Media & Entertainment in Virtual Worlds

Media & Entertainment in Virtual Worlds

8 May 2026

Media and entertainment is now the largest brand category in virtual worlds. GEEIQ has tracked 789 activations from 217+ film, TV, streaming, music and publishing brands since 2020, a 79-fold expansion that makes M&E the fastest-growing vertical in the space. This report is a data-led read on how the category got here, which brands are leading, where activity is concentrated, and how the format mix has shifted from owned worlds to integrations as the category has matured.

79x Growth in activations since 2020

789 Activations tracked across 217+ brands

78% Share of activity on Roblox and Fortnite

65% Share of brands from film, TV and streaming

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From the report

What the data shows

Media and entertainment is the largest brand category in virtual worlds, and the way it shows up is becoming clearer each year. Here is a read on how the category activates, where the activity sits, and how the format mix is shifting. The full report is free to download above.

Four ways M&E brands use virtual worlds

Theatrical release

SpongeBob SquarePants

Promoted theatrical releases with exclusive character skins and immersive Bikini Bottom experiences.

Cinema ticket sales

Wicked

Drove cinema ticket sales through interactive integrations where fans unlocked movie-themed rewards.

Nostalgia and legacy IP

Cartoon Network

Reactivated legacy IP by building nostalgic, interactive worlds for modern gaming audiences.

Between-season engagement

Squid Game

Kept its community engaged between Netflix seasons by recreating the show’s challenges in sandbox platforms.

Where the activity sits

Almost four in five M&E activations happen on two platforms.

54.5%

Roblox

23.9%

Fortnite

8.9%

The Sandbox

5.7%

Minecraft: Java

1.2%

ZEPETO

1.2%

Rec Room

1.1%

Horizon Worlds

3.5%

Other (8 platforms)

Roblox and Fortnite together carry 78.4%.

Who is in the category

Film, TV and Streaming anchor the category, with music a distant second.

64.8%

Film, TV and Streaming

14.7%

Music and Audio

9.0%

Creators

8.2%

Publishing

3.3%

Gaming

The format shift

Brand-owned worlds carried the category from 2020 to 2024. From 2025, integrations into existing worlds began matching and overtaking owned builds, reaching 58% of the owned-versus-integrated mix in 2025.

Category data from GEEIQ platform data, 2020 to 2026.