Outstream Video: Where to Place It Without Hurting UX
Outstream video earns video CPMs without a video player, but it needs careful placement on gaming sites. Where to put it, what to avoid and why.
Remel Mendoza
Senior Technical Product Manager · · 10 min read
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Outstream video is one of the most lucrative ad formats available to you as a gaming publisher. Outstream typically earns $8–15 CPM, versus $2–6 for a standard 300×250 or 728×90, so a single outstream impression can earn as much as two or three standard display impressions. (Illustrative US ranges from our experience; your rates depend on geography, format and season.) But there is a reason not every publisher succeeds with it: outstream placed badly is worse than no outstream at all.
The format auto-plays a muted video ad inside your content: no video player required, no video content needed on your end. Advertisers pay premium rates because the creative is engaging and viewability is built into the mechanic.
The problem is that "auto-playing video inside your content" can go sideways fast on a gaming site. Your users are there to play games, not to be ambushed by video interruptions. Here is a placement-by-placement breakdown of what works, what does not, and why.
The Viewability Rule You Must Understand First
Before discussing placement, you need to understand the measurement standard that governs outstream revenue.
An outstream video impression counts as viewable when 50% of the ad's pixels are in the viewport for 2 continuous seconds. This is the MRC (Media Rating Council) standard for video. If the user scrolls past your outstream unit in 1.5 seconds, that impression is not viewable. You served the ad, loaded the creative and consumed bandwidth, and buyers who pay only for viewable impressions pay nothing for it. Low viewability also drags down future bids on the placement.
This means your outstream placement must be in a location where users naturally pause. A unit that users blow past while scrolling to the play button is a wasted slot.
Best Placements for Gaming Sites
1. Inside the Game Description, Above the Fold
This is usually the highest-performing outstream location on gaming portals. Here is why:
- Users land on a game page and read the description before deciding to play
- There is a natural pause of a few seconds in this zone as users scan the text
- The outstream unit sits in the user's line of sight during this decision moment, above the fold
- After viewing, the user continues to the play button, with no disruption to the flow
Viewability at this position: Typically the strongest of the four, because users pause here.
Implementation tip: Place the outstream unit inside the game description, above the fold, after the first or second paragraph of text. Do not put it directly above the play button; that creates a perception of blocking access to the game.
2. Game Selection and Category Pages
Category pages (e.g., "Puzzle Games," "Racing Games") involve browsing behavior. Users scroll through game thumbnails, scanning for something that catches their eye. This is inherently slow, deliberate scrolling.
An outstream unit placed between rows of game thumbnails — say, after the second or third row — lands in a zone with high dwell time. Users are not rushing; they are choosing.
Viewability at this position: Good, because users scroll slowly while choosing.
Implementation tip: Match the outstream unit's width to the content grid. A 640px-wide outstream unit in a 1200px content area looks misplaced. Size it to fit the visual rhythm of the page.
3. Blog and Guide Content
If your gaming site includes editorial content (game guides, strategy tips, industry news, "best games" lists), these pages suit outstream well. Long-form content means sustained scrolling with natural reading pauses between sections.
Place outstream units between major content sections, roughly every 400–600 words. This matches natural reading breaks and keeps the ad frequency from feeling aggressive.
Viewability at this position: Good, thanks to natural reading pauses.
Implementation tip: Use a maximum of two outstream units per article. Three or more on a single page triggers ad fatigue and can flag quality concerns with some SSPs.
4. Below the Game Canvas in Related Content
After a user finishes playing (or while a game loads related content below the fold), the area beneath the game canvas is a viable outstream location. Users who scroll down after gameplay are in a lean-back browsing mode and open to engaging with content and ads.
Viewability at this position: Lower than the placements above, because fewer users scroll this far. Check that it still earns more than a display unit in the same spot.
Implementation tip: Pair this outstream with a "Related Games" or "You Might Also Like" section. The editorial content gives the user a reason to scroll to this zone, which improves viewability.
Worst Placements: Where Outstream Hurts You
1. Overlapping or Adjacent to the Game Canvas During Play
This is the cardinal sin of gaming site ad placement, and outstream makes it worse than display. A video ad moving, expanding, or playing near the active game area while a user is engaged in gameplay creates:
- Visual distraction that interferes with the game
- Accidental clicks (especially on mobile) that pull users out of the game and risk invalid-traffic policy action and lower bids
- Immediate negative sentiment toward both the ad and your site
Do not do this. No CPM justifies interrupting active gameplay with a video ad the user did not request.
2. Auto-Playing With Sound During Gameplay
Outstream defaults to muted, and you must keep it that way. But some ad creatives include a "tap to unmute" overlay that is easy to accidentally trigger on mobile. And some SSP configurations can override the muted default.
Audit your outstream implementation to confirm:
- Sound is off by default, always
- Unmute requires a deliberate user action (not hover — click or tap)
- Sound state does not persist across page navigations
A gaming site where background audio from an ad competes with game audio is a broken experience. Users will leave and they will not come back.
3. Loading Screens and Interstitial Transitions
Loading screens seem like a natural ad placement. The user is waiting, right? The problem for outstream is timing. Most game loading screens last 2–5 seconds. The outstream creative needs time to:
- Receive the ad request
- Load the video creative (often 1–3 seconds on broadband)
- Begin playback
- Accumulate 2 seconds of viewable time
By the time the outstream unit is loaded and playing, the loading screen is gone. The ad never reaches the 2-second viewability threshold. You have consumed bandwidth and ad serving resources for zero revenue.
If you want to monetize loading screens, use a different format, such as a static display ad or a lightweight interstitial. Not outstream.
4. Sticky or Floating Positions Done Badly
Floating video, a small player that stays in a corner of the screen as the user scrolls, is a legitimate format; we offer one ourselves. What goes wrong is taking an inline outstream unit and simply pinning it to the viewport. That technically maximizes viewability, but:
- Buyers expect video to be declared accurately. A floating player sold as if it were an inline outstream unit misrepresents the placement, and SSPs and buyers police that.
- The Better Ads Standards flag large sticky ads on desktop and mobile, and ad density above 30% on mobile.
- Users perceive a large pinned video as aggressive and intrusive.
- It obscures game content, especially on mobile where screen real estate is limited.
If you run floating video, use a format built for it: small, dismissible, declared correctly to buyers, and never covering the game canvas. Otherwise, keep outstream inline and let it earn viewability naturally.
Sound-Off Is Non-Negotiable
This point deserves its own section because it is one of the most common outstream complaints from gaming site users.
Your outstream must default to muted. No exceptions.
Here is what muted-by-default means in practice:
- The video creative plays without audio when it enters the viewport
- A visible mute/unmute icon is present on the ad creative
- Audio only activates on a deliberate click or tap on the unmute control
- Hover-to-unmute is not acceptable (too easy to trigger accidentally, especially on mobile where hover does not exist)
Most reputable SSPs enforce muted-by-default, but verify your implementation. Run your own pages in a private browser with audio turned up. If you hear anything from an outstream unit without clicking it, fix the configuration.
Measuring Outstream Performance
Track these metrics for each outstream placement:
| Metric | What It Tells You | Target |
|---|---|---|
| Viewability rate | % of impressions meeting the 2-second/50% threshold | > 60% |
| Completion rate | % of started videos played to the end | > 40% |
| Revenue per 1,000 ad requests | Earnings including unfilled requests | Above the display unit it replaces |
| Bounce rate delta | Change in bounce rate on pages with vs. without outstream | < 5% increase |
If your viewability rate is below 50%, the placement is wrong. Move it. If your bounce rate increases by more than 5% on pages with outstream, the placement is too aggressive or too prominent.
The Right Way to Test Outstream Placement
Do not deploy outstream to 100% of traffic on day one. Here is the testing sequence:
- Choose one placement. Start with the game description page, inside the description above the fold (not directly above the play button)
- Deploy to 20% of traffic for 7 days
- Measure: viewability rate, RPM change, bounce rate change
- If metrics are positive: scale to 50%, then 100%
- Add the second placement (category pages or blog content) and repeat
Each placement should be validated independently before you stack multiple outstream units across your site.
What to Expect in Revenue
Here is an illustrative calculation, not a forecast, for a gaming site with 500,000 monthly pageviews. Assume:
- One outstream unit on 80% of pages: 400,000 ad opportunities
- 70% fill rate: 280,000 impressions
- $12 average CPM (within the typical $8–15 range)
- 60% viewability
If buyers pay for every impression, that is 280,000 × $12 / 1,000 = $3,360/month. If they pay only for viewable impressions (60% of 280,000 = 168,000), it is 168,000 × $12 / 1,000 = $2,016/month. Real revenue usually lands somewhere in between.
That is gross outstream revenue. If the outstream unit replaces a display unit, subtract what that unit was earning to get the true incremental gain.
What to Do Next
Outstream is the fastest path to video ad revenue for gaming publishers who do not produce their own video content. The format works when the placement is right: where users naturally pause, muted, and never on top of the game. For how outstream fits alongside other formats, read our guide to choosing the right ad format for your game genre, or see publisher results.
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