Integrating Rewarded Ads in Mobile Apps
We implement Rewarded — the only ad format users voluntarily watch. Conversion rates where it is organically woven into the game mechanics (extra life, bonus currency, level unlock) reach 40–70% of button impressions. Unsurprisingly, eCPM for rewarded is 3–10x higher than interstitial, and the app's LTV with proper integration grows by 25% while reducing time to first purchase by 15%. Our experience: 50+ monetized projects, Google AdMob and App Store certifications.
But this format has a nuance: locking the moment the reward is granted. If implemented incorrectly, users either get rewards without watching the ad or receive nothing after honest viewing. Both scenarios break trust, reduce revenue, and can lead to app removal from stores.
Where Exactly Reward Logic Breaks
Mistake #1: Granting reward in onAdDismissed.
// WRONG
rewardedAd?.fullScreenContentCallback = object : FullScreenContentCallback() {
override fun onAdDismissedFullScreenContent() {
giveReward() // user could close at second 3
}
}
onAdDismissedFullScreenContent fires on any close — both after full view and pressing the close button early. Reward should only be in onUserEarnedReward:
rewardedAd?.show(activity) { rewardItem ->
// This callback = user watched to end
val rewardAmount = rewardItem.amount
val rewardType = rewardItem.type
giveReward(rewardType, rewardAmount)
}
Mistake #2: Client-side verification.
Granting the reward directly in onUserEarnedReward is fine for simple cases (adding a life in memory). But if the reward affects server-side state (virtual currency, premium content) — you need server-side verification (SSV).
How Server-Side Verification (SSV) Works
SSV guarantees the reward is credited only after confirmation from the ad network. Workflow:
- The app requests a rewarded ad with
customData — a string containing userId and nonce.
- After the view, the ad network (AdMob/IronSource) makes a GET request to your verification endpoint.
- The request parameters are signed with the network's ECDSA key (public key available at gstatic.com).
- Your server verifies the signature and grants the reward.
- The client receives confirmation via WebSocket or polling.
// Pass userId in customData when loading
val serverSideVerificationOptions = ServerSideVerificationOptions.Builder()
.setCustomData("userId:${currentUser.id};nonce:${UUID.randomUUID()}")
.build()
val adRequest = AdRequest.Builder().build()
RewardedAd.load(context, AD_UNIT_ID, adRequest, object : RewardedAdLoadCallback() {
override fun onAdLoaded(ad: RewardedAd) {
ad.setServerSideVerificationOptions(serverSideVerificationOptions)
rewardedAd = ad
}
})
SSV is critical for any app where currency converts to real value or affects PvP balance. Clients save an average of 30% of the refinement budget by implementing SSV from day one.
Ad Format Comparison
| Format |
Opt-in |
Opt-out |
eCPM |
Conversion |
| Rewarded |
Yes |
No |
High (3–10x interstitial) |
40–70% |
| Interstitial |
No |
Yes |
Low |
~10% |
| Rewarded Interstitial |
No |
Yes (but with reward) |
Medium |
20–30% |
Rewarded Interstitial is a hybrid: doesn't require explicit opt-in but rewards the view. eCPM is 50% higher than regular interstitial.
Server-Side vs Client-Side Verification
| Feature |
Client-Side Verification |
SSV |
| Tamper protection |
No |
Yes (ECDSA cryptography) |
| Additional server load |
No |
Yes (milliseconds) |
| Risk of granting without view |
High |
Zero |
| Integration time |
1 day |
+2 days |
UX for Ad Display
The "Watch Ad" button should only be shown when the ad is loaded — i.e., when rewardedAd != null. A grayed-out disabled button is worse than a hidden one. Start preloading early: immediately after the previous show or when the screen opens where the button might appear.
If loading fails — hide the button, do not show an error to the user. Retry with exponential backoff (1 → 2 → 4 → 8 sec) quietly in the background.
Why Correct Reward Granting Matters
Faulty reward granting leads to financial losses and negative reviews. Our clients save an average of 30% of the refinement budget by implementing SSV from day one. We ensure correct reward logic and document each integration stage.
Typical SSV Scenarios
- Granting premium currency convertible to real money.
- Unlocking PvP endgame after a view.
- Subscription access (time-limited bonuses).
What's Included
- Analysis of reward requirements and app economy
- Selection and configuration of ad network (AdMob, IronSource, Unity Ads)
- Implementation of Rewarded Ad display with UX considerations
- Server-side verification (SSV) integration if needed
- Documentation and commented code
- Testing all scenarios (successful show, error, limit exceeded)
- Training the client's team on tools
Timeline and Cost
Basic rewarded implementation without SSV — 1–2 days. With server-side verification and game economy integration — 2–3 days. Cost is calculated individually after project analysis. Request a consultation — our engineers will evaluate your project and propose a turnkey solution. Get a validated integration that boosts revenue and user satisfaction.
Mobile App Monetization: IAP, Subscriptions, and Ad Mediation
An app with poorly implemented purchases loses money not because users don't want to pay, but because a StoreKit transaction hangs, Receipt Validation fails with an error, or restore purchases doesn't work — and the user writes to support or leaves a 1-star review. Our experience (over 7 years in mobile development) shows that proper monetization increases LTV by 30–60% within the first three months after implementation. Get a consultation on monetizing your app — we'll analyze the current model and find growth points.
Why StoreKit 2 is the Best Choice for IAP?
StoreKit 2 (iOS 15+) is a modern API with async/await and device-side verified transactions without a server. Transaction.currentEntitlements returns all active purchases. Key change compared to StoreKit 1: JWS signature verification on device via VerificationResult<Transaction> — no need to send receipt to server for basic validation.
But server-side validation is still needed for consumable purchases and fraud prevention. App Store Server API replaces the old /verifyReceipt endpoint. Webhooks via App Store Server Notifications v2 provide real-time events: SUBSCRIBED, DID_RENEW, EXPIRED, REFUND — without polling.
A typical mistake: not handling paymentQueue(_:updatedTransactions:) in the background for unfinished transactions. User bought a consumable, app crashed before finishTransaction — purchase remains in queue, restores on next launch and requires reprocessing on server. Without server idempotency — double crediting.
How Not to Lose Revenue on Subscriptions?
The subscription model requires tracking states: trial → active → grace period → expired → refunded. RevenueCat is the de facto standard for managing subscriptions in production. It abstracts StoreKit and Google Play Billing, providing a unified API, webhooks, cohort analytics, and A/B testing of paywalls.
Alternatives to RevenueCat include custom implementations with Adapty or Qonversion. Fully custom only if data must not leave the infrastructure or there is non-standard logic. We guarantee that webhook setup and subscription lifecycle event handling is done without losses — verified on projects with over 500k DAU.
Google Play Billing Library 6+ requires handling PurchasesUpdatedListener and explicitly calling acknowledgePurchase() or consumePurchase() within 3 days — otherwise Google automatically cancels the purchase and refunds. The average cost of such an error is a significant loss per user per month (based on our project data).
Ad Mediation: Boosting CPM via Bidding
Showing ads from a single source means losing revenue. Mediation (waterfall or bidding) requests ads from multiple networks and displays the best bid. Google AdMob is the foundation for banner, interstitial, rewarded ads. Mediation via AdMob Mediation or MAX (AppLovin) is the second de facto standard. MAX uses In-App Bidding — a real-time auction without waterfall. In practice, MAX yields significantly higher CPM than classic waterfall (depending on geo and audience). For example, for rewarded video in the US, the improvement can be substantial. With 100,000 rewarded video impressions per day, switching from waterfall to In-App Bidding can generate additional daily revenue.
ironSource (Unity Ads) has a strong position in the gaming segment, especially rewarded video. Mintegral covers the Asian audience well.
Setting up mediation requires ATT (App Tracking Transparency) on iOS 14+. Without requestTrackingAuthorization, ad CPM drops by 3-5 times for non-consenting users. SKAdNetwork and Privacy Manifest (iOS 17) are mandatory requirements; without them, review fails.
| Network |
Ad Type |
Feature |
| AdMob |
banner, interstitial, rewarded |
Wide network, easy start |
| MAX (AppLovin) |
rewarded, interstitial |
In-App Bidding, high fill rate |
| ironSource |
rewarded video |
Best for games |
| Mintegral |
rewarded, native |
Asia, programmatic |
How We Implement Monetization: Step-by-Step Process
- Current model audit — analysis of funnel, paywall, price tiers, and identification of bottlenecks.
- Model design — choose type (subscription, consumable, non-consumable) and optimize price points.
- IAP integration — set up StoreKit 2 / Google Billing 6, receipt validation, webhooks.
- Ad mediation — connect 3-6 networks, configure waterfall or In-App Bidding, test fill rate.
- Analytics and cohorts — integrate RevenueCat, Amplitude, or Firebase for LTV tracking.
- A/B testing of paywall — use Remote Config for experiments without a release.
- Launch and monitoring — 2 weeks of free support after launch, bug fixes by 24-hour SLA.
How to Design a Freemium Model and Paywall?
Freemium works when the boundary between free and paid is properly drawn. Too strict a paywall at the start — users delete. Too generous a free tier — no incentive to pay.
A technically sound pattern: server-side feature flags (Remote Config in Firebase or LaunchDarkly) control access to features. This allows A/B testing of paywall without a release, changing trial conditions, and running promotions.
Implementation at the code level: EntitlementManager — a single point for checking access to features, aware of subscription status, flags, and promos. No scattered isPremium checks throughout the code. Experience shows this approach reduces paywall-related bugs by 80% (confirmed on 30+ projects).
Checklist of Typical Monetization Mistakes
- Missing handling of
unfinished transactions — revenue loss of 5-10%.
- No server-side idempotency for consumable processing — double crediting.
- Forgot to call
acknowledgePurchase() on Android — purchase cancelled after 3 days.
- Not handling
REFUND and DID_RENEW events — incorrect subscription status.
- Paywall without A/B testing — leaving 20-40% of monetization potential.
- Ads from a single source (e.g., AdMob without mediation) — CPM 15-30% lower.
Scope of Monetization Work
- Current model audit — analysis of funnel, paywall, price tiers.
- IAP integration — StoreKit 2 / Google Billing 6, receipt validation, webhooks.
- Ad mediation — configure MAX / AdMob, connect 3-6 networks, test fill rate.
- Analytics setup — RevenueCat, Amplitude / Firebase, cohort analysis.
- Documentation — description of entitlements, restoration procedure, review checklist.
- Team training — analysis of typical mistakes, support recommendations.
- Guarantee — 2 weeks free support after launch, bug fixes by 24-hour SLA.
Estimated Timelines
| Stage |
Duration |
| Basic IAP (one store) |
1–2 weeks |
| Subscription system + RevenueCat + paywall |
3–5 weeks |
| Ad mediation (MAX + 3 networks) |
1–2 weeks |
| Full cycle (IAP + ads + analytics) |
4–8 weeks |
Cost is calculated individually. We have been working in this field for over 8 years and have implemented monetization in over 40 projects — many of which passed App Store Review without a single rejection. Contact us for an audit or order a consultation — we'll tell you what growth points exist in your app.