A full-screen ad unit that lets users earn in-app rewards by completing third-party tasks such as surveys, app installs, or video views.
App developers and publishers reading about mobile advertising units and monetization strategies.
01What it is and how it works
The offer wall appears as a dedicated screen inside a mobile app. When a user opens it, they see a curated list of offers from advertisers. Each offer specifies an action — install an app, watch a video, fill a survey — and a reward amount in the app’s virtual currency. The mediation SDK tracks completion, credits the user, and reports revenue to the publisher.
It shows a list of tasks you can do to get coins or lives in the game.
02What to do about it
Add the offer wall to a high‑traffic screen such as the store or pause menu. Test at least three reward tiers this week to see which drives the highest completion rate. Ensure the SDK is updated to the latest version to avoid tracking gaps. Monitor daily revenue per user (ARPDAU) after the change.
03How it is measured or noticed
Key metrics are offer wall impressions, click‑through rate, completion rate, and average revenue per completed offer. Use the mediation dashboard to segment by geography and device. A sudden drop in completion rate often signals a broken tracking link or a low‑quality offer.
04Common mistakes
- Placing the wall behind a hard‑to‑find button reduces visibility.
- Offering rewards that are too low makes users ignore the wall.
- Using an outdated SDK version causes missed attributions.
- Showing the same offers repeatedly leads to fatigue.
- Ignoring GDPR/CCPA consent flows can block revenue in regulated regions.
05Limits
Offer walls work best in free‑to‑play games with a virtual economy. They are less effective in subscription apps where users expect an ad‑free experience. They also do not replace rewarded video; the two formats serve different user intents and should be combined, not substituted.
06Worked example
"We added an offer wall to the coin shop and saw a 22 % lift in ARPDAU within two weeks. The highest‑performing offer was a 30‑second video that rewarded 50 coins."
Frequently asked questions
How does an offer wall differ from rewarded video ads?
An offer wall presents a menu of multiple tasks such as surveys, app installs, or video views, while a rewarded video ad shows a single video in exchange for a reward. The wall lets users choose the task they prefer, which can increase engagement variety. Rewarded video is simpler to implement but offers less user choice.
Should I add an offer wall to my free‑to‑play game?
Yes, if your game has a virtual economy and a sizable daily active user base. Offer walls monetize non‑paying players without interrupting core gameplay. They work poorly in premium or narrative‑driven titles where users expect an ad‑free experience.
Who integrates the offer wall and how is it implemented?
Typically the development team integrates a third‑party SDK (e.g., ironSource, Tapjoy) and places the wall on a high‑traffic screen such as the store or pause menu. The SDK handles task inventory, tracking, and payouts. Minimal backend work is required beyond configuring placement and reward values.
Does an offer wall still generate revenue in 2024?
Yes, offer walls remain a reliable revenue source for free‑to‑play games with virtual currencies. Performance depends on fill rates, task relevance, and user demographics. Regular A/B testing of placement and reward amounts keeps earnings stable.
What happens if the offer wall shows low completion rates?
Low completion rates signal that tasks are unattractive, too difficult, or poorly targeted, which reduces average revenue per user. You will notice a drop in ARPU and a rise in impressions without corresponding revenue. Adjusting task mix, reward values, or placement usually restores performance.
How long after launch should I wait before evaluating offer wall performance?
Allow at least two weeks of live traffic to collect statistically significant impressions and completions. Early days are skewed by novelty effects and SDK ramp‑up. After the warm‑up period, compare CTR, completion rate, and ARPU against your benchmarks.
Asked out loud
spoken, not typedThe same term in the words somebody uses speaking to an assistant rather than typing into a box — written from the situation, which is why each one carries the situation it came from.
Usually a full‑screen reward unit like an offer wall works well for quick monetization lifts. It can be dropped into the store or pause screen without a major redesign. Expect measurable ARPU improvement within a couple of weeks.
It depends on your game's economy, but an offer wall typically outperforms single rewarded videos for non‑paying users. The dashboard will show higher completion rates when the wall is placed on a high‑traffic screen. Test both and compare ARPU after two weeks.
No, if you insert the wall as an optional tab or button rather than a forced interstitial. Users can ignore it and continue shopping, preserving the existing flow. Monitor completion rate post‑launch to confirm no negative impact.