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> Intercepted signals from across the network — tech, engineering, and dispatches from the void.

1689 transmissions indexed — page 81 of 85

[ 2017 ]

20 entries
1601|blog.unity.com

Spotlight Team best practices: Optimizing the hierarchy

On the Spotlight Team, we work with the most ambitious Unity developers to try to push the boundary of what a Unity game can be. We see all sorts of innovative and brilliant solutions for complex graphics, performance, and design problems. We also see the same set of issues and solutions coming up again and again.This blog series is going to look at some of the most frequent problems we encounter while working with our clients. These are lessons hard won by the teams we have worked with, and we are proud to be able to share their wisdom with all our users.Many of these problems only become obvious once you are working on a console or a phone, or are dealing with huge amounts of game content. If you take these lessons into consideration early in the development cycle, you can make your life easier and your game much more ambitious.Every time a GameObject moves, altering its transform, we need to let every game system that might care about this know. Rendering, physics, and every parent and child of the GameObject needs to be informed of this movement in order to match. As the scope of a game increases, and the number of game objects skyrockets, just the overhead of sending out all these messages can become a performance problem.Take an example from one our recent projects, Shadow Tactics.This is one of their NPCs with all of its component parts. This screenshot was taken after they had already moved all their rigs over to use Optimize Game Objects, so the original version had all of the NPC model’s bones in addition to all of the gameplay objects and model structure.This is a completely normal, expected setup for a game. Level designers are placing NPC spawners. Those spawners then, at runtime, create NPC instances as their own children. Enemy_normal is the root of the NPC. This contains the NavAgent that controls the NPC’s movement. Each NPC has a bunch of GameObject children that define their abilities and tuning. Nothing about this is at all wrong.What this all means, though, is that every frame, when the NPC moves, it must inform all of its children and all of its parents that its transform has changed. Every frame, every NPC is sending hundreds of Transform Changed messages and taking up a good amount of the frame doing so.Once we saw how much frame time Transform Changed messages were taking, we talked with Mimimi Productions and they altered their spawning in some simple ways. In addition to turning on Optimize Game Objects, they started spawning their NPCs at the root level of their scene. They also moved all of the NPC Ability Game Objects up to the root of the NPC, so they would not be a child of the NavAgent. This left only the visuals and the physics of the NPC under the Nav Agent. On their target hardware this improved performance by ~10 FPS.Let’s say that again, for those in the back.10 frames per second.Without majorly impacting workflow. Without needing to go back and redo a ton of content. Just by taking the content they already had and moving it around a little bit.Staring with Unity 5.4, we have been heavily optimizing all of the code having to do with transforms and the Transform Changed message. We have optimized memory layout and provided the .SetPositionAndRotation API to avoid extraneous changes. We are now allowing systems to register as caring about a specific transform, rather than needing to broadcast the Transform Changed message to every system in the engine.One of the largest changes, that is still ongoing, is moving over to a delayed and threaded TransformChangeDispatch system. This lets us queue up all of the Transform Change notifications in a bit of the hierarchy that is completely self-contained and then resolve them in a job off of the main thread. We are moving as many systems as we can over to dispatching these notifications, rather than making them on the main thread synchronously.Even with all these improvements, it is very important that you think about the structure of your hierarchy as you develop your game. With a bit of forethought, you can save yourself frames of execution time, and use that for things your players will care about.If something moves every frame, make sure all its children care about position. Only rendering, physics, audio, or core systems like that should be there.When dynamically creating game objects at runtime, if they do not need to be children of the spawner for the above reasons, spawn things at the root of the scene.You can easily register everything you spawn and pass along the ActiveInHeirarchy state of the spawner using OnEnable and OnDisable.Try to group your moving transforms such that you have around 50 or so GameObjects per root. This lets the underlying system group your TransformChangeDispatch jobs into a fairly optimal amount of work per thread. Not so few that the thread overhead dominates; not so many that you are waiting on thread execution.Thanks to Mimimi Productions for letting us use their game Shadow Tactics for our examples. We will be back next time with lessons learned working with Realtime Global Illumination and multi-scene editing.

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1603|blog.unity.com

Should non-gaming apps use playable ads?

This article originally appeared on iMedia Connection.Advertising technology is evolving, and as developers continue to become more creative with their ad formats, the industry is revealing there is much more to digital advertising in 2017 than simple banner or interstitial ads.The time is right for new, exciting ad formats. 91 percent of users say adverts are more intrusive than they were three years ago, leading them to skip or block adverts. The advertising industry needs to innovate quickly to correct this imbalance in user experience.What are playable ads?Playable ads, a form of interactive advertising, are an exciting format that delights users and offers new engagement opportunities. They are in a format users already understand and enjoy; about two-thirds of the US regularly play video games on a mobile or console. The truth is, people love to play.Game advertisers are rapidly adopting playable ads as a way for users to sample a game app in an entertaining, and rewarding format. It’s not just fun and games though -- the format is paying off. Playable ads result in CTR (click through rates) up to 7x higher than video ads. They also result in 2x the user retention rates compared to video ads, as users get an in-depth experience of the app before installing.Even more interesting, the ad format increases the LTV (lifetime value) of users acquired, because they demoed the app before installing. This means more long-term revenue, better ROAS (return on ad spend), and decreased cost-per-click (CPC). Game developers Jam City saw their ARPI (average revenue per install) at 158 percent higher than their average using a playable ad.Even if a user doesn’t install the app, advertisers still see their interaction path in the ad. These insights lead to improved playable ads and installs, especially if many users get stuck or pause at a similar point. It may even help with optimizing the gameplay inside the app itself.Gamifying non-gaming appsWhile it makes sense for gaming apps to use this ad unit, what about other genres of apps? Should non-gaming apps be using playable ads too? And, more importantly, can they adapt their app’s flow for these new ad units in a way that interests users?Non-gaming apps should definitely get in the game.The first challenge of a non-game app looking to leverage this format is finding a gamified or competitive aspect of their app to showcase (via a playable). A utility app may find it difficult to gamify the in-app experience to catch users’ attention in 30 seconds or less. Not all non-games can have a playable with a ‘3 color match’ core.Creative app marketers take core elements of their app and gamify them for maximum engagement by thinking outside the app itself. Marketers can think of a mini-game that isn’t directly related to their app experience, but is related to their industry or business.For instance, a travel app could have a playable ad with letter tiles spelling out a destination city, or a multiple choice quiz on capital cities.A food delivery app could have a simple puzzle, which when completed shows a popular dish.A playable ad can also be relevant to what users are doing when using your app. Since a user is more likely to browse a shopping app on their commute than at work, marketers can develop a playable that relates to this specific timeframe and mindset as the theme.Playable ads can be centered around trending themes as well, such as widely watched events like The Super Bowl or The Olympics. When marketers think creatively about their apps and brands, they harness the impact of interactivity, and generate a positive brand association of playing and winning -- resulting in connections with potential and even existing users.If playable ads don't fit, get interactiveNot all apps should take a playable ads approach though. If gamifying your app or industry just isn’t an appropriate fit - take banking apps for example, no one wants to think of banks playing with their money - app marketers can think of leveraging another critical element of playable ads: interactivity.By incorporating interactive elements into ads, you create an experience where users can engage with the ad itself. Even something as simple as an interactive end card offering users the choice between different in-app elements could have a big effect on user experience and your campaign results.There’s everything to gain when including playable or interactive ads in a non-gaming app campaign. The gamification, or the ‘win or lose’ element of playable ads, has clearly been shown to impact user experience.The time when users will respond positively to an interstitial interrupting their app experience is running out.If playable ads aren’t entirely suitable for your app, try to build the best user experience by integrating interactivity as much as possible, and go for opt-in ad formats like rewarded video that respect the user’s time and attention.Giving users choice, and the ability to impact the ad they are watching, makes a huge difference in terms of brand recall, user engagement and enjoyment.

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1605|blog.unity.com

What are interactive ads?

As smartphone capabilities have evolved, it’s become possible to support the richness of interactive ad experiences on mobile - and the format is fast-becoming the hottest ad unit out there.What are interactive ads?Interactive ads are digital ads designed for user interaction and they can be used on desktop, tablet and mobile.4 types of interactive adsInteractive ads let users choose or interact with the ad in some way. There are a few different kinds of interactive ads.Interactive adAn interactive ad is an ad with any kind of interactivity for the user.Example: a photo editing app that lets you sample filters or other features in the ad itself.Interactive videoAn interactive video ad is a video ad with an added layer of interactivity.Example: a 360 video that the user can control.Interactive end cardInteractive end cards add an additional layer of engagement at the end of a regular 15-30 second video ad, giving users a feel for the app’s functionalities and allowing them to interact.Example: users can select the car model they most prefer and see a spec list after watching an auto ad.Playable adPlayable ads offer users a snippet of interactive gameplay. Users are guided by hints and are able to ‘win’ or ‘lose’ in the ad. They’re completely opt-in, true to the spirit of the game and give users an immersive and enjoyable ad experience.Example: a crossword app gives users a clue and 8 letters to choose from to fill the gaps.Benefits of interactive adsThere’s a reason why advertisers are flocking to interactive ads lately. Interactive ads drive higher conversions and retention rates, increase LTV and brand awareness, and offer unique in-ad data.Higher conversionsInteractive ads see much higher conversion rates compared to normal video ads. This is because the ads are enjoyable and immersive for users - by getting users actively involved in the advertising experience, you create a much greater impact.Higher retention ratesUsers acquired through interactive ads also show higher retention - sticking around in the advertised app for longer. In interactive ads overall, retention rates can are much higher than normal video ads.Increased LTVLTV (lifetime value) is a metric you can use to define the value of users who use your app for a period of time. Interactive ads do a great job of illustrating an app’s core elements and functions before the user installs. Users who download an app after engaging with an interactive ad are already familiar with a few of the functions, so are more likely to keep engaging with the app regularly and for longer. The longer a user has a relationship with an app and can make in-app purchases or view ads, the higher the potential LTV.Increased brand awarenessCompare the experience of passively viewing an ad, versus touching and affecting the ad yourself. Interactive ads create a significantly more impactful experience that stay with users for longer. The ability for a user to choose, decide or even ‘win’ or ‘lose’ in the ad also has a positive impact on user experience, creating positive brand associations.Unique in-ad dataEven if a user doesn’t install an app after seeing an interactive ad, the advertiser is able to see their interaction path in the ad. This data is critical to improving the ad experience, or even for improving the UX in the app itself.Want to learn more about ironSource’s suite of interactive ad units? Click here. Plus learn more about the next generation of interactive ads here.

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1615|blog.unity.com

TextMesh Pro Joins Unity

TextMesh Pro is a replacement for Unity’s existing text components like Text Mesh and UI Text. TextMesh Pro uses Signed Distance Field (SDF) as its primary text rendering pipeline making it possible to render text cleanly at any point size and resolution. Using a set of custom shaders designed to leverage the power of SDF text rendering, TextMesh Pro makes it possible to dynamically change the visual appearance of the text by simply changing material properties to add visual styles such as dilation, outline, soft shadow, beveling, textures, glow, etc. and to save and recall these visual styles by creating/using material presets.TextMesh Pro provides improved control over text layout and formatting giving users control over character, word, line and paragraph spacing, support for kerning and basic hyphenation, additional text alignment modes like Justified and Flush text, over 30 Rich Text Tags are available giving users control over margins, indentation, user definable styles, links and even support for using multiple fonts and graphics inline with the text.Optimized for both mobile and PC, head to the Asset Store today to download the new, freely available version of TextMesh Pro today (Unity 5.3 or higher required, Unity 5.6 compatible release coming soon).We have already started work to integrate TextMesh Pro’s functionality into Unity 2017, and will continue to support the asset with periodic updates to functionality and compatibility to ensure a seamless experience for TextMesh Pro users.

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1618|blog.unity.com

Mr Carton - The world's first cartoon series MadeWithUnity

My name is Mathieu Muller and I am a Field Engineer in EMEA and a film specialist at Unity. Last November, during Unite Los Angeles, I organized a panel called “Unity For film”, presenting various usage of Unity in the cinematic industry (The Gift by Marza Animation Planet, Disney’s Jungle Book Previz, the Adam short by Unity, the short Sonder by Soba Productions, on set video playback for the movie Passengers and the animated series Mr Carton by Tant Mieux Productions) together with some of the people who worked on these projects.This week, Mr. Carton, the first cartoon series produced for television #MadeWithUnity is launching on the national french TV website.Today, Michaël Bolufer, the creator, designer, co-director, co-scenarist, main lighter, and fireman animator of the 13 episodes of the two minute series, is my guest to talk about this production.- What is the story of Mr. Carton?Mr.Carton is a clumsy driver who wants to reach a lighthouse on the top of a mountain. That’s the plot! But every single vehicle, every little rock could be a danger.Above all, the greatest danger is himself: He has poor driving skills, as if he was not supposed to be there...- Michaël, are you from the game industry or the movie industry?I started 15 years ago in a video game company (Etranges Libellules in Lyon) as graphics artist, then game/level designer, and cinematic designer. After 4 years in the game industry I wanted to go further, and moved to the cinematic industry as a CG artist and art director. Being from the games industry helped me a lot in the CG industry in regards to being efficient and knowing about the machine constraints. Now I am playing ping pong between the two industries, working as a contractor or on my own productions of both games and animated series.- What game engines did you use?I was using an in-house engine when working at Etranges Libellules, which was really great for what we were doing, especially the camera system. I used Epic UDK for six months, making a fighting system for a game. I discovered Unity 4 in 2013 at Artefacts studio in Lyon working as a contractor on a racing game, and making side projects. This is when I started to test my ideas about realtime animation.- How did you come up with the concept? Did you want to use a realtime engine and created Mr Carton, or the other way around?In 2008, I won a prize at the Annecy animation festival with the scenario of a short film about the game industry, and that would have been made with a game engine. The aesthetic of Feist was the revelation that a game engine could visually generate something so singular and attractive that it could be used for an animated film. This short never happened, but the idea of making a film with a real-time engine was planted forever. The worm was in the apple, as we say in French…In 2012, I was making a lot of commercials which was very lucrative but boring, and I had a paper under my keyboard accumulating ideas for a story taking place in a cardboard world.Then I did the first “Teaser” of Mr Carton with 3DSMax and VRay. My machine was slow, and the “worm” kept telling me that maybe using Unity would make my life better.In 2013 it all came together. I was working in parallel on the writing of Mr Carton, a racing game made with Unity at Artefacts Studios, and a small side project on Unity for my tween girls. Unity 5 was just around the corner, and the french-german TV station, Arte, asked Artefacts Studios to realise a title sequence for their children program. And we decided to make it with Unity.It went very well, and soon I was starting the production of Mr Carton using Unity. We were very lucky to have the full support of our beloved producer (Tant Mieux Prod.) in this adventure. They strongly believed in the potential of Mr.Carton and in the way we wanted to craft his universe using Unity.- Can you explain the production and the pipeline and how it differs from standard CG pipeline?Fabien Daphy co-director, Nicolas Le Nevé our chief storyboarder, and I, made the storyboard and animatics in ToonBoom. The storyboard is a key element to communicate with the production and the rest of the team all along the project. I made the first 3D models, rigs and animations in 3DSMax, and they were reworked, finalised and cleaned up by our 3D supervisor Olivier Roos using the same tools. Everything was exported to Unity through FBX.Four animators (Raphaël Gauthey, Christophe Devaux, Samuel Chauvin and Fabien Bougas) and Benedicte Peyrusse, the animation supervisor, produced most of the animations over a period of about 2 months. We started with the principle of having all animations made in 3DSMax, including retakes. However we ended up doing more and more of the retakes directly in Unity’s animation window, because it was the best place to adjust things in the context of the shot (camera, lighting,...).We soon had to hire an extra modeler (François Beudin) for a few months, because we ended up reusing less models than planned. Especially, developing the model with cardboard edges was very time consuming.Fabien and I made the greyboxing in 3DSMax and Blender, based on the storyboard, and gave it to the animators and modelers to create what would become the prefabs of each scene. The scenery was a big object containing a bunch of individual objects already in place (mountains, roads,...) that we could adjust later in Unity. Trees, rocks, and other details were each an individual FBX and soon became prefabs that we painted in the scene directly in Unity using Quickbrush from the Asset Store.Fabien and I did all the lighting and compositing, and had in average 2 days per episode for it. We were too lazy and busy to do external compositing, so we did it all in Unity. Color grading were per episode, and depth of field, bloom, ambient occlusion were per shot.Where the workflow gets really different from standard offline pipeline (long CG rendering, compositing) is sequencing. We used Flux from the Asset Store to do all the sequencing of each episode directly in the Editor. We chose Flux because it was frame based and allowed a precise sequencing of animations at 24 frames per seconds. Nuno Afonso, the creator of Flux, was very reactive to implement features and fix bugs all along the production.Each animation was provided with an extra margin around what was required in the storyboard, and we assembled animations, models, cameras, lighting, and compositing all together in the sequencer. The sequencer is where a big boost, time and creative wise, is happening in a realtime animation production pipeline.Finally we exported the sequence to a video (via a custom script exporting PNG sequences) and did the final cut in Adobe Premiere. Each shot in the sequence was a bit longer than planned in the storyboard to allow the final cut to be made externally. It also allowed to cover precomputed real-time GI “pumping” that we experienced sometimes when transitioning in one frame between two distant locations.Finally, all the music and sounds (made exclusively by mouth) were done live on top the animatic.- How did you do the lighting?We used Deferred (allows many realtime lights) and Linear (more realistic lighting) rendering. I generated a second set of UVs to use with the precomputed realtime GI in Unity for each object of the scenery. I did not use the automatic generation of UVs inside of Unity in order to keep a strong control over it. We had mainly one light doing indirect lighting, and the rest with direct lighting only. In some shots we used up to 40 lights. On some occasions we used extra indirect lights (eg: the UFO blue light bounced, and the red light lighting on the road was direct only).We used a lot of projectors with cookies (more than 40, all hand made!) to have precise control over the lighting, and give life to the light. On some episodes we used volumetric lighting like in the image above for the lights of the car and the laser of the UFO.For shadows, I used real-time shadows, mostly on the directional light and sometimes on a few extra lights. I also tweaked the quality settings per shot to get various aspects of the shadows. On top of this, I used two kinds of screen space ambient occlusions with different radius and intensities for extra shadowing (SSAO Pro and Unity free Cinematic effects pack from the Asset store). We did not use the latest Unity post processing stack because we locked our version of Unity before it became available.These are a few examples among many. There is no recipe in lighting, only methods and tricks. The story is the one telling the lighting, and we used many different tricks on each episode.- Did you have issues with aliasing?To have the stop motion effect, we wanted to shoot at 12 frames per seconds. Animations could be created at 12 or 24 frames per second, but we only took even frames when exporting to video at 24 FPS. All this to say that we did not want any kind of motion blur effect! This discarded temporal anti-aliasing. So in the end we only used SMAA (Subpixel Morphological Anti Aliasing). We have some shots where anti-aliasing could have been improved, but we were generally satisfied with what we had and did not have time to work on it more.- This cardboard looks great! How did you do it?We used real photos of cardboard that we worked and cleaned up in the classic gaming tradition style, to tile and render nicely. On the entire seasons we use about 10 textures for it. We had about six shaders made in Shader Forge depending on the complexity of the characters, managing different normal and occlusion maps, plus the pen markings on top.- Now the production is finished, would you say it was worth using a realtime engine compared to more “traditional” methods?We probably could have never finished on this time and on this budget with an offline process. But actually the question never came out, because we wanted to do it this way anyway and everything went quite as planned. The worm in the apple was right!- What would be your advice to someone who wants to start his own film with Unity?Don’t try to redo what you can do now with offline. Build a good vision in the technical art direction, take the technical constraints as an art choice, and the art choice as constraints. It is consequently necessary to get some knowledge about how real-time rendering and engines work. And then, have fun with the creative freedom you will get!

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1619|blog.unity.com

Top tips and strategies for improving mobile app retention

This article originally appeared on App Annie. Adam Ben David is the Vice President of the Supply Side Platform at ironSource.Understanding your mobile app retention strategy can provide you with insight as to why some users drop off and don’t return, and what publishers can do to fix that.One of the best strategies to convince app users to stay for the long term is to reward them with in-app currency, says Adam Ben-David, vice president of supply-side-platform Developer Solutions at ironSource. Rewarded ads have worked time and time again.App Annie sat down with Ben-David to talk about user retention, mobile app retention strategies, ad monetization and the morphing definition of a “loyal” user.App Annie (AA): What is one thing an app developer can do to help improve retention?Adam Ben David (ABD): Typically, users drop off because they can’t advance without in-app currency. Rewarded ads let them stick around longer. These are user-initiated ad units that allow users to earn in-app bonuses in exchange for viewing advertising content.As users get deeper into the game or app, they become progressively more addicted to it. Rewarded video watchers who weren’t initially prepared to make an in-app purchase (IAP) will often turn into paying users.AA: Let’s say a developer has determined where in their app users start dropping off. What are some common scenarios where they notice churn?ABD: Most developers see a sharp initial churn during onboarding, because the user experience is not streamlined and gripping enough. At ironSource we work with a lot of gaming apps, so we’re exposed to complex in-app economies that produce a range of drop-off points. An application that has a poor return value on its primary feedback loops (aka recursive core loops) tends to have significant drop-off, since the user won’t be engaged in the long run.AA: What kind of things can an app developer A/B test to prevent churn and increase retention?ABD: A/B testing the onboarding flow can greatly help developers see what it takes to create simple tutorials and intuitive registration features. To keep users interested, apps must demonstrate clear value in the first 30 seconds of the user journey.A/B testing your ad monetization strategy is equally important. Developers can generate significant increases in retention with rewarded video, as I already mentioned. But it takes careful iterations and tons of A/B testing to get the right reward payout, the perfect timing and the best gameplay circumstances.AA: How might app developers segment their users from a monetization perspective? What would the buckets be?ABD: The easiest place to start is segmenting according to IAP users (i.e., spenders) and free riders. Then you can push IAPs more heavily to spenders and better understand purchase motivations to convert non-IAP users. Publishers can also segment by ad unit engagement and then optimize for maximum revenue, retention and engagement.AA: For app developers, what is a “loyal” user? How do you segment them?ABD: The conventional definition for a loyal user is one that opens and engages an app at least three times. But that interpretation is perhaps a bit too liberal. There are plenty of instances where a user may open an app three times and never open it again. Categorizing this segment as a loyal audience is misleading and can inflate the loyal proportion of your app base.Loyalty as a concept differs greatly across categories. While games see very high retention, it is lower for food and beverage apps. I think a short-term user who is highly engaged for just a few days is also “loyal.” It’s still possible to monetize a short-term user, after all. By segmenting short-term users, you can adjust ad targeting and increase the rate of ads they view, for example.AA: What are some strategies you think we’ll see emerging in the next year for keeping retention high?ABD: Currently, push notifications and in-app messages are the most common app retention strategies. Publishers stick to these because they can better control the message. But only 27% of users “always” allow app notifications — so publishers are missing out on a large majority of users.I think we’re going to see ad monetization become a more popular strategy for in-app retention. Letting ads run on an app doesn’t mean less control. Publishers can still cap frequency and choose points in the app flow to run an ad, and even use personalized segmentations to do it.Since every user will come across an ad at some point in the lifecycle, we see it as a potentially more impactful user retention strategy, and a great complement to push notifications.

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1620|blog.unity.com

Why advertisers should be running rewarded video ads in UA campaigns

There’s a great misconception that app developers and app advertisers can’t both get their way -- publishers are worried ad campaigns will damage user experience and advertisers are looking for maximum exposure and impact. But app advertising doesn’t have to be a zero sum game. It's why more and more app advertisers are turning to rewarded video ads. Let’s learn why.What are rewarded video ads?Rewarded video ads offer users a clear value exchange -- users watch a video ad and get in-app rewards (like in-app currency, premium content, etc) in return.RV is quickly becoming one of the fastest growing ad units, and for good reason. They're completely opt-in so they don’t damage user experience; they increase user engagement (no addicted gamer will turn down free coins, I know first hand); they bring app developers more revenue; and give advertisers higher viewability rates and engaging, enjoyable ad campaigns. They're a win-win-win.For advertisers: better viewability and campaignsWhen it comes to app advertising, marketers are looking to connect with consumers in a medium where they are wired to engage and convert, but viewability remains an industry-wide problem. In fact,according to a Google study, 56.1% of all ad impressions are not seen.Fortunately, rewarded videos have just what it takes to solve advertisers’ concerns.How do rewarded video ads increase viewability?If an ad takes too long to load, users might click away. The ad was served, but no one saw it. The same can happen if users quickly scroll and swipe past it.Since rewarded video ads are user initiated, they're a guaranteed view for advertisers. In order for the ad to be served, users have to click to accept the rewarded video. This gives advertisers complete certainty that an ad was only shown to someone who chose to see it.How do rewarded video ads drive successful campaigns for advertisers?Rewarded videos are like rocket fuel for app campaigns. In contrast to other non-skippable video advertisements, which might damage user experience and upset users, users have a high incentive to watch a rewarded video. Because they’re less likely to find the advertisement intrusive, they’ll remain positive during the duration of the advertisement and respond better to messaging.In addition, marketers have the option to place a specific call to action at the end of a rewarded video ad. Offering users a “click to download” or “click to purchase” button is a great way to drive app downloads, increase sales and build on lead generation efforts.Clearly, rewarded videos offer great opportunities for advertisers. We expect this lucrative ad unit to continue gaining popularity in the coming years. Are you next?Need help setting up rewarded videos in your next ad campaign? Get in touch with us here!

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