

Playable ads have been around for years, but in 2025 they feel different.
Not because the format suddenly became “new,” but because the way teams use playables has changed. With higher CPI pressure, faster creative fatigue, and tougher competition for attention, playable ads are no longer about novelty. They’re about qualifying users before the install.
In this article, we focus purely on playable ad trends we see shaping mobile game UA in 2025–2026 - based on real campaigns, testing cycles, and learnings from the field.
Why Playable Ads Still Matter (and Why They’re Evolving)
At their core, playable ads let users interact with a game before installing it. But their real value goes beyond engagement.
Well-built playables help:
At Mobihunter, we increasingly see playables performing best when they’re treated as a step in the user acquisition funnel, not just another creative format.
One of the clearest shifts we see today is how teams scale playable ads.
Instead of producing dozens of completely different playables, top UA teams focus on:
What usually gets tested:
In many cases, small UX changes outperform full mechanic rewrites. Iteration speed matters more than complexity.
Misleading playables still exist, but they’re losing ground.
More teams now design playables that feel closer to the actual game:
The reason is simple: better alignment leads to better post-install quality.
For competitive and skill-based titles, this is especially important. When the playable reflects the real gameplay experience, users arrive with the right expectations, and retention tends to follow.
Hybrid playables combining two mechanics in one experience - are becoming more common.
Examples include:
The key difference between good and bad hybrid playables is restraint.
Strong hybrids:
If users need instructions to understand what’s happening, the playable is already too complex.
Playable UX is getting simpler and more intuitive.
High-performing playables usually include:
A common winning flow looks like this:
Interact → Win → Feel Progress → Install
The goal isn’t to explain the game, it’s to let users feel it.
More UA teams now design playables as mini onboarding experiences.
Instead of “show gameplay and hope,” the logic becomes:
Hook → Learn → Win → Install
This changes how playables are structured:
When playables are aligned with funnel logic, they consistently perform better than isolated, one-off creatives.
A single playable rarely works equally well across all audiences.
More teams now build segmented versions based on:
Even with the same core mechanic, small adjustments in framing, visuals, or difficulty can significantly change results.
In practice, two or three focused playables often outperform one “global” version.
Conversational or AI-flavored playables are still in an experimental phase, but they’re gaining attention.
They tend to work best when:
Narrative RPGs and simulation games benefit most. Fast arcade loops usually don’t need this extra layer.
Playable performance is no longer judged by CPI alone.
Teams increasingly track:
This often leads to a shift in mindset:
a playable with slightly higher CPI may still be the better option long-term.
Across the projects we worked on , one pattern shows up again and again:
Playable ads work best when they’re treated like a product experience, not just an ad.
What consistently drives results:
Playable ads don’t replace video or static formats - they strengthen the funnel when used intentionally.
Going forward, we expect playable ads to:
The teams that win won’t be the ones with the flashiest playables, but the ones who test faster, learn faster, and scale what actually converts.
Playable ads are no longer about being interactive for the sake of it.
They’re about:
At Mobihunter, we’ve worked with a wide range of playable formats and mechanics across different game genres. We have many real examples, tests, and learnings that don’t always fit into a single article.
If you’d like to see how playable ads can work for your specific game or UA setup, feel free to reach out - we’ll be happy to share what we’ve learned and explore how we can be useful.