Q3 2026 Industry Report

GEEIQ Q3 2026 Industry Report cover

Q3 2026 Industry Report

Every quarter GEEIQ's client services team writes up what brands did in gaming and what changed on the platforms they use. This is the Q3 2026 edition, covering July to September. The executive summary, the platform changes and the Q4 calendar are below. The full report adds four sector breakdowns: fashion and beauty, media and entertainment, food and retail, and sports, each with the activations that stood out and GEEIQ's view on what to take from them. Complete the form to download it.

Executive summary

1. Roblox is becoming a broader channel for brands. At RDC 2026 Roblox said creators will be able to release their games as standalone apps on mobile, PC and console, still powered by Roblox, with in-browser play on Chrome due by the end of 2026. Its Moments video feed is adding shopping, so players can buy the avatar items they see in videos. Brands should plan how games, video and digital products work together over time, and give people reasons to come back.

2. Game IP is driving the quarter's biggest entertainment moments. GTA VI premiered a 27-minute extended look on Netflix and announced a 34-track album for launch day. Resident Evil opened to a franchise record. Roblox hits are being picked up for film. Relevant gaming franchises belong in the wider campaign calendar: look past the game launch to the films, music and creator activity around it, and pick the moments that fit your audience.

3. The quarter's strongest activations started with the product or the community. G-SHOCK built a Roblox obstacle course around the durability tests it runs on real watches. DAISE made blind-box characters worth collecting inside LifeTogether. essence sponsored the Gamescom cosplay contest, a community where make-up already has a role. Start with what makes your product distinctive, or what your audience already enjoys, and let that choose the game, partner or event.

Roblox after RDC 2026: three changes that matter for brands

Games can live beyond the Roblox app. Soon, and by the end of 2026. Roblox will let creators launch games as standalone apps on mobile, PC and console, starting with a select group of developers, with in-browser play on Chrome due by the end of the year. For brands: people who have never opened Roblox will be able to enter a branded experience.

Shopping and new ad formats around the game. US now, shopping promised for October. The Moments video tab is live for players aged 13 and over in the US, and Roblox said that from October players could tap any avatar in the feed to buy its items. Skippable pre-roll video ads that play while a game loads are listed as coming soon, alongside an expanded rewarded video toolkit due in Q4. For brands: reach players around the game as well as in it. Ads and shopping now sit in the feed where players find games.

Roblox Wallet and a real-world Roblox Card. December 2026 and 2027. Roblox Wallet will pay eligible US creators every business day as earnings clear, with invitations from December 2026. A Roblox Card to spend that balance follows in 2027. For brands: faster, simpler payouts help more developers build a career on Roblox, which widens the choice of partners.

GEEIQ POV. Roblox is becoming more than a place to build branded games. With new ways to discover, advertise, shop and play, brands can plan how their presence works across the wider platform rather than building one experience and stopping there. The brands that get the most from it will treat Roblox as an always-on channel: a game at the centre, with ads, video and shopping around it, refreshed through the year.

Beyond Roblox: brands have more ways to get involved

Creators. Twitch opened brand sponsorships to every Affiliate worldwide on 20 August, once they complete a short sponsorship certification. Brands get a far wider pool of creators to work with, including smaller channels that match a brief directly on Twitch. GEEIQ POV: choose creators whose content and audiences fit your brand, test a mix of relevant channels, then use the results to decide where to build longer partnerships.

Streaming. Prime members can play Amazon Luna games inside Prime Video on Fire TV with nothing to download. It launched in the US and UK in July, added Canada, France, Italy and Spain on 19 October, and reaches all 14 Luna countries in November. Games now sit next to films and TV in a familiar app, so they are easier to discover and try without a console. GEEIQ POV: gaming partnerships can form part of a wider entertainment campaign. Look for franchises your audience already enjoys across games, film and TV, and consider how easily people can start playing.

Advertising. Canva's first gaming integration, Ads by Livewire, turns existing designs into in-game billboard and interstitial ads from $500, with mobile inventory first and PC and console to follow. GEEIQ POV: gaming is becoming easier to buy through tools marketers already use. Start with existing designs and a small test budget, measure the results, then decide whether to scale.

Events. Gamescom 2026 drew 368,000 visitors from 131 countries, its best year since 2019 and the first time the show floor sold out. The show combines a large live audience with online broadcasts and creator coverage, so brands can reach people well beyond the venue. GEEIQ POV: plan the live experience, creator coverage and social content together. Give visitors something worth trying and creators something worth sharing, then measure both participation and online engagement.

Key dates for Q4 2026

  • 5 Nov: The Legend of Zelda: Ocarina of Time remake, Switch 2

  • 6 Nov: Call of Duty: Modern Warfare 4 Season 1 and the Warzone integration

  • 19 Nov: Grand Theft Auto VI, with GTA VI: The Album out the same day

  • Late Nov or early Dec: Fortnite Chapter 8 (Epic has not confirmed a date)

  • 3 to 6 Dec: CCXP, São Paulo

  • 10 Dec: The Game Awards, Los Angeles

  • 11 Dec: Path of Exile 2 version 1.0, free to play

  • 23 Dec: The Angry Birds Movie 3

What's in the full report

Four sector breakdowns, each with the quarter's standout activations and a GEEIQ point of view.

  • Fashion and beauty: Dolce&Gabbana Beauty's second Roblox world, Jo Malone's first gaming activation in Fortnite, DAISE's blind-box characters, G-SHOCK's durability obby, essence at Gamescom, e.l.f. with Alta, and adidas in Toca Boca World.

  • Media and entertainment: GTA VI's Netflix premiere and album, Resident Evil's record opening, 99 Nights in the Forest heading to 20th Century Studios, and The Odyssey sending players back to a 2018 game.

  • Food and retail: Tesco's Candy Crush results, 7-Eleven in Forza Horizon 6, and Baskin-Robbins Japan with Genshin Impact.

  • Sports: Liverpool's EA Sports FC renewal, David Beckham in Fortnite, Red Bull's EA Sports FC 27 Wings Cup, and Hot Wheels taking F1 to console.

Complete the form at the top of this page to download the full report.

138M
daily active users on Roblox in Q3 2026, down 9% year on year
Q3 2025152M
Q4 2025144M
Q1 2026132M
Q2 2026123M
Q3 2026138M
34B
hours played on Roblox in Q3 2026, down 15% year on year
Q3 202540B
Q4 202535B
Q1 202631B
Q2 202629B
Q3 202634B
66%
of age-checked Roblox users are 13 or older
368K
visitors at Gamescom 2026, its best year since 2019
2019373K
2022265K
2023320K
2024335K
2025357K
2026368K

Sources: Roblox Q3 2026 shareholder letter (users, hours, age bands); Koelnmesse (Gamescom visitors).

Complete the form to download the report