Why Gaming?

Most marketing teams are working from a picture of gaming that is years out of date. Here is what the numbers actually say. Swipe through.

Why Gaming?

Most marketing teams are working from a picture of gaming that is years out of date. Here is what the numbers actually say. Swipe through.

Why Gaming?

Most marketing teams are working from a picture of gaming that is years out of date. Here is what the numbers actually say. Swipe through.

Five ways to show up in gaming.
GEEIQ makes sense of all of them

Virtual worlds

Coach and ZEPETO avatars in a virtual world activation

Native experiences inside Roblox, Fortnite, ZEPETO and more.

IP partnerships

Louis Vuitton and League of Legends character collaboration

Brand collaborations with major game franchises.

Esports

Polo Ralph Lauren and G2 Esports team

Sponsorship and integration with competitive gaming.

Creators

Gaming creator portrait

Activations with gaming influencers and streamers.

Paid media

Prada Candy in-game advertising in Candy Crush

In-game advertising and programmatic placements.

What brands can actually do in games

Gaming isn’t just an ad slot. Brands take part in play itself, and GEEIQ data covers thousands of brand activations across Roblox, Fortnite and beyond. Three formats come up again and again.

Owned experiences

A persistent branded place that players choose to visit, like Walmart’s shopping experience on Roblox. You set the world, the rules and the reasons to return.

Integrations

Your brand inside the games players already love: branded events, items or takeovers in established experiences, reaching an audience that is already engaged.

Virtual items

Wearables and collectables players keep, trade and show off, like H&M’s puffer jacket on Roblox. Your brand travels with the player long after the campaign ends.

687

KFC-related experiences on Roblox. None of them official.

Your brand may already be in gaming

Players build with the brands they love, with or without permission. GEEIQ platform data found 687 KFC-related experiences on Roblox, and not one was official. Your brand almost certainly shows up in gaming already. The question is whether you can see it.

Questions marketers ask about gaming

Because the audience is already there. 67% of Americans play games for at least an hour a week, which is 212.3 million people, and 3.7 billion people play worldwide. Games hold attention for hours at a time, and brands can take part through owned experiences, integrations and virtual items rather than interruptive ads. GEEIQ helps brands decide if, where and how to show up, and then prove what worked.

3.7 billion people play games globally (Newzoo, 2026). In the US, 212.3 million people play for at least an hour every week (IAB, 2026). That reach compares directly with television: gaming reaches 87% of CTV’s audience, on 24% of the ad spend. GEEIQ tracks how this audience behaves across platforms like Roblox and Fortnite.

The same way any channel is measured: define success up front, track performance, and compare results against benchmarks. In gaming that means visits, engagement time, sentiment and earned media value, judged against comparable activations. GEEIQ measures brand activity across Roblox, Fortnite and beyond, so results are read against thousands of data points rather than in isolation.

Roblox figure in hoodie spins basketball on finger.

See the case for your brand

Start with your unofficial footprint, or talk the numbers through with one of our strategists.

Roblox figure in hoodie spins basketball on finger.

See the case for your brand

Start with your unofficial footprint, or talk the numbers through with one of our strategists.

Roblox figure in hoodie spins basketball on finger.

See the case for your brand

Start with your unofficial footprint, or talk the numbers through with one of our strategists.