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Games Tops Every Ad-Block Table. Model the Blocked Third Before You License HTML5 Games.

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Games sites carry the highest measured ad-block rate of any vertical, so model the blocked share before you license HTML5 games on an ad-funded portal. The headline numbers will not help you do it. Survey figures put ad blocking anywhere from a third to half of internet users; rates measured on real pageviews run lower and swing wildly by device, country and audience. Neither is your number. And the awkward part is that a blocked player still lands in your traffic report as a play — the game loads, the session counts, the ad request never fires. Here is how to find your actual rate, why the Chrome extension crackdown will not hand you a recovery, and which distribution channels make the question disappear entirely.

📊 Three Credible Sources, Three Different Numbers

Start with the spread, because anyone who quotes you one ad-blocking number is quoting a methodology without saying so.

Panel and survey data. DataReportal's Q2 2025 figures, compiled by Backlinko, put ad-blocker use at 29.5% of internet users worldwide — roughly 1.77 billion people. The country ranking in the same dataset is the part portal operators should read twice: Indonesia leads at 40.1%, followed by South Africa (35.6%), Serbia (35.2%), Vietnam (34.6%) and China (33.7%). The United States sits tenth at 32.5%. Self-reported surveys go higher still — YouGov data cited by eMarketer in January 2024 found 52% of consumers across 48 markets had installed or used an ad blocker at some point.

Measured pageview data. Blockthrough analysed 10 billion pageviews across its client publishers, sampling the first day of each month from the start of 2020 to the end of 2021, and ranked IAB verticals by adblock rate. Games came first at 31%, ahead of Arts and Entertainment (27%), Computers and Electronics (26%), e-Commerce (22%) and News and Media (16%). By geography: France 25%, Germany 24%, Canada 20%, the US 19%, the UK 18%.

Those two pictures look contradictory and are not. DataReportal says roughly a third of US internet users block ads somewhere; Blockthrough measured 19% of US pageviews arriving blocked. Both hold if people block on one device and not another, and if the heaviest browsers are not the heaviest blockers. A per-user rate and a per-pageview rate are different quantities, and only one of them touches your revenue.

Two honest caveats. The Blockthrough breakdown is now several years old — treat the ranking as durable and the level as dated. And its publisher set is skewed toward the kind of sites that hire an ad-recovery vendor, which is not a random sample of the web.

🎮 "Gaming Sites Block 50%" Is About a Different Audience Than Yours

You will find claims that gaming properties see 40–60% blocking. Before you build that into a business case, look at which gaming properties are being described: PC hardware media, esports coverage, walkthrough wikis, mod repositories. That audience is desktop-first and technically confident. Installing a content blocker is the same instinct as installing a launcher skin.

A casual web games portal is a different population. Device split alone moves the number a long way — the AudienceProject figures in the same Backlinko compilation put US desktop blocking at 37%, mobile at 15% and tablet at 10%. eMarketer has made the structural point repeatedly: most mobile activity happens inside apps, where a browser extension has no reach at all.

So a portal whose traffic is 80% Android browsers arriving from search in Jakarta or São Paulo has a very different exposure to one serving desktop visitors in Berlin and Paris — the two highest-blocking geos in Blockthrough's list. Planning with either extreme is planning with someone else's audience. The only defensible number is the one you measure on your own traffic, per country and per device.

🕳️ The Blocked Play Does Not Show Up as a Loss

This is the part that catches operators who model revenue from a traffic forecast. Ad blocking does not fail loudly. It fails as a number that was never there.

Walk through what happens on a licensed catalogue page. A visitor with a filter list opens a game. Your page renders. The game — served either from your own hosting or in an iframe from the licensor's domain — loads and plays perfectly, because the game is not an ad and no filter list targets it. The ad tag inside or beside it is on a list, so that request is dropped. The player has a good session, maybe several. Your analytics records a visit, a game start, a dwell time.

Nothing in that sequence looks like a problem. Your traffic is real. Your engagement is real. Only the impression is missing, and impressions are counted by the ad server, in a different report, usually by a different person.

It gets slipperier. The same filter lists that block ad calls commonly block third-party analytics too. If your measurement is client-side and third-party, blocked users can drop out of the numerator and the denominator — which quietly flatters your eCPM and hides the shortfall behind a metric that looks fine. And if you are on a revenue share with your licensor, the loss surfaces only as a smaller payout in a statement you cannot audit line by line.

Measuring it without buying anything

  • Fire a game-start event from your own wrapper, first-party. Not from inside the licensed build, which you do not control, and not through a third-party tag that filter lists know. Server-side or same-origin.
  • Compare game starts to ad requests for the same sessions. The gap is your blocked share. This is a ratio you already have the inputs for.
  • Segment it by country, device class and referrer before you draw any conclusion. A single blended number will hide the two segments that actually differ.
  • Re-run it quarterly. Filter lists, browser defaults and your own traffic mix all move.

Do this before you sign an ad-funded plan, not after. A blocked share of 12% and one of 34% imply very different businesses on identical traffic, and there is no way to tell which one you have from a pageview chart.

🧱 The 31 August Chrome Deadline Is Not a Recovery Event

Google's Manifest V2 phase-out has been read in some quarters as ad blocking's decline. The dates are real. Chrome's published deprecation timeline records disabling beginning on stable Chrome on 9 October 2024, Manifest V2 extensions disabled by default across all channels on 31 March 2025, and all users on all channels having them disabled with no way to re-enable from 24 July 2025. The last step lands on 31 August 2026: remaining Manifest V2 extensions are removed from the Chrome Web Store, and installed copies can no longer be updated or reinstalled.

That killed a specific implementation, not the behaviour. Blocking migrated rather than stopped:

  • Manifest V3 blockers still block. uBlock Origin Lite runs on the declarativeNetRequest API. Its rule handling is more constrained than the old webRequest approach, but display advertising on a games page is not the hard case for a filter list.
  • Some blocking was never an extension. Brave blocks by default with nothing installed; the company announced passing 100 million monthly active users in September 2025 and reported over 117 million by May 2026. Safari content blockers are an App Store category. Neither is affected by anything Chrome does.
  • Network-level blocking is invisible to you. A Pi-hole on a home router or a filtering DNS resolver blocks for every device on that network, including the phone you assumed was safe.

Model no recovery from the Chrome deadline. If your own measurement shows the blocked share falling, believe your measurement — but do not put the decline in a forecast in advance.

⚖️ Anti-Adblock Walls Cost More Than They Look

The reflex fix is a detection script and a wall: no ads, no game. Two problems, one legal and one commercial.

The legal one has been unresolved since 2016, when a complaint to the European Commission argued that adblock-detection scripts fall under Article 5(3) of the ePrivacy Directive, which requires consent before storing or accessing information on a user's device. The Commission's written response agreed that Article 5(3) would apply to scripts stored on users' equipment to detect ad blockers. That correspondence is not a ruling, no uniform regulatory position followed, and the argument has been contested by industry counsel since. IAB Europe's own guidance has been to serve a consent notice or consent wall covering detection. If you operate in the EU, this is a question for your lawyer before it is a question for your ad ops team — and "everyone does it" is not the answer you want in that conversation.

The commercial problem is simpler and probably larger. A person who arrived from a search result for a free game, on a page competing with a hundred substitutes one click away, has approximately zero switching cost. Walls work best where the content is scarce and the visitor is loyal. Casual games are the opposite of scarce. Recovery vendors that serve acceptable-ads inventory to blocked users are a real option and a legitimate business, but they are a revenue share on recovered impressions, not free money — price it as a partner, not a patch.

🔁 The Fix Is Usually the Channel, Not the Wall

The most effective response to a high blocked share is to stop depending on browser display ads for the whole model. Every route below runs on the same licensed catalogue:

  • Ship the catalogue as an app. In-app ad inventory in an Android build is not reachable by a browser extension. If your audience sits in a high-blocking market, an APK route changes the revenue arithmetic without changing a single game.
  • Bill instead of serving ads. A carrier portal or a subscription bundle earns from a billing relationship. The blocked share becomes irrelevant, because nobody is trying to serve an impression.
  • Get paid for the licence, not the impression. When you supply games into someone else's product — an agency deliverable, a brand campaign, an operator deal — the fee is contracted. Ad blocking is the client's exposure, not yours, and often not even theirs.
  • Sell sponsorship directly. A sponsor placement rendered in your own markup usually survives, with one caveat worth knowing: generic filter rules match on class names, IDs and URL paths containing words like ad, banner and sponsor. Name the element after the sponsor, not after the format.
  • Weight the geography deliberately. If your growth plan points at markets that top the blocking tables, decide up front whether you are entering them for ad revenue or for reach and a different monetisation route.

None of that requires abandoning display ads. It requires the display line to be one of several, sized against a measured blocked share rather than a forecast that assumes every play produces an impression.

📦 What You Get When You License HTML5 Games, and Why Format Flexibility Matters Here

The reason the channel fix is available at all is that a catalogue licence from a direct licensor is not a single-format purchase. Forestry Games has operated since 2017 and licenses a catalogue of 1,049 titles spanning HTML5 and Android APK builds, with titles also published on Google Play and the App Store, and develops HTML5 games in-house. In practice a licence conversation covers which builds you receive, source where applicable, branding and white-label options, and whether you host the games yourself or run them from hosted infrastructure — the choice that decides how much of your measurement stays first-party.

That matters directly to everything above. If you license HTML5 games for a web portal and your measured blocked share comes back high, the same catalogue can go out as APK game licensing for an app or an operator deal, without renegotiating from scratch or sourcing a second supplier. A catalogue of 1,049 titles is useful less as a headline number than as room to select — a broad, light set for an operator bundle, a tighter set for a paid tier, and enough depth that a format change does not mean starting the search again. Ask for a licence scope that names the formats and hosting model you want, not just a title count.

🧸 Licensing Branded Games for Campaigns, Portals and Apps

Branded content sits in a separate conversation from a generic catalogue licence, with its own approvals and campaign windows. Forestry Games works with branded IP and has brand partnerships including Disney, Nickelodeon, Cartoon Network and Warner Bros. Businesses can license branded game content through Forestry Games for marketing campaigns, white-label portals, events and apps.

For a monetisation plan specifically, branded titles change what you can sell: a sponsor or media buyer is buying an audience and an environment, not an impression count alone. If branded content is part of the plan, raise it early — approval calendars, not build times, set the schedule. Request a portal demo to see how branded and generic titles sit together in one storefront.

✅ Measure First, Then Choose the Channel

The mistake is not underestimating ad blocking. It is treating it as one global number when it is a property of your specific audience, and one you can measure in an afternoon with data you already collect. Games is consistently the most-blocked vertical measured; the level for your portal could plausibly be anywhere from the low teens to the mid-thirties, and the difference between those two decides whether an ad-funded plan works.

So do it in this order. Instrument a first-party game-start event. Compare starts to ad requests for thirty days. Segment by country and device. Then size the display line against what you found, and put the remainder of the model into channels where blocking does not apply — an app build, a billed subscription, a contracted licence, direct sponsorship. If the answer is that you need the same games in more than one format, browse the catalogue and ask for a licence scope written around the formats and territories you are actually going to ship, before the revenue model is signed off rather than after.

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