Ad Block Recovery for Gaming Publishers: What You Can Actually Recover
Gaming audiences block ads at roughly 30–45%. Three recovery approaches compared, with worked math for a 5M-session gaming site and the trade-offs of each.
Yen Wang
SVP, Tech & Operations · · 9 min read
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Your gaming site has an ad-block problem. Not a small one. Roughly 30–45% of gaming visitors block ads, against roughly 15–30% on the general web. Take a site with 5 million sessions a month, 6 pageviews per session, and a $6 page RPM (revenue per 1,000 pageviews). That is a session RPM (revenue per 1,000 sessions) of $36. At a 38% ad-block rate, 1.9 million sessions a month see no standard ads: 1,900 × $36 = $68,400 per month, or $820,800 per year, in revenue that never materializes.
The question is not whether you should do something about it. The question is which recovery approach delivers the best return for your situation — and how much of that lost revenue you can realistically recover.
Here are the three main recovery methods, ordered by complexity. Recovery rates vary widely by audience, blocker mix, and implementation, so the numbers in each worked example below are illustrative assumptions, not benchmarks. Plug in your own.
Option 1: Acceptable Ads
- Recovery: Partial — only users of participating blockers
- Implementation complexity: Low
- User friction: None
Acceptable Ads is a standard for non-intrusive ads, set by the independent Acceptable Ads Committee. Ad blockers that participate in the program, such as Adblock Plus and AdBlock, let compliant ads through by default, even when the user has blocking turned on.
How It Works
You serve ads that comply with the Acceptable Ads criteria (limits on size, placement, and intrusiveness, with clear labeling). When a user visits with a participating ad blocker, those compliant ads are allowed through. Users can still opt out of Acceptable Ads in their blocker settings, and many users of blockers that do not participate, such as uBlock Origin, will never see them.
What You Recover
Two things limit the result: only part of your blocked audience uses a participating blocker, and compliant ads are fewer and smaller than your normal layout, so each recovered session earns less. Illustrative example, for the 5M-session site above:
- Blocked sessions: 1,900,000
- Assume 40% are recovered: 760,000 sessions
- Assume compliant ads earn half the normal session RPM, $18: 760 × $18 = $13,680/month
That is 20% of the $68,400 lost. Modest, but it comes with almost no engineering work and no friction for players.
Pros
- Easy implementation — primarily an ad format compliance exercise
- No user friction: compliant ads simply appear for users of participating blockers
- Players see the kind of restrained ads they are least likely to object to
Cons
- Does not cover all ad blockers: uBlock Origin and some others do not participate
- Revenue per recovered session is lower on compliant formats
- Staying compliant limits your format options for that traffic
- eyeo, the company behind Adblock Plus, charges large platforms a licensing fee for participating; check whether that applies to you before counting on the full recovered amount
Option 2: Anti-Ad-Block Walls
- Recovery: Highest per blocked visitor who stays, but you lose the ones who leave
- Implementation complexity: Medium
- User friction: High
An ad-block wall detects when a user has an ad blocker active and presents a message, typically requiring the user to disable their blocker or allowlist your site before playing.
How It Works
A detection script checks whether ad elements loaded successfully. If they did not (indicating an active ad blocker), the script triggers a wall (a modal, overlay, or page redirect) that blocks access to the game until the user takes action.
What You Recover
A wall forces a binary choice: allowlist or leave. Some visitors find a way around it. Illustrative split for the same site:
- Assume 65% of blocked sessions allowlist and continue: 1,235,000 sessions
- Assume 22% leave the site: 418,000 sessions
- Assume 13% get around the wall with other tools or settings: 247,000 sessions
- Revenue recovered (at the full $36 session RPM): 1,235 × $36 = $44,460/month
On paper, that is far more than Acceptable Ads. But you are also turning away 418,000 sessions a month, and those are real players who may never return.
The Retention Cost
This is where the math gets uncomfortable. Some of the visitors behind those 418,000 lost sessions were casual passers-by. Others were regulars.
Suppose 10% of them, about 41,800 people, were regulars who would have been worth $1 a month each under a softer recovery approach (roughly one recovered session a day at a $36 session RPM). Losing them costs 41,800 × $1 = $41,800 a month in future revenue: nearly all of the $44,460 the wall recovered. Change the assumptions a little and the wall loses money.
That is why walls are the riskiest option for gaming sites, where returning players are the core of the business.
Best Practices for Walls
If you implement an ad-block wall, these details matter:
- Offer alternatives. Do not just say "disable your ad blocker." Offer options: allowlist this site, watch a rewarded ad to continue, or, if you offer one, sign up for an ad-free tier.
- Explain why. A brief statement, "This site is supported by advertising. Allowlisting us helps keep games free.", reduces hostility.
- Do not be aggressive on the first visit. Consider showing the wall only after the second or third visit, giving new users a chance to experience the site first.
- Track the fallout. Monitor the 30-day return rate of ad-block users specifically, and compare it with the rate before the wall. A sharp drop means the wall is costing you players.
Option 3: Ad Reinsertion Through a Recovery Vendor
- Recovery: Potentially the highest, across most blockers
- Implementation complexity: High
- User friction: None (transparent to user)
Recovery vendors detect blocked sessions and re-serve ads to them through delivery paths that ad blockers do not filter, for example serving creatives from your own domain through a first-party proxy instead of from third-party ad server domains.
How It Works
Instead of loading ad creatives from third-party ad server domains (which ad blockers target), the ad request and creative are routed through a first-party path or your server, so the browser sees them as part of your site. Some implementations run the auction server-side and return the winning creative through the same first-party path.
What You Recover
Because the ads no longer come from domains on blocking lists, this approach can reach users of most blockers, including those that ignore Acceptable Ads. Illustrative example:
- Blocked sessions: 1,900,000
- Assume 70% are recovered: 1,330,000 sessions
- Assume a lower session RPM of $30, since fewer demand partners bid on reinserted inventory: 1,330 × $30 = $39,900/month
The Costs Are Real
This approach recovers the most without friction for the player, but the implementation cost is real:
- Infrastructure: You need a proxy layer, or a vendor's, capable of handling ad requests at scale.
- Latency: Routing ad requests through an extra hop adds latency. Measure it against your Core Web Vitals.
- Demand compatibility: Not every demand source will bid on or render through a reinsertion path. Expect fewer bidders on recovered traffic.
- Maintenance: Ad blockers evolve, and filter lists update constantly. Reinsertion needs ongoing work to keep up.
- Policy compliance: Some demand partners restrict how their ads may be served. Make sure your approach complies with each partner's terms.
- Vendor fees: Most recovery vendors take a revenue share of what they recover.
The blocker landscape is shifting, too. Chrome finished removing Manifest V2 extensions in 2025, including the original uBlock Origin; uBlock Origin Lite and other Manifest V3 blockers still block most ads. Do not expect the problem to disappear on its own.
Comparing the Three Approaches
Using the illustrative assumptions above for a site losing $68,400 a month to ad blocking:
| Approach | Assumed recovery | Monthly recovery | Friction | Complexity | Upkeep |
|---|---|---|---|---|---|
| Acceptable Ads | 40% of blocked, half value | $13,680 | None | Low | Low |
| Ad-Block Walls | 65% of blocked, full value, minus lost players | $44,460 before retention losses | High | Medium | Medium |
| Ad Reinsertion | 70% of blocked, $30 session RPM | $39,900 before vendor fees | None | High | High |
The Hybrid Approach
Publishers who take ad-block recovery seriously usually combine methods:
- Serve Acceptable Ads-compliant units as a baseline. It is low-effort and covers users of participating blockers.
- Add ad reinsertion for the blocked users Acceptable Ads does not reach, such as uBlock Origin users, if your demand partners allow it.
- Use polite messaging (not a hard wall) for the rest: a soft ask to allowlist your site, with a clear value proposition. Google Ad Manager and AdSense offer an ad-block recovery message for this in Privacy & messaging.
The pieces overlap, so a hybrid will not recover the sum of the three. But it usually recovers more than any single method, with far less friction than a wall.
Working Out Your Own ROI
To decide, run the same calculation on your own numbers:
- Lost revenue: blocked sessions ÷ 1,000 × your session RPM.
- Recovered revenue per option: recovered sessions ÷ 1,000 × the session RPM you expect on recovered traffic.
- Costs: engineering time, infrastructure, vendor revenue share, and any Acceptable Ads licensing fee.
- Retention risk: for anything that adds friction, estimate how many regular players you might lose and what they are worth over a year.
Test on a slice of traffic first, and compare return rates as well as revenue before rolling anything out site-wide.
What to Do Next
At 30–45% block rates, ad blocking is costing most gaming publishers a significant share of their addressable revenue, so it deserves a deliberate plan. The approach you choose depends on your engineering resources and tolerance for user friction. Start with Acceptable Ads if you want quick, low-effort recovery. Add reinsertion when you are ready for the engineering investment and your demand partners support it. Skip hard walls unless you have exhausted other options; the cost in lost players is real. For why gaming audiences block in the first place, read why gaming audiences block ads, or see publisher results from gaming sites we work with.
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