PAID MEDIA IN GAMING

What is paid media in gaming?

Paid media in gaming is advertising bought inside games, around them and on the channels built on them. This page covers who sells it, what it costs, which format does which job, and how to measure a first test.

Disney+ and The Mandalorian billboards on city buildings inside the mobile racing game Drift Max Pro
Vodafone trackside hoardings on a Trackmania circuit
Old Spice roadside billboard inside Gangstar Vegas

WHERE THE AUDIENCE IS

The audience is in games. The budget is somewhere else.

Media plans follow habit and measurement. Gaming has the time but not the numbers a planner is used to, so it gets a line for the brands that already want it and nothing for everyone else.

Share of US media time against share of ad spend

Gaming, 2026. Per cent of the total.

Share of media time8.6%
Share of ad spend1.9%
Hover for detail

Gaming takes 8.6% of the time and 1.9% of the money. There is more inventory than buyers, which is why it is underpriced.

What 16 to 24s in Great Britain do each month

Per cent who play games, against per cent who watch live TV in a week.

Play games monthly74%
Watch live TV weekly46%
Hover for detail

74% of 16 to 24s play games in a month. 46% watch live TV in a week. The plan still buys the second.

UNITED STATES

2 in 3

Americans play games every week. The average player is 37.

UNITED KINGDOM

65%

of UK adults play games.

EUROPE

77%

of Europe’s 199 million players are adults. 46% are women.

WHO SELLS IT

Seven kinds of vendor

The same ad can be sold by the platform that runs the game, the publisher that made it, an ad network that sits inside it, or a DSP that resells it. Knowing which kind you are talking to tells you what they can and cannot do.

13 VENDORS

Platforms

The companies that run the places games live: Roblox, PlayStation, Twitch, Discord. They sell their own screens and, increasingly, formats inside the games on them. The widest reach and the strictest rules.

Examples: Roblox, Sony PlayStation Advertising, Twitch, YouTube Gaming, Discord.

9 VENDORS

Publishers

Studios selling ads inside their own titles, usually through a direct sales team and an insertion order. Deep audience knowledge of one catalogue, no view across anyone else’s.

Examples: EA, Gameloft, Ubisoft, Microsoft Gaming Advertising, Zynga.

27 VENDORS

In-game ad-tech

Networks that place ads inside other people’s games: billboards, rewarded video, audio, interstitials across hundreds of titles at once. The largest group, and where most of the in-game inventory is.

Examples: Unity Ads, Anzu, Gadsme, AppLovin, Playwire.

10 VENDORS

Programmatic platforms

DSPs, SSPs and mobile networks that carry gaming inventory alongside everything else. They fit the workflow a performance team already has, and they mostly carry the formats that behave like web display.

Examples: The Trade Desk, Magnite, PubMatic, Google AdMob, StackAdapt.

9 VENDORS

Gaming media and communities

Sites, apps and overlays where players spend time between sessions: news, guides, clips, forums. Sold like digital publishing, read by people who identify as gamers.

Examples: IGN, Fandom, Overwolf, Medal, Reddit.

5 VENDORS

Creators and esports

Talent agencies, tournament operators and streaming tools. Sold as sponsorship and integration, with fixed fees and bespoke measurement.

Examples: ESL FaceIt Group, BLAST, DreamHack, Loaded.

4 VENDORS

Agencies and activation studios

Studios that build and promote branded worlds on platforms such as Roblox and Fortnite. They sell the build and the media together, which is where a brand’s first gaming spend often goes.

Examples: Gamefam, Super League, Livewire. Example vendors are listed from public sources and say nothing about who GEEIQ works with.

HOW IT IS BOUGHT TODAY

Three ways gaming gets onto a media plan

None of them starts from the audience. Each starts from whichever vendor the desk already knows.

One vendor, direct

A joint business plan with a platform the agency already has terms with. Gaming gets ticked when a brief says gaming, with one vendor and the formats that vendor sells. Nothing is compared, because there is nothing on the desk to compare it with.

How most agency gaming spend is placed. 30 of the 77 vendors sell only this way.

Through a DSP

Some vendors make inventory available as a deal ID. It fits the workflow, which is the point, and it reaches the formats that behave like web display. Most of what happens inside a game, from rewarded video to a branded world, is bought direct from the vendor and never shows up in the DSP.

The route performance teams ask for first. 22 vendors also offer self-serve buying.

Not at all

The audience is in games, but the plan has no line for it. Nobody on the desk can rank the vendors, nobody has a benchmark to judge a result against, and the brief never said gaming. This is where most brands are.

The default, and the reason the inventory is underpriced.

FORMATS

Which format does which job

Gaming media is a family of formats, each sold by different vendors, each with its own job. This is the vocabulary GEEIQ uses to sort every vendor in the space.

FormatWhat the player seesWhere it runsUsually bought
Rewarded videoA video the player chooses to watch for an in-game reward. Opt-in, sound on, watched to the end.Inside the game, mostly mobileCPM, CPCV, or cost per install on performance networks
VideoA video placed at a natural break, or on a screen inside the game world.Inside the gameCPM
PlayableA short, playable version of an app or a branded mini-game.Inside the gameCost per install, CPM
InterstitialA full-screen ad between levels or sessions.Inside the game, mostly mobileCPM, cost per install
In-game billboardsA poster, a screen or a hoarding inside the game world, placed where a real one would be.Inside the game, console, PC and mobileCPM on viewable impressions
Banners and displayStandard display units in and around a game’s menus and pages.Inside and around the gameCPM, often through a deal ID
AudioAn audio spot inside a game, or on a game’s soundtrack and streams.Inside the gameCPM
Branded worlds and buildsA place, an item or an event the brand makes inside a platform such as Roblox or Fortnite.Inside the gameFixed fee, plus the build
SponsorshipA brand attached to an experience, a tournament, a season or a team.Inside and around the gameFixed fee
Creators and streamersA creator plays, wears or talks about the brand on their own channel.Away from the game, on Twitch and YouTubeFixed fee, sometimes CPM
Stream overlaysA graphic on the stream itself, around the gameplay.Away from the game, on streamsCPM
NativeA brand item, offer or message that lives inside the game’s own interface.Inside the gameCPM, fixed fee
Search and promoted listingsA promoted place in a platform’s search or store results.Around the gameCPC, CPM
Menus and home screensA placement on a console or platform home screen.Around the gameCPM, fixed fee
OfferwallA list of brand offers a player completes for a reward.Inside the game, mobileCost per action

GEEIQ’S VIEW

Gaming is a consideration channel

Judged across every format family, gaming media does its best work in the middle of the funnel. Rewarded video is the consideration format on the brand side: opt-in, sound on and watched to the end. On the performance networks the same unit is an app-install format. Video, native and sponsorship carry awareness, with consideration behind it. Creators carry consideration first.

WHAT TO ASK FOR

The job before the format

A vendor sells the formats it has. Start from the objective, choose the family that does that job, and then ask which vendors sell it in your market, to your audience, in a way you can measure. That order is what a plan should show, and it is the order a brief should follow.

WHAT IT COSTS

How gaming media is priced

Five pricing units, and a market that mostly does not publish its rates. Of the 27 vendors GEEIQ has documented in depth, 20 publish no rate card and 19 publish no minimum spend. Media prices come on request, which is one reason the channel stays off plans.

CPM

Cost per thousand impressions. The default for billboards, video, display and audio inside games, and for most platform screens. Ask whether the impression is viewable and who verifies it.

CPCV

Cost per completed view. Rewarded video is sold this way by brand-side vendors, because the player opts in and watches to the end.

CPI and CPA

Cost per install, cost per action. Playables, interstitials and offerwalls on the performance networks. Built for app marketers, and the reason those networks read rewarded video as an install format.

CPC

Cost per click. Search and promoted listings inside a platform’s store and search, and some display around the game.

Fixed fee

Sponsorship, creators, esports, branded worlds and takeovers. Priced per campaign, often with a build or production cost attached, and measured on terms agreed up front.

A first test

In GEEIQ’s experience a first test sits between £20k and £30k: enough for two or three lines and a result you can read.

BRIEFING

How to brief a gaming vendor

The same six things any media brief needs, in the order a gaming plan uses them. A brief with all six comes back as a plan. A brief missing two comes back as questions.

1

Objective

Awareness, consideration, traffic, app installs or sales. One objective per plan. The format families split on this line before anything else.

2

Audience

Age, gender and markets, in the same terms you use everywhere else. Age gating is standard across vendors. Interest and behaviour targeting varies by vendor, so say what matters and let the plan show who can do it.

3

Markets

Country by country. Reach, formats and rules differ between them, and some vendors sell in only one.

4

Budget band

A range is enough. It decides how many lines the plan can carry and which vendors clear their minimums.

5

Timing

Start, end and any dates that matter: a launch, a season, a retail window. Several formats need lead time for the build, so the plan needs the date before it can say what fits.

6

Benchmarks

Your current CPM, CPC and cost per result on the channels you already buy. The plan sits beside them, and a test is judged against them. Where you have none, ask for a category benchmark and treat it as a guide.

MEASUREMENT

How to measure a first test

Move a slice of the budget, run it beside your current channels, and judge it on your own numbers. The test is only as good as the comparison you set up before it starts.

Set it against what you buy

Your CPM, CPC and cost per result beside gaming’s, with the method shown. Where the formats are different, say so, and compare on the outcome rather than the unit.

Agree what counts

A viewable impression inside a game and a completed rewarded video are different things. Agree the measure for each line, and ask which third-party verification the vendor supports for that format. Roblox, for one, works with IAS and DoubleVerify.

Hold something back

Keep a market, a region or a week outside the test. Without a control you will have a delivery report, and a delivery report is not a result.

Read the numbers as estimates

Planning numbers are estimates until a vendor accepts the order. Nobody can yet show incremental reach for gaming at the plan level, because vendors are only starting to supply the data, so treat any such claim as a question to ask.

AGE RULES AND BRAND SAFETY

Who you can reach, and where your brand appears

Under-18s

Age gating is standard across vendors, and every platform splits its audience by age band. Roblox, for instance, targets 13 to 17, 18 to 24 and 25 and over, and sells under-13 inventory contextually and only direct. In the US, COPPA governs under-13s; in the UK, the Children’s Code. Plan on adults unless the brief says otherwise.

Restricted categories

Alcohol, energy drinks, nicotine, gambling and HFSS food follow each vendor’s terms and each market’s rules, and the two do not always agree. Check both before a line goes in, and expect some vendors to decline a category outright.

Where the brand appears

Inside a game the context is the game. Platforms publish suitability tiers by the age an experience is recommended for, and curated lists for brands that need them. Ask for the list of titles or experiences a line can run in, not just the audience it reaches.

GEEIQ’S VIEW

A new audience for paid media.

A new way to plan, buy and measure.

The industry talks about gaming. We talk about the audience in it: who they are, where they are, what it costs to reach them and what came back.

HOW GEEIQ HELPS

Four decisions sit behind a gaming media plan. We hold data on each one.

GEEIQ has tracked brands in games since 2018. It owns no inventory and no shopper data, which is what lets it read the market the same way for every vendor.

Map the market

Every gaming media vendor, their formats, reach, targeting, ad specs and measurement, in one directory and one vocabulary, so a shortlist can be defended in a room.

Match format to job

One published method for which format does which job, applied the same way to every vendor, with no paid placement.

Set it against what you buy

Your benchmarks beside gaming’s, in the proposal format your team already uses, with the method shown.

Measure the first test

Years of data on what brands have done in games and what came back, so a result has something to sit against.

QUESTIONS

What media teams ask first

In-game advertising is one part of it: the formats that appear inside a game, such as rewarded video, billboards and interstitials. Paid media in gaming also covers placements around the game (console and platform home screens, store and search results) and away from it (creators, streams, esports and gaming media sites).

Usually not. Most formats run standard video and static sizes. A branded world or a native item needs a build with lead time. Ask each vendor for its specs before the creative brief, because many do not publish them.

Some of it. Of the 77 vendors in GEEIQ’s directory, 30 sell only through a direct sales team and 22 offer self-serve buying. Several make inventory available to DSPs as a deal ID. Most formats inside a game are still bought direct from the vendor.

Age gating is standard. Under-13 audiences are covered by COPPA in the US and the Children’s Code in the UK, so reach there is contextual and limited. Alcohol, energy drinks, nicotine and similar categories follow each vendor’s terms and each market’s rules.

In GEEIQ’s experience a first test sits between £20,000 and £30,000, enough for two or three lines and a readable result. Most vendors do not publish rates, so media prices come on request.

Yes. Agencies place most gaming media today, usually through one vendor they already have terms with. The gap is comparison across vendors, which is what a plan should give them.

Roblox figure in hoodie spins basketball on finger.

Planning a first test?

Bring an objective and a budget band, and we will show you what the market can do with it. Thirty minutes with the team, on your numbers.

Roblox figure in hoodie spins basketball on finger.

Planning a first test?

Bring an objective and a budget band, and we will show you what the market can do with it. Thirty minutes with the team, on your numbers.

Roblox figure in hoodie spins basketball on finger.

Planning a first test?

Bring an objective and a budget band, and we will show you what the market can do with it. Thirty minutes with the team, on your numbers.