Playable ads guide

Rich Media Ads vs Playable Ads: What's the Difference and Which Do You Need?

Rich media and playable ads get confused because, looked at as files, they are almost the same thing: HTML5, JavaScript, images and sometimes video, bundled into a creative that moves and responds to the viewer. The difference is not in the technology. It is in where each one runs, what ecosystem serves it, what it is expected to achieve and what it is measured on. Pick the wrong one and you build a creative the channel cannot serve.

What rich media ads are

Rich media is the display advertising industry's name for any ad that goes beyond a static image — anything with motion, video, audio, expansion or interaction. The term dates from the era of Flash banners and survived the move to HTML5. It describes a class of display ad rather than one format, and it is used mostly on the open web: news sites, portals, publisher apps that sell display inventory.

The common rich media formats are:

  • Expandable banners — a standard banner that grows to a larger panel when tapped or hovered, and collapses again.
  • Interstitials — full-screen units shown between pages or content.
  • In-banner video — video playing inside a standard banner slot.
  • Lightbox and takeover units — an overlay that dims the page and holds a richer experience.
  • Interactive banners — carousels, hotspots, sliders or simple games within the banner's own dimensions.
  • Floating and sticky units — creatives that stay on screen as the page scrolls.

Rich media is typically built in a display authoring tool — Google Web Designer is the best known — and served through a display ad server such as Google's Campaign Manager 360, which trafficks it to many publishers at once and reports on its interactions.

What playable ads are

A playable ad is a full-screen interactive creative that runs inside mobile apps, delivered by in-app advertising networks and by the app campaign products of Google, Meta and TikTok. It lets the viewer try a slice of an app — nearly always a game at first, now increasingly retail, finance and subscription apps — and ends on a call to action that opens the app store.

Where rich media is a broad family, a playable is a tightly specified product. It must be self-contained, usually as a single HTML file or a ZIP laid out to the network's specification, with every asset inside it and no external requests. It talks to the app hosting it through MRAID or through the network's own API, and each network has its own call for opening the store. The HTML5 playable ads guide takes the file apart.

The differences that matter

Where they run

Rich media runs mostly on web display inventory, embedded in a page beside other content. Playables run full-screen inside apps, usually between game levels or as a rewarded placement the viewer opted into. A rich media unit shares the screen; a playable owns it.

How they are served

A rich media creative sits on an ad server and is called into the page when the ad is shown, so it can load further assets as it runs — a light initial load, then more on interaction. A playable is uploaded to the network as a finished package and must work with no network access at all, because the ad container blocks outbound requests. Everything it will ever show has to be inside it from the start.

What they are for

Rich media is usually bought for brand outcomes — attention, engagement time, recall — or to drive traffic to a website. Playables are bought for performance: installs, and increasingly the in-app events and revenue that follow. That difference in goal shapes the creative. A rich media unit rewards time spent with the brand; a playable is designed to make the install decision quickly and accurately.

How they are measured

Rich media reporting centres on engagement: interaction rate, expansion rate, dwell time, video completion. Playable reporting centres on cost per install, installs per thousand impressions, and the quality of the users acquired, measured through the network and a mobile measurement partner. A playable with a stunning interaction rate and poor retention has failed; a rich media unit with the same numbers may have done exactly its job.

Technical standards

Web display follows the IAB's display guidelines and the ad server's own specifications, with strict limits on initial load weight and animation length. In-app playables follow MRAID and each network's playable specification, with larger total size caps — several megabytes — but no ability to load anything later. The MRAID vs VAST vs VPAID guide sorts out which standard applies to which creative, and the size limits reference lists each network's cap.

Where they overlap

The overlap is real, and it is growing. MRAID itself began as a rich media standard — the name stands for Mobile Rich Media Ad Interface Definitions — so an in-app playable is, historically, a kind of mobile rich media ad. Many publisher apps serve MRAID rich media units that are not playables at all: expandable banners inside a news app, for instance. And interactive formats invented for playables, such as quizzes and configurators, work equally well as web rich media for a brand with no app to install.

The practical overlap is creative, not technical. A good interaction concept — drag to compare, choose your plan, scratch to reveal — can become both a playable for app campaigns and a rich media unit for web display. The build and packaging are separate jobs.

Which one do you need?

  • You want app installs or in-app conversions from mobile inventory: a playable, exported for each network you buy.
  • You want brand engagement across web publishers, bought through a display ad server: rich media.
  • You want web traffic from people inside apps, for example to a product page or a sign-up: an in-app interactive creative whose call to action opens your own link rather than an app store.
  • You run video campaigns on in-app networks: an interactive end card attached to the video, which is the cheapest interactive upgrade available.

Do not port one into the other unchanged

A rich media unit that loads assets from its ad server will show a blank screen inside an in-app ad container. A playable built for a full-screen phone will not fit a web banner slot. Moving between the two means re-packaging at minimum and usually re-designing for the new screen.

Building for each

For web display rich media, a display authoring tool paired with an ad server is the established route. For in-app playables and interactive end cards, the tool has to handle what display tools do not: inlining every asset, each network's exit call and packaging, both orientations, and the size cap. The comparison with Google Web Designer covers where a display tool stops.

Playable Ads Maker builds the in-app side: playables, interactive video and interactive end cards, with a per-network export that writes the right wrapper for each network you pick. For creatives that should open your own site rather than a store, the Web destination builds a single-file ad whose call to action opens your link, with the viewer's choices carried in its parameters.

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