Why: the goal or problem
Imagine a puzzle game where players finish short levels. A sponsor needs a full-screen message between levels; showing it during play breaks focus, while a permanent banner competes with the controls.
How: work toward a solution
A fictional level puzzle app shows a numbered sequence: level complete, labeled full-screen ad, next level. The closing action is drawn as a label in this static diagram, not a working ad control. No ad is requested and no reward is promised. Timing, revenue and network charges are omitted.
Level puzzle app · illustrative example
Interstitial ads
Level puzzle app
- 1 · Level complete
- 2 · Full-screen advertisement
Close ad → continue
- 3 · Next level
Sequence diagram. Close is a label, not a control. No ad request or reward; timing and revenue omitted.
The sequence shows stage completion, a labeled full-screen ad, then the next stage. An advertiser would pay under separate delivery terms; the player receives no reward. The close label is explanatory, not a live ad control.
What: the concept
Interstitial ads cover the app at a natural break, such as completing a level. They interrupt the screen flow, unlike a banner beside content.
Consider interruption costs and distinguish optional rewarded participation.
Discuss this idea
Comments are shared across languages. GitHub login required to post.