In this PocketGamer.biz episode, hosts Peggy Anne Salz and Craig Chapple sit down with Francesca ReDavid, VP of Product Growth at Mistplay, and Aaron Thandi, Chief Commercial Officer, to examine how rewarded is evolving in what many are calling the monetisation-first era.
For years, rewarded functioned primarily as a UA lever, driving installs and early engagement at scale. But growth dynamics have shifted. Installs have plateaued. Revenue is concentrating deeper in the player journey. Studios are now under pressure to increase lifetime value, not just acquisition volume.
That shift forces a rethink.
Mistplay is preparing to launch a new feature called Playtime Events, designed to combine time-based rewards with contextual in-game milestones. The goal is structural: align rewarded mechanics more closely with how games actually drive engagement and monetisation.
Rather than rewarding time alone, this approach ties incentives to meaningful progression points inside the game experience.
The testing that led to this shift is significant.
In this episode, you’ll hear:
Why rewarded can no longer operate as a simple traffic channel
How hybrid playtime-plus-task testing drove a 30% lift in playtime and a 20% increase in D30 ROAS
Why RPG and strategy titles exposed the limits of generic reward structures
How contextual milestones can reinforce progression loops rather than distract from them
What UA, AdMon and Product teams must rethink as monetisation becomes the growth engine
As Francesca explains, rewarded increasingly needs to function as a companion to gameplay — embedded in progression, not layered on top of it.
For studios navigating deeper engagement cycles in 2026, this episode explores why the next phase of rewarded will be defined less by installs and more by alignment with monetisation mechanics.
Chapters
00:00 Driving High Performance and Quality Experience
01:34 The Monetization-First Era
04:01 Rewarding High-Quality Users
05:56 Defining Rewarded
07:50 The History of Mistplay in Rewarded
11:34 Rewarded No Longer a Source of Cheap Traffic
15:12 Time Spent as a Key Indicator
29:39 Playtime and In-Game Events
33:38 Playtime Plus Task Mechanics
48:02 Rewarded's Future: Personalization and ML
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