ABOUT YOLLA
Built for casual
game sites. Since 2017.
We have been managing ad revenue for casual game sites since 2017, through every major shift in how the open web monetizes. We are still here because the publishers we started with are still here.
OUR STORY
How we got here.
In 2017, casual game sites were underserved by the ad-tech ecosystem. Most managed services priced gaming inventory against the same benchmarks they used for recipe blogs and news sites: no vertical-specific demand curation, no interstitial timing tuned to gameplay, no ad-block recovery built for an audience that blocks ads far more often than the general web.
Yolla started in that environment. We built relationships with casual game publishers by paying attention to their traffic, their audiences, and the specific challenges of running games on the web.
We built the tools they needed because they didn't exist in a form that fit gaming.
From the start, we focused exclusively on casual gaming. While horizontal platforms applied generic configurations across every vertical, we built a gaming-specific stack: interstitial timing tied to gameplay events, latency-aware delivery for long sessions, and embed-level tracking for titles that run across hundreds of third-party sites.
Then came the ad-block wave. Gaming audiences block ads at roughly 30–45%, against 15–30% on the general web.
The platforms that were not built for gaming treated this as a generic publisher problem and offered generic solutions. We built recovery into the core of the stack because casual game publishers could not afford a bolt-on that ad blockers were already learning to detect.
Then page speed and Core Web Vitals became search-ranking inputs, and ad delivery had to respect them too. We reserve space for every slot, lazy-load ads below the fold, and refresh only ads that are in view.
Today: 400+ gaming sites run on Yolla, with 72M monthly uniques. Consent management built into every ad tag. And a 99%+ all-time partner retention rate.
Built for casual game sites from day one. Still doing it, for many of the same publishers who joined us at the start.
THE TEAM
Coast to coast — and across the Pacific.


Yen Wang
SVP, Tech & Operations


Backed by a 12+ person team across engineering, demand operations, publisher success, and platform reliability.
hello@yollamedia.com
OFFICES — NEW YORK · LOS ANGELES · TAIPEI
WHY GAMING
The honest answer.
Casual game sites have harder monetization problems than general web publishers, and harder problems produce better solutions.
Gaming audiences have higher ad-block rates, longer sessions, more complex distribution patterns, and more specific format requirements than lifestyle blogs or news sites. A game that runs on a portal and also lives as an embed on 300 third-party sites needs revenue tracked at the embed level. An interstitial that fires between levels needs to know when a level ends, not just respond to a scroll event.
These are not problems a generalist platform built for recipe blogs will solve well. They require deliberate engineering choices and operational experience in gaming environments specifically.
We chose casual gaming because it was the vertical where we could go deepest. Since 2017, our demand curation, floor-pricing logic, format portfolio, and analytics pipeline have been built around casual game publishers and nothing else.
The numbers we watch most closely.
HOW WE WORK
Small team. Direct relationships.
When you work with Yolla, you work directly with the team that configured your stack: the same engineers and ad-ops specialists who built it.
If your floor prices need adjustment, the person adjusting them also wrote the logic that sets them. If you have a question about your bid-landscape report, the person answering it built the pipeline that generates it.
This is a feature of how Yolla operates, not a limitation of our size. A team that works only with gaming publishers builds deep knowledge of the vertical, and publishers get direct access to it.
BY SITE TYPE
The sites we know best.
On core casual-game site types like these, revenue lift commonly runs 150–300% after six months with Yolla.
Casual game portals
Typical starting point
Many games across many pages, several ad setups added over the years, and no single view of revenue.
With Yolla
One tag across the portal, header bidding on every page, and reporting broken down by site, page and placement.
Match-3
Typical starting point
Level-based play with natural breaks between levels, usually monetized with display ads alone.
With Yolla
Formats timed to those breaks, such as interstitials and rewarded video between levels, run alongside display.
Card & solitaire
Typical starting point
Long sessions and returning players, often on a legacy ad network setup with little visibility into what each placement earns.
With Yolla
Transparent reporting shows revenue by placement, and the yield team adjusts the format and demand mix from that data.
Crossword & word sites
Typical starting point
Usually a single demand source, a daily-return audience, and puzzle pages that hold a reader for a long solve.
With Yolla
Header bidding puts competing demand on every impression, and viewable refresh earns from the long solve time without adding ad slots.
Jigsaw sites
Typical starting point
Long, uninterrupted sessions on a single page, served by a few fixed ad slots that never change.
With Yolla
Viewport-aware refresh earns more from each session, and reserved slot space keeps the puzzle board from shifting.
Bubble shooter & arcade
Typical starting point
A heavy ad-block share, so a meaningful part of the audience earns nothing at all.
With Yolla
Ad-block recovery brings those sessions back into the auction as real revenue, alongside the regular stack.
Profiles summarize typical outcomes by site type. Individual results vary.
Work with a team that only does gaming.
Tell us about your sites. We reply within two business days.