Rewarded Video Ad SDK for Web Games and Websites
Last Updated: October 22, 2026
AppLixir, Inc. - Rewarded Video Ad SDK for Web Games and Websites
Rewarded Video Ad SDK for Web Games and Websites
TL;DR-
- A rewarded video ad is an opt-in format where a player or reader chooses to watch a short video in exchange for a defined reward — an extra life, doubled coins, a skipped wait timer, an unlocked article — and the publisher is paid on completion.
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- AppLixir is a rewarded video ad SDK built for the browser: HTML5 games, IO games, Unity WebGL builds and content sites. It delivers $4+ CPM on web rewarded inventory, against $0.50–$2 for typical web display.
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- Unity Ads, AdMob, AppLovin and ironSource do not serve web inventory. Their rewarded demand is for native iOS and Android apps, which is why a WebGL or HTML5 build cannot simply drop in a mobile SDK and expect fill.
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- Integration is a script tag, a container element and a completion callback that grants the reward. No package install, no native build step, no backend changes.
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- AppLixir requires a minimum of 5,000 daily active users and ships TCF 2.3 / GDPR consent through Didomi inside the SDK, so publishers do not license a separate CMP.
What is a rewarded video ad?
A rewarded video ad is an opt-in, full-screen video advertisement that a user voluntarily watches in return for a specific in-product reward, granted the moment the video completes. The offer is always presented first — “watch a short video to continue” — and declining costs the user nothing. The mechanic is the same across every surface: prompt, opt-in, playback, reward. What changes is the reward itself. In a web game it is an extra life, a revive, a doubled coin payout, a skipped energy timer or a cosmetic unlock. On a content site it is an article unlock offered alongside the subscription prompt. In a freemium tool it is temporary access to a gated feature. Rewarded video differs from interstitial and pre-roll video in consent, not in creative. An interstitial interrupts; a rewarded video is requested. That difference shows up in completion rate, in player sentiment and in CPM, and it is covered in detail in the breakdown of rewarded video ads versus interstitial ads.Why a rewarded video ads SDK for the browser is a different product
A rewarded video ads SDK for the browser has to solve problems a mobile SDK never encounters. There is no app store identifier, no native view hierarchy to present a full-screen player into, no persistent install to attribute against. The runtime is a tab that can be backgrounded, muted by autoplay policy, blocked by an extension, or reloaded mid-session. AppLixir is built for that runtime specifically. The player mounts into a div in the page, respects browser autoplay and muting rules, and reports completion back to game code through a callback rather than through a native bridge. It runs on desktop Chrome, Firefox and Safari, on mobile Safari and Chrome, inside Unity WebGL builds, and inside HTML5 and IO games embedded on portals. The demand side differs too. Web rewarded inventory is bought by programmatic buyers who want viewable, completed video against a known audience, and AppLixir serves that demand at 100M+ monthly impressions across its publisher base. That volume is what makes auction pressure — and therefore CPM — hold up on browser inventory, which has historically been the weak spot for mobile-first networks.Do Unity Ads, AdMob or AppLovin work for WebGL and browser games?
No. Unity Ads, AdMob, AppLovin and ironSource do not serve web inventory. Their rewarded video demand is sold against native iOS and Android app placements, and their SDKs are distributed as native packages. A Unity WebGL build is not a native app, so the Unity Ads package in the editor does not carry over to the browser target — a point that trips up studios shipping the same project to mobile and to web. This is not a criticism of those networks. They are excellent at what they are built for. It is simply a surface mismatch: if your build runs in a browser, you need a rewarded video ad network that has browser demand. The practical consequences for a WebGL project are laid out in the guide to Unity rewarded ads and AdMob on WebGL and in the Unity WebGL monetization guide.| Provider type | Serves browser inventory? | Built for | Relationship to AppLixir |
|---|---|---|---|
| Mobile networks (Unity Ads, AdMob, AppLovin, ironSource) | No | Native iOS and Android apps | Different surface — run them in your mobile builds |
| Web display / header bidding stacks | Yes | Banners and standard display on content pages | Complementary — rewarded sits alongside, at a higher CPM tier |
| Distribution platforms (Poki, CrazyGames and similar) | Yes, on their own portals | Audience, discovery and portal-side monetization | Complementary distribution — AppLixir monetizes your own site and embeds |
| AppLixir | Yes | Web games, Unity WebGL, HTML5/IO games, content sites | Adds opt-in rewarded video to whatever you already run |
How much do rewarded video ads pay on web games?
AppLixir delivers $4+ CPM on web rewarded video, against $0.50–$2 for typical web display inventory. That gap — roughly two to eight times, depending on what your display stack currently earns — is the whole economic argument for adding an opt-in format to a browser game or content site. CPM alone does not determine revenue. Three inputs do: CPM, fill rate, and impressions per daily active user. A game that prompts once per session earns a fraction of what the same audience earns at three or four opt-ins per session, and geography moves CPM more than almost any product decision you can make. Traffic weighted toward the US, Canada, the UK, Germany and the Nordics prices higher than traffic weighted toward tier-3 markets; exact regional ranges for your mix are [DATA NEEDED] and worth asking any network for before you integrate. The arithmetic is simple enough to do on the back of an envelope: daily revenue ≈ DAU × impressions per user × fill rate × (CPM ÷ 1,000). For worked examples against real web traffic profiles, see how much rewarded video ads pay on web games.Integrating the AppLixir rewarded video ads SDK
The AppLixir rewarded video ads SDK integrates in three steps and does not require a build pipeline change, a package manager, a native compile or a backend deployment. Most publishers go from zero to a test ad inside an afternoon.Step 1: add the SDK script
Drop a single script tag into the page head. For a Unity WebGL build, that is the index template WebGL already generates; for an HTML5 or IO game, it is the page that hosts the canvas.Step 2: add the ad container
Add one container element with a known ID. The video player mounts into it on demand and vacates it afterwards, so it does not occupy layout while no ad is playing.Step 3: wire the reward callback
When the player accepts the offer, call the SDK’s show method and grant the reward in the completion handler. Handle the failure path in the same place — on an unfilled request, return the player to the game cleanly rather than leaving a dead UI state.// Web game: grant a revive on completion
showRewardedAd({
onComplete: () => { player.lives += 1; resumeGame(); },
onFail: () => { showGameOverScreen(); }
});
The same pattern serves any reward type: a currency grant in a game, an article unlock at a soft paywall, a 24-hour feature trial in a tool. The authoritative method signatures, event names and Unity WebGL bridge are documented in how AppLixir works. HTML5-specific placement patterns are covered in the HTML5 rewarded video SDK guide.
Are rewarded video ads GDPR compliant for players in Europe?
Rewarded video ads are GDPR compliant for players in Europe when consent is collected through an IAB-registered Consent Management Platform and the resulting signal is passed with every ad request. AppLixir ships that mechanism inside the SDK: TCF 2.3 consent handling through Didomi, a registered CMP, with the consent string flowing into the ad call automatically. Practically, that removes two line items from an enterprise integration. The publisher does not license and configure a separate CMP for the game surface, and the legal review covers one vendor’s consent flow rather than a stack of them. For a studio running a portfolio of titles, that is one consent implementation across the catalogue instead of one per title. When you evaluate any rewarded video provider, ask the same question plainly: is a registered CMP included, or are you expected to license one separately and wire the signal yourself? The answer changes your real cost of ownership and your exposure, not just your integration time.When rewarded video fits, and when it does not
Rewarded video fits products that have a free experience with a natural friction point — a loss, a wait, a gate, a paywall — and enough daily traffic for an auction to compete over. It does not fit every project, and pretending otherwise wastes an afternoon of integration time. It fits when:-
- Your game has a fail state, a timer, or a currency a player would reasonably trade 30 seconds for.
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- You run at or above 5,000 daily active users, which is AppLixir’s publisher threshold. Below that, auction competition is thin and the effort rarely returns.
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- You already run display, portal distribution, or IAP, and want an additional revenue line that does not cannibalise them. Hybrid stacks are discussed in the guide to rewarded ads plus IAP.
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- You publish long-form content behind a soft paywall and want revenue from readers who will never subscribe — the case made in monetizing a website with rewarded video.
How large web game studios add rewarded ads without hurting retention
Large web game studios protect retention by tying every rewarded video prompt to a moment the player has already stopped, and by making the reward spendable immediately. The prompt is never an interruption; it is an option offered where the player was about to quit or wait. Four rules do most of the work:-
- Place at the pause, not in the flow. After a death, at an energy gate, before a long wait, at the results screen. Never over active gameplay.
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- Make the reward usable within seconds. A continue the player can take now converts better than currency banked for later.
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- Cap frequency per user per day and watch what the cap does to next-day return, not just to daily revenue. Too few prompts leaves money unearned; too many devalues the reward.
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- Handle no-fill gracefully. An unfilled request should return the player to a working screen, never a spinner. This is the single most common cause of rewarded-video churn complaints.