In-game ads: key delivery checks: Check surface size and player view for legibility on small screens; Confirm viewability metrics include angle, on-screen size and time in view; Define Australian eligibility by device location, not just account region
Image: Gaming Ad Guide

In-Game Formats

Intrinsic in-game advertising

Understand intrinsic in-game placements, how to assess creative fit and visibility, and what to request for an Australian campaign.

Intrinsic in-game advertising puts a brand message on a surface or object in the game world — a virtual billboard, poster or screen. It can suit a campaign seeking brand presence during play, provided the buyer can establish what was delivered and whether it had an opportunity to be seen. A game session alone establishes neither: the player may never encounter the surface.

What the format includes

A campaign might display an image on a stadium hoarding, or video on a screen within a scene. Rewarded ads and panels laid over gameplay create different experiences and need separate plans.

Measurement approaches differ across that inventory. Some placements are served into the game with an associated ad session; others are built into the game itself. Establish which kind of inventory is offered before comparing impression reports.

Decision / Ask the seller to show

Where will the brand appear?
The game, scene, surface and player-view example
Who can encounter it?
Eligible devices and markets, and the route through play
What will be counted?
Impression and viewability definitions, measurement coverage and gaps
What can change?
Creative rotation, game updates and placement substitutions

Choose the surface before finishing the artwork

Request the surface dimensions and a preview at the smallest supported screen size. Artwork that reads well as a flat file may become illegible when scaled, angled or seen from a moving camera. The actual player view remains the useful check.

A conventional virtual billboard usually aims for recognition rather than a click. If an offer needs conditions that cannot be read in play, use a simpler message or another format. Confirm any interactive behaviour with the seller; the shape of a billboard does not establish that it can be clicked.

Separate delivery from visibility

Delivery and visibility are separate questions. One vendor account of in-game measurement describes signals sent throughout the ad session — the angle of the ad seen, its on-screen size and the time it was in view — and calculates an in-view rate from them. Viewability describes an opportunity to see, not attention or recall.

Ask for viewable, non-viewable and undetermined counts, and for the devices and game versions the method covers. Find out whether it measures the creative itself or infers its presence from a container. A scene preview helps judge a proposed surface; it is not a delivery report.

Key In-Game Advertising Metrics

Viewable Impressions
Count of impressions meeting viewability criteria
Non-Viewable Impressions
Impressions that did not meet viewability thresholds
Undetermined Impressions
Impressions where viewability could not be assessed
Viewability Rate
Percentage of viewable impressions relative to total delivered

Make an Australian brief specific

For an Australia-only campaign, define whether eligibility means a device likely to be in Australia when the ad is served or an account associated with Australia. Those rules can reach different people. Ask which location signals are available, how old they may be and how unknown or conflicting signals are handled. A precise-looking location field does not guarantee a precise current location.

Request Australian delivery and unclassified geography separately, with game and device breakdowns where available. Agree on the reporting time zone and the treatment of uncertain traffic.

Decide what success would mean

Choose a measure the format can support, such as qualified viewable delivery or a separately designed brand study. Lack of clicks says little about a surface that was never interactive. Viewability does not prove attention, and a later sale alone does not prove the ad caused it.

A useful brief records the approved surfaces, creative variants, geographic rule, measurement coverage and process for changes. Review gameplay examples before booking and the placement report afterwards. If a seller cannot supply a requested breakdown or measurement, record that limit in the buying decision.

In this guide

  1. Planning creative for virtual billboards and surfacesBrief and inspect virtual billboard creative for surface fit, readable messaging, motion and approval in the intended game.
  2. Checking whether an in-game placement can actually be seenInspect an in-game surface from the player's view and ask how size, angle, obstruction and measurement gaps affect visibility.
  3. Reviewing geographic targeting in intrinsic gaming inventoryDefine an Australian location rule, examine the signals behind it and reconcile geographic delivery in intrinsic gaming inventory.
  4. Measuring exposure without treating every game session as an ad viewSeparate game sessions, ad requests, rendered impressions and viewable exposure in intrinsic in-game campaign reports.

More from In-Game Formats

In-Game Formats

Advertising inside games

Understand where ads appear during play, how to match a placement to a campaign goal and what evidence to request for an Australian brief.

In-Game Formats

Buying gaming ad inventory

A practical guide to buying gaming ad inventory in Australia: define the placement, compare buying paths, check availability and agree on delivery evidence.