
Attribution
Measuring gaming advertising
Plan gaming ad measurement across impressions, viewability, reach, rewarded actions and outcomes, with clear limits for Australian campaign reports.
Measure a gaming campaign against the result it was bought to achieve. Before launch, agree what counts as delivery, which audience and geography the report covers, and what evidence would support the goal. Keep exposure, interaction and outcomes separate: each answers a different question.
Start with a measurement brief
Name the games or apps, devices, placements, creative versions, campaign dates and Australian eligibility rule. List the measures each supplier can provide for each format. A package containing game-world signs and rewarded ads needs separate format reporting; a combined engagement rate would hide how players encountered the message.
| Campaign question | Evidence to request | Limit to keep visible |
|---|---|---|
| Did the ad run? | Counted impressions by format and placement | A game session or ad request alone is not delivery |
| Could it be seen? | Viewable, non-viewable and undetermined impressions where the measure applies | Viewability is an opportunity to see, not attention |
| How many distinct recipients were reached? | Reach with its counting unit, period and deduplication method | Devices, accounts and people are different units |
| Did someone act? | Defined taps, reward events or destination actions | An incentive or accidental tap can affect the signal |
| Did the campaign change an outcome? | A suitable comparison or lift study | An attributed event alone does not establish incrementality |
Key Measurement Metrics for Australian Gaming Ad Campaigns
- Delivery Proof
- Counted impressions by format and placement
- Viewability
- Viewable, non-viewable, undetermined impressions
- Reach Unit
- People, devices, accounts, or households (specify method)
- Action Signal
- Taps, reward events, or destination actions
- Incrementality Test
- Controlled experiment with comparison group
Keep the event definitions separate
For served intrinsic placements, ask suppliers to report ad requests, impressions and viewability separately, and document their definitions.
For rewarded ads, confirm which events the supplier reports and how each is defined. Reporting may vary by implementation, so do not assume an event available in the app or SDK is included in campaign reporting.
Name the denominator for every rate. A completion rate based on ad starts cannot be compared directly with a visit rate based on impressions. If two reports differ, first align their dates, time zones, format definitions, invalid-traffic treatment and measurement coverage.
Match evidence to the goal
For recognition, establish credible exposure and consider a brand study that compares responses from exposed people with a suitable eligible control group. Check which inventory the study includes and what question it asks. A measured difference in recall or awareness is distinct from a sale.
For an action campaign, define the useful destination event before launch. A visit, install, registration and meaningful product use are different outcomes. Label results as attributed under the stated method unless a sound comparison supports an incremental claim.
Design a comparison around the question
Turn the campaign objective into a hypothesis before launch, then choose metrics and a method that can test it. IAB Australia's guidance on digital ad impact studies emphasises that measures should align with the business objective. The same campaign can have different valid measures depending on what the business is trying to achieve.
Where the question is whether advertising caused an outcome, a controlled experiment can distinguish incrementality from correlation. Plan the comparison before activity begins. It should show what the campaign changed, not just report events that happened after exposure.
Make the test and control groups as comparable as possible. The guidance recommends random assignment, matching groups on relevant characteristics such as demographics and prior exposure, and ensuring each subject is in one group rather than both. Allow for a sample size suited to the precision required: detecting smaller differences requires larger samples.
Use results to guide the next decision
Decide in advance what campaign choices the result could inform. Controlled experiments can assess the effects of targeting, ad context, format and frequency. They provide evidence to optimise current or future campaigns, not a retrospective scorecard.
Keep the question broad enough to reflect how gaming activity sits within the wider campaign. Controlled experiments can examine cross-media effects and the interplay of digital with other media; geographic tests can assess the effect of online activity on in-store sales.
Present findings with the hypothesis, chosen measures, method and result together. This lets decision-makers judge whether the evidence answers the original question. It also avoids treating a result from one format or campaign setting as proof that another will perform the same way.
Read the Australian report on its own terms
State the rule used to classify an opportunity as Australian and whether planning and reporting use the same rule. Show unknown geography separately where available. Label reach as people, households, accounts or devices, and ask whether overlap across games is removed.
Request breakdowns by format and placement, the share that could be measured, and material device or game-version exclusions. Keep an unknown viewability classification unknown. At review, ask what demonstrably ran, what opportunity the intended audience had to encounter it, and what evidence supports the claimed outcome.
In this guide
- Measuring viewability in a changing game environmentAssess intrinsic game ad viewability as cameras, surfaces and obstructions change, and read measured and undetermined delivery correctly.
- Separating rewarded engagement from purchase intentUnderstand what rewarded ad actions show, then assess stated purchase intent with a suitable survey and comparison group.
- Evaluating brand lift in gaming campaignsJudge a gaming brand-lift study by its question, exposed and control groups, inventory coverage, response counts and uncertainty.


