\">The best rewards feel genuinely useful in the context of the game. When the reward has real in-game value, users are far more motivated to engage and far more likely to do so repeatedly.<\/span>\r\n<h2><b>Why Rewarded Ads are a Major Monetization Tool<\/b><\/h2>\r\n<span style=\"font-weight: 400\">For many mobile games, <\/span><b>rewarded ads revenue<\/b><span style=\"font-weight: 400\"> is a cornerstone of the monetization model not a secondary stream. Here's why:<\/span>\r\n\r\n<b>They Reach Players Who Don't Pay<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Data consistently shows that players who never make <a href=\"https:\/\/tenjin.com\/glossary\/in-app-purchases-iap\/\">in-app purchases<\/a> will still engage with rewarded ads to progress. That's an audience that would otherwise generate zero revenue, now contributing meaningfully to your bottom line.<\/span>\r\n\r\n<b>They Don't Damage The User Experience<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Because they're opt-in, rewarded ads don't interrupt gameplay or create friction. Users who engage with them tend to have a more positive relationship with the app overall.<\/span>\r\n\r\n<b>They Support Hybrid Monetization<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Rewarded ads work alongside in-app purchases rather than against them. A player who earns rewards through ads may be more invested in the game \u2014 and more likely to spend later.<\/span>\r\n\r\n<b>Completion Rates Are High<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Users who opt in are committed. They want the reward, so they watch. That translates into strong performance metrics for advertisers and reliable revenue for developers.<\/span>\r\n<h2><b>What are Playable Rewarded Ads?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">A <\/span><b>playable rewarded ad<\/b><span style=\"font-weight: 400\"> takes the format one step further. Instead of watching a video, users get to interact with a short, playable demo of another game, and no install required.<\/span>\r\n\r\n<span style=\"font-weight: 400\">This format is particularly effective for user acquisition. It gives potential users a genuine taste of a game before committing, which tends to attract higher-quality installs from players who already know what they're signing up for.<\/span>\r\n<h2><b>Rewarded Ads vs. Interstitial Ads: What's the Difference?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">These two formats are often compared, but they serve very different purposes and deliver very different user experiences.<\/span>\r\n<table>\r\n<tbody>\r\n<tr>\r\n<td><\/td>\r\n<td><b>Rewarded Ads<\/b><\/td>\r\n<td><b>Interstitial Ads<\/b><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>User choice<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Opt-in<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Forced<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Skippable<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">No (once started)<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Sometimes<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Reward offered<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Yes<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">No<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Interrupts gameplay<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">No<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Often<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>User sentiment<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Positive<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Can cause frustration<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Completion rate<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">High<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Variable<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<span style=\"font-weight: 400\">The main difference is that <a href=\"https:\/\/tenjin.com\/glossary\/interstitial-ads\/\">interstitial ads<\/a> can appear at any point in the user journey between levels, on the main menu, during a session and users receive nothing in return. When poorly timed, they create friction and can negatively impact retention.<\/span>\r\n\r\n<span style=\"font-weight: 400\">Rewarded ads, by contrast, only appear when a user invites them. That fundamental difference in user experience is reflected in performance data across the board.<\/span>\r\n\r\n<hr \/>\r\n\r\n<h2><b>Related Terms<\/b><\/h2>\r\n<ul>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/interstitial-ads\/\">Interstitial Ads<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/in-app-purchases-iap\/\">In-App Purchases (IAP)<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/in-app-advertising-iaa\/\">In-App Advertising (IAA)<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/mobile-app-monetization\/\">Mobile App Monetization<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/ad-revenue-attribution\/\">Ad Revenue Attribution<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/ad-monetization\/\">Ad Monetization<\/a><\/li>\r\n<\/ul>\r\n<!-- \/wp:paragraph -->"]},"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Rewarded Ads: Definition and Examples | Tenjin Glossary<\/title>\n<meta name=\"description\" content=\"Rewarded ads let users earn in-app rewards for engaging with ads voluntarily. Learn how rewarded ads drive strong monetization and compare to other mobile ad formats in Tenjin.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/tenjin.com\/ja\/glossary\/rewarded-ads\/\" \/>\n<meta property=\"og:locale\" content=\"ja_JP\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Rewarded Ads: Definition and Examples | Tenjin Glossary\" \/>\n<meta property=\"og:description\" content=\"Rewarded ads let users earn in-app rewards for engaging with ads voluntarily. 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But almost every player wants to progress. Rewarded ads bridge that gap giving non-spending users a way to earn in-game value while giving developers a reliable, scalable monetization stream.<\/span>\r\n\r\n<span style=\"font-weight: 400\">The mechanic is simple: a user sees a prompt, chooses to engage with an ad, and receives a reward when it's complete. No interruptions, no forced viewing, no frustration. Just a straightforward exchange that works for everyone involved.<\/span>\r\n\r\n<span style=\"font-weight: 400\">That opt-in nature is what sets rewarded ads apart from almost every other mobile ad format.<\/span>\r\n<h2><b>How Do Rewarded Ads Work?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">The experience typically starts with a highlighted button or icon on the game screen that appears as an invitation, not an interruption. The user taps it voluntarily, engages with the ad in full, and receives their reward immediately after.<\/span>\r\n\r\n<span style=\"font-weight: 400\">A few things worth knowing about how rewarded ads work:<\/span>\r\n<ul>\r\n \t<li style=\"font-weight: 400\"><strong>Users c<\/strong><span style=\"font-weight: 400\"><strong>hoose to engage.<\/strong> The ad is never forced on them mid-session<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Once started, the ad cannot be skipped because the user commits to watching in full in exchange for the reward<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The reward is delivered automatically upon completion<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Developers are paid for every completed view<\/span><\/li>\r\n<\/ul>\r\n<span style=\"font-weight: 400\">That non-skippable, opt-in combination is precisely what makes rewarded ads so valuable. Completion rates are high, user sentiment stays positive, and the monetization impact counts, even among players who would never make a direct purchase.<\/span>\r\n<h2><b>What Rewards are Included in Rewarded Ads?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">Rewards are typically tied to the specific game or app experience, making them feel relevant and meaningful to the user. Common examples include:<\/span>\r\n<ul>\r\n \t<li style=\"font-weight: 400\"><b>In-game currency<\/b><span style=\"font-weight: 400\">: coins, gems, tokens<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Extra lives<\/b><span style=\"font-weight: 400\">: continue playing after a loss<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Level skips<\/b><span style=\"font-weight: 400\">: bypass a difficult or frustrating stage<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Bonus moves<\/b><span style=\"font-weight: 400\">: extend a round or session<\/span><\/li>\r\n \t<li style=\"font-weight: 400\"><b>Additional items<\/b><span style=\"font-weight: 400\">: hints, weapons, power-ups, or equipment<\/span><\/li>\r\n<\/ul>\r\n<span style=\"font-weight: 400\">The best rewards feel genuinely useful in the context of the game. When the reward has real in-game value, users are far more motivated to engage and far more likely to do so repeatedly.<\/span>\r\n<h2><b>Why Rewarded Ads are a Major Monetization Tool<\/b><\/h2>\r\n<span style=\"font-weight: 400\">For many mobile games, <\/span><b>rewarded ads revenue<\/b><span style=\"font-weight: 400\"> is a cornerstone of the monetization model not a secondary stream. Here's why:<\/span>\r\n\r\n<b>They Reach Players Who Don't Pay<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Data consistently shows that players who never make <a href=\"https:\/\/tenjin.com\/glossary\/in-app-purchases-iap\/\">in-app purchases<\/a> will still engage with rewarded ads to progress. That's an audience that would otherwise generate zero revenue, now contributing meaningfully to your bottom line.<\/span>\r\n\r\n<b>They Don't Damage The User Experience<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Because they're opt-in, rewarded ads don't interrupt gameplay or create friction. Users who engage with them tend to have a more positive relationship with the app overall.<\/span>\r\n\r\n<b>They Support Hybrid Monetization<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Rewarded ads work alongside in-app purchases rather than against them. A player who earns rewards through ads may be more invested in the game \u2014 and more likely to spend later.<\/span>\r\n\r\n<b>Completion Rates Are High<\/b><span style=\"font-weight: 400\">\u00a0<\/span>\r\n\r\n<span style=\"font-weight: 400\">Users who opt in are committed. They want the reward, so they watch. That translates into strong performance metrics for advertisers and reliable revenue for developers.<\/span>\r\n<h2><b>What are Playable Rewarded Ads?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">A <\/span><b>playable rewarded ad<\/b><span style=\"font-weight: 400\"> takes the format one step further. Instead of watching a video, users get to interact with a short, playable demo of another game, and no install required.<\/span>\r\n\r\n<span style=\"font-weight: 400\">This format is particularly effective for user acquisition. It gives potential users a genuine taste of a game before committing, which tends to attract higher-quality installs from players who already know what they're signing up for.<\/span>\r\n<h2><b>Rewarded Ads vs. Interstitial Ads: What's the Difference?<\/b><\/h2>\r\n<span style=\"font-weight: 400\">These two formats are often compared, but they serve very different purposes and deliver very different user experiences.<\/span>\r\n<table>\r\n<tbody>\r\n<tr>\r\n<td><\/td>\r\n<td><b>Rewarded Ads<\/b><\/td>\r\n<td><b>Interstitial Ads<\/b><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>User choice<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Opt-in<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Forced<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Skippable<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">No (once started)<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Sometimes<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Reward offered<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Yes<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">No<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Interrupts gameplay<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">No<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Often<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>User sentiment<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">Positive<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Can cause frustration<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td><b>Completion rate<\/b><\/td>\r\n<td><span style=\"font-weight: 400\">High<\/span><\/td>\r\n<td><span style=\"font-weight: 400\">Variable<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<span style=\"font-weight: 400\">The main difference is that <a href=\"https:\/\/tenjin.com\/glossary\/interstitial-ads\/\">interstitial ads<\/a> can appear at any point in the user journey between levels, on the main menu, during a session and users receive nothing in return. When poorly timed, they create friction and can negatively impact retention.<\/span>\r\n\r\n<span style=\"font-weight: 400\">Rewarded ads, by contrast, only appear when a user invites them. That fundamental difference in user experience is reflected in performance data across the board.<\/span>\r\n\r\n<hr \/>\r\n\r\n<h2><b>Related Terms<\/b><\/h2>\r\n<ul>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/interstitial-ads\/\">Interstitial Ads<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/in-app-purchases-iap\/\">In-App Purchases (IAP)<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/in-app-advertising-iaa\/\">In-App Advertising (IAA)<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/mobile-app-monetization\/\">Mobile App Monetization<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/ad-revenue-attribution\/\">Ad Revenue Attribution<\/a><\/li>\r\n \t<li><a href=\"https:\/\/tenjin.com\/glossary\/ad-monetization\/\">Ad Monetization<\/a><\/li>\r\n<\/ul>\r\n<!-- \/wp:paragraph -->","_links":{"self":[{"href":"https:\/\/tenjin.com\/ja\/wp-json\/wp\/v2\/glossaries\/191","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tenjin.com\/ja\/wp-json\/wp\/v2\/glossaries"}],"about":[{"href":"https:\/\/tenjin.com\/ja\/wp-json\/wp\/v2\/taxonomies\/glossaries"}],"wp:post_type":[{"href":"https:\/\/tenjin.com\/ja\/wp-json\/wp\/v2\/docs?glossaries=191"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}