Improved header bidding support in Google Ad Manager

Publishers have a wide range of options to monetize their content online. That's why we’ve built flexibility and a variety of features into Google Ad Manager, giving publishers choice in how they sell ads on their properties. One way many of them choose to sell their inventory is through header bidding, which runs an auction among multiple ad exchanges on a user’s device before calling the publisher’s ad server. Today, about 90% of large publishers use header bidding,[539f3f]with many using a mix of header bidding and server-side solutions like Open Bidding to maximize revenue.

While Ad Manager has always enabled publishers to use header bidding, today we’re introducing new features to improve header bidding support. These updates make it easier for publishers to manage the process and provide new insights on ad performance.

An easier setup process

The current process to set up header bidding can be resource-heavy and time consuming, requiring publishers to set up and manage hundreds to thousands of line items and ad creatives. To simplify this, we’ve developed a new way for publishers to set up header bidding through yield groups.[083ff2]In just a few steps, publishers can make their ad space available to header bidders — similar to how they can specify what ad space they want to sell with Ad Exchange or Open Bidding. The header bidding demand is then included in the unified auction.

Over the past few months, we’ve been working with publishers to test this optional feature and incorporate their feedback into the development process. Over the next couple of weeks, we will open this beta to more publishers and move to open beta this summer.


“The new workflow has made our process of setting up header bidders significantly simpler, allowing our team to focus on more strategic work.”

Evan Pfeffer, VP Programmatic Solutions, Bustle Digital Group


“Using Ad Manager’s yield groups for header bidding solves for the complex setup and maintenance issues when using an independent auction like Prebid. It’s a strong feature and should be considered by any publisher who is intimidated by the technical aspects of header bidding."

Steve Mummey, SVP Digital Ad Revenue & Technology, AccuWeather


"It's been great to partner with Google to test its improved support for header bidding in Ad Manager. Google Ad Manager and Prebid are both important to our business. This enhanced communication between them is an exciting development, and we anticipate this feature will simplify set up work for our ad operations team.”

Patrick McCann, SVP Research, CafeMedia


"We are excited to see Google making strides towards simplifying the header bidding workflow; it's an important step for our industry and one that gives publishers the power of choice. We look forward to working with the team to ensure our publisher partners are able to take advantage of this solution, save time and resources and ultimately drive higher yield."

Mike McNeeley, SVP Product, Index Exchange


Improved reporting for all demand sources

We’ve been working on additional reporting features to give publishers greater insights on header bidding performance. A few months ago, we introduced a new type of Data Transfer file, which shows publishers the amount buyers would have needed to bid in order to win the auction.[083ff2]This allows publishers to share data related to outcomes from Ad Manager auctions with all buyers they work with, including their header bidding partners.

We’re also developing a new reporting feature to provide greater performance insights to publishers who continue to use line items to set up header bidding. Over the next few weeks, we’ll release demand subchannel reporting. With this new feature, Ad Manager will automatically detect which line items are being used for header bidding — allowing publishers to more easily compare header bidding performance alongside their other demand sources.

Greater choice and control for publishers

We strive to give our partners flexibility and choice to best support their business goals. That’s why Ad Manager has always given publishers the option to integrate with the advertising technologies they choose, and we continue to focus on evolving our platform to meet our partners’ needs.

As part of an overall resolution of the French Competition Authority’s (FCA) investigation, we’ve been working with regulators and publishers to develop these features, making it easier to make use of data and use our tools with other ad technologies. While we still believe header bidding presents drawbacks such as latency and a poor user experience, among others, we remain committed to providing publishers with choice through product interoperability.

We look forward to continuing to test and build on these features with publishers over the coming months, and sharing progress along the way.

Chrome Dev for Android Update

Hi everyone! We've just released Chrome Dev 102 (102.0.5005.22) for Android. It's now available on Google Play.

You can see a partial list of the changes in the Git log. For details on new features, check out the Chromium blog, and for details on web platform updates, check here.

If you find a new issue, please let us know by filing a bug.

Erhu Akpobaro
Google Chrome

Reminder: Requests to the AdWords API will start failing April 27, 2022

As previously announced, if you are currently using the AdWords API, you need to upgrade to the Google Ads API as soon as possible. Starting on Wednesday, April 27, 2022 requests to the AdWords API will fail at a rate of 25% until May 31, 2022, increasing to 100% thereafter.

Where do I start?

See the following resources to get started:

Here are some tools to help you migrate:

Where can I get support?

If you have questions while you’re upgrading, please reach out to us on the forum or at [email protected].

Kicking off Google Play Coffee breaks, with Jimjum Studios

Posted by Leo Olebe, Managing Director, Games Partnerships, Google Play

Today we are launching Google Play Coffee breaks, a new series where members of our partnerships team get together with apps and games companies to exchange tips and personal lessons gained from the industry, as well as insights gained from participating in some of our Play programs. All in enough time to fit into your coffee break!

To kick it all off, I enjoyed a virtual coffee with Nimrod Kimhi, Co-founder & CEO, at Jimjum Studios, a small games company from Israel. They participated in the 2021 edition of the Indie Games Festival, making it into the top 10 finalists, and later took part in the Indie Games Accelerator. We felt it was time for us to check back in on the growth they’ve been achieving.

Watch the full Coffee breaks episode and read my reflections below:

Launching their first game, Froglike: The Frog Roguelike, just one year ago in 2021, the team of five friends have already made an impact on the mobile game ecosystem early on in their business journey.

Nim described how their studio is composed of two brothers, two childhood friends, and a musician who they convinced to get onboard their team. Each has a mix of talents and expertise which compliment each other and fit together. And I think this is one of the most important parts of succeeding in this industry. A great team is able to challenge each other and put new ideas on the table, but also come together and agree on those big decisions that are going to move your business forward.

I really enjoyed catching up with Nim during our first Google Play Coffee breaks. What I found most rewarding was to hear directly from Nim about his experience of the Indie Games Accelerator and Festival. It was actually Jimjum’s chief game designer who initially convinced Nim to sign up for the contest. Despite his initial hesitations of how the competition might interrupt their progress with building the game, Nim says now that the learnings they got from the program saved their team three years worth of mistakes.


Illustration of two people next to a giant clipboard 

Lessons learned in the game industry

The first? Test early. Nim couldn’t have said it better - make the MVP of your product and get feedback from the gaming community as soon as possible. This is even more important with games because you do have that abstract and subjective layer of what it means to be ‘fun’. You must go through that constant loop of feedback from players and iterations of your game, even though it can be tempting to just push forward with your artistic vision.

I think this is a really important insight to highlight. From my own experiences here at Google Play and in the mobile gaming industry, one of the most exciting parts about growing a games business is handing your game to the players and discovering ideas that you hadn’t considered yourself. It’s about being flexible, rolling with the punches, and being open to the learning journey rather than rigidly sticking to your original blueprint. Learning from others is what is going to take your game from good to great.

The second? Don’t lose the core heart of your game. Nim described how every team should know and agree on their Northstar when designing the game, and stick to it. It is easy to get distracted by all the analytics and feedback - and also just through the noise that is the mobile industry and the commercial pressures of making a game. But I agree with Nim, it is so important to never lose the heart of what you are building, and your passion behind it, in order to create a truly unique experience for your users.


Illustration of two people high fiving 

Success for small Indie studios

After participating in our Indie Games Accelerator, I was interested to hear from Jimjum about the learnings they had gained, and how they were able to use them to build such a solid foundation on Google Play and beyond.

One of the main areas that Nim raised was the need for every game to have a solid marketing strategy. Nim’s key focus is to work on a distribution plan, using channels like online communities to drive awareness of their title. A big part of the strategy is to find key influencers in the field and get them involved with their game. It is also about having a launch phase that allows them to take it step-by-step, rather than one big launch. This meant waiting until they were confident their game was ready, prioritizing certain geographical locations before others, and - of course - testing every step of the way.

As well as a marketing strategy, I’d add that it’s also about being open to the learning journey. Absorb as much knowledge as you can. There are so many others out there who have been down this road before, so learn from their successes and (perhaps more importantly) their mistakes. As you grow, use your unique perspectives and ideas to then share what you know with others and help build that circle of reciprocity.

Finally, in a world of millions of gamers, you can find your audience. It may take longer than you imagine, it may be harder, but they are there.

It was a genuine pleasure to chat to Nim about his experiences. I can’t wait to see Jimjum’s continued growth and new gaming adventures. It is studios like Jimjum that inspire me and my team to keep supporting indies in all ways that we can - whether that’s through programs like the Indie Games Accelerator and the Indie Games Festival (you can sign up now to hear when submissions open for the 2022 editions) or through more resources and tools to help them grow even further.

We are looking forward to continuing to learn from more businesses, and see what you all do next. Stay tuned for the next episode of Coffee Breaks.

Do you have any questions for Jimjum? What are your own tips for other indie studios? Share them in the comments below.

Kicking off Google Play Coffee breaks, with Jimjum Studios

Posted by Leo Olebe, Managing Director, Games Partnerships, Google Play

Today we are launching Google Play Coffee breaks, a new series where members of our partnerships team get together with apps and games companies to exchange tips and personal lessons gained from the industry, as well as insights gained from participating in some of our Play programs. All in enough time to fit into your coffee break!

To kick it all off, I enjoyed a virtual coffee with Nimrod Kimhi, Co-founder & CEO, at Jimjum Studios, a small games company from Israel. They participated in the 2021 edition of the Indie Games Festival, making it into the top 10 finalists, and later took part in the Indie Games Accelerator. We felt it was time for us to check back in on the growth they’ve been achieving.

Watch the full Coffee breaks episode and read my reflections below:

Launching their first game, Froglike: The Frog Roguelike, just one year ago in 2021, the team of five friends have already made an impact on the mobile game ecosystem early on in their business journey.

Nim described how their studio is composed of two brothers, two childhood friends, and a musician who they convinced to get onboard their team. Each has a mix of talents and expertise which compliment each other and fit together. And I think this is one of the most important parts of succeeding in this industry. A great team is able to challenge each other and put new ideas on the table, but also come together and agree on those big decisions that are going to move your business forward.

I really enjoyed catching up with Nim during our first Google Play Coffee breaks. What I found most rewarding was to hear directly from Nim about his experience of the Indie Games Accelerator and Festival. It was actually Jimjum’s chief game designer who initially convinced Nim to sign up for the contest. Despite his initial hesitations of how the competition might interrupt their progress with building the game, Nim says now that the learnings they got from the program saved their team three years worth of mistakes.


Illustration of two people next to a giant clipboard 

Lessons learned in the game industry

The first? Test early. Nim couldn’t have said it better - make the MVP of your product and get feedback from the gaming community as soon as possible. This is even more important with games because you do have that abstract and subjective layer of what it means to be ‘fun’. You must go through that constant loop of feedback from players and iterations of your game, even though it can be tempting to just push forward with your artistic vision.

I think this is a really important insight to highlight. From my own experiences here at Google Play and in the mobile gaming industry, one of the most exciting parts about growing a games business is handing your game to the players and discovering ideas that you hadn’t considered yourself. It’s about being flexible, rolling with the punches, and being open to the learning journey rather than rigidly sticking to your original blueprint. Learning from others is what is going to take your game from good to great.

The second? Don’t lose the core heart of your game. Nim described how every team should know and agree on their Northstar when designing the game, and stick to it. It is easy to get distracted by all the analytics and feedback - and also just through the noise that is the mobile industry and the commercial pressures of making a game. But I agree with Nim, it is so important to never lose the heart of what you are building, and your passion behind it, in order to create a truly unique experience for your users.


Illustration of two people high fiving 

Success for small Indie studios

After participating in our Indie Games Accelerator, I was interested to hear from Jimjum about the learnings they had gained, and how they were able to use them to build such a solid foundation on Google Play and beyond.

One of the main areas that Nim raised was the need for every game to have a solid marketing strategy. Nim’s key focus is to work on a distribution plan, using channels like online communities to drive awareness of their title. A big part of the strategy is to find key influencers in the field and get them involved with their game. It is also about having a launch phase that allows them to take it step-by-step, rather than one big launch. This meant waiting until they were confident their game was ready, prioritizing certain geographical locations before others, and - of course - testing every step of the way.

As well as a marketing strategy, I’d add that it’s also about being open to the learning journey. Absorb as much knowledge as you can. There are so many others out there who have been down this road before, so learn from their successes and (perhaps more importantly) their mistakes. As you grow, use your unique perspectives and ideas to then share what you know with others and help build that circle of reciprocity.

Finally, in a world of millions of gamers, you can find your audience. It may take longer than you imagine, it may be harder, but they are there.

It was a genuine pleasure to chat to Nim about his experiences. I can’t wait to see Jimjum’s continued growth and new gaming adventures. It is studios like Jimjum that inspire me and my team to keep supporting indies in all ways that we can - whether that’s through programs like the Indie Games Accelerator and the Indie Games Festival (you can sign up now to hear when submissions open for the 2022 editions) or through more resources and tools to help them grow even further.

We are looking forward to continuing to learn from more businesses, and see what you all do next. Stay tuned for the next episode of Coffee Breaks.

Do you have any questions for Jimjum? What are your own tips for other indie studios? Share them in the comments below.

Extended Stable Channel Update for Desktop

 The Extended Stable channel has been updated to 100.0.4896.143 for Windows and Mac which will roll out over the coming days/weeks.

A full list of changes in this build is available in the log. Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.


Srinivas Sista
Google Chrome

Extended Stable Channel Update for Desktop

 The Extended Stable channel has been updated to 100.0.4896.143 for Windows and Mac which will roll out over the coming days/weeks.

A full list of changes in this build is available in the log. Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.


Srinivas Sista
Google Chrome

Dev Channel Update for Desktop

 The Dev channel has been updated to 102.0.5005.22 for Windows , Linux, and Mac.

A partial list of changes is available in the log. Interested in switching release channels? Find out how. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.

Srinivas Sista

Google Chrome

Dev Channel Update for Desktop

 The Dev channel has been updated to 102.0.5005.22 for Windows , Linux, and Mac.

A partial list of changes is available in the log. Interested in switching release channels? Find out how. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.

Srinivas Sista

Google Chrome

Stable Channel Update for Desktop

The Chrome team is delighted to announce the promotion of Chrome 101 to the stable channel for Windows, Mac and Linux.This will roll out over the coming days/weeks.

Chrome 101.0.4951.41 for Windows,Mac and Linux contains a number of fixes and improvements -- a list of changes is available in the log. Watch out for upcoming Chrome and Chromium blog posts about new features and big efforts delivered in 101.



Security Fixes and Rewards

Note: Access to bug details and links may be kept restricted until a majority of users are updated with a fix. We will also retain restrictions if the bug exists in a third party library that other projects similarly depend on, but haven’t yet fixed.

This update includes 30 security fixes. Below, we highlight fixes that were contributed by external researchers. Please see the Chrome Security Page for more information.

[$10000][1313905] High CVE-2022-1477: Use after free in Vulkan. Reported by SeongHwan Park (SeHwa) on 2022-04-06

[$7000][1299261] High CVE-2022-1478: Use after free in SwiftShader. Reported by SeongHwan Park (SeHwa) on 2022-02-20

[$7000][1305190] High CVE-2022-1479: Use after free in ANGLE. Reported by Jeonghoon Shin of Theori on 2022-03-10

[$6000][1307223] High CVE-2022-1480: Use after free in Device API. Reported by @uwu7586 on 2022-03-17

[$5000][1302949] High CVE-2022-1481: Use after free in Sharing. Reported by Weipeng Jiang (@Krace) and Guang Gong of 360 Vulnerability Research Institute on 2022-03-04

[$NA][1304987] High CVE-2022-1482: Inappropriate implementation in WebGL. Reported by Christoph Diehl, Microsoft on 2022-03-10

[$NA][1314754] High CVE-2022-1483: Heap buffer overflow in WebGPU. Reported by Mark Brand of Google Project Zero on 2022-04-08

[$7500][1297429] Medium CVE-2022-1484: Heap buffer overflow in Web UI Settings. Reported by Chaoyuan Peng (@ret2happy) on 2022-02-15

[$7500][1299743] Medium CVE-2022-1485: Use after free in File System API. Reported by Anonymous on 2022-02-22

[$7500][1314616] Medium CVE-2022-1486: Type Confusion in V8. Reported by Brendon Tiszka on 2022-04-08

[$7000][1304368] Medium CVE-2022-1487: Use after free in Ozone. Reported by Sri on 2022-03-09

[$5000][1302959] Medium CVE-2022-1488: Inappropriate implementation in Extensions API. Reported by Thomas Beverley from Wavebox.io on 2022-03-04

[$2000][1300561] Medium CVE-2022-1489: Out of bounds memory access in UI Shelf. Reported by Khalil Zhani on 2022-02-25

[$2000][1301840] Medium CVE-2022-1490: Use after free in Browser Switcher. Reported by raven at KunLun lab on 2022-03-01

[$2000][1305706] Medium CVE-2022-1491: Use after free in Bookmarks. Reported by raven at KunLun lab on 2022-03-12

[$2000][1315040] Medium CVE-2022-1492: Insufficient data validation in Blink Editing. Reported by Michał Bentkowski of Securitum on 2022-04-11

[$1000][1275414] Medium CVE-2022-1493: Use after free in Dev Tools. Reported by Zhihua Yao of KunLun Lab on 2021-12-01

[$1000][1298122] Medium CVE-2022-1494: Insufficient data validation in Trusted Types. Reported by Masato Kinugawa on 2022-02-17

[$1000][1301180] Medium CVE-2022-1495: Incorrect security UI in Downloads. Reported by Umar Farooq on 2022-02-28

[$1000][1306391] Medium CVE-2022-1496: Use after free in File Manager. Reported by Zhiyi Zhang and Zhunki from Codesafe Team of Legendsec at Qi'anxin Group on 2022-03-15

[$NA][1264543] Medium CVE-2022-1497: Inappropriate implementation in Input. Reported by Abdulrahman Alqabandi, Microsoft Browser Vulnerability Research on 2021-10-29

[$500][1297138] Low CVE-2022-1498: Inappropriate implementation in HTML Parser. Reported by SeungJu Oh (@real_as3617) on 2022-02-14

[$NA][1000408] Low CVE-2022-1499: Inappropriate implementation in WebAuthentication. Reported by Jun Kokatsu, Microsoft Browser Vulnerability Research on 2019-09-04

[$TBD][1223475] Low CVE-2022-1500: Insufficient data validation in Dev Tools. Reported by Hoang Nguyen on 2021-06-25

[$NA][1293191] Low CVE-2022-1501: Inappropriate implementation in iframe. Reported by Oriol Brufau on 2022-02-02



We would also like to thank all security researchers that worked with us during the development cycle to prevent security bugs from ever reaching the stable channel.

As usual, our ongoing internal security work was responsible for a wide range of fixes:


[1320031] Various fixes from internal audits, fuzzing and other initiatives


Many of our security bugs are detected using AddressSanitizer, MemorySanitizer, UndefinedBehaviorSanitizer, Control Flow Integrity, libFuzzer, or AFL.




Interested in switching release channels?  Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.




Prudhvikumar Bommana
Google Chrome