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Future of Advertising

Advertising in games and esports

An audience larger than any single television channel, and an environment where the wrong approach is punished immediately and publicly.

Jul 31, 2025 2 min read 446 words
Advertising in games and esports

Key points

  • The gaming audience is broad and mainstream, not a niche of young men.
  • Intrusive formats damage the brand more than they help.
  • Rewarded video is the format players actively accept.

Gaming reaches more people than most mainstream media, across an audience considerably broader than its reputation suggests. It is also an environment with strong norms about what is acceptable.

The formats and how they are received

FormatPlayer reaction
Rewarded video, opt-in for a benefitpositive
Interstitial between levelstolerated if brief
Banner overlay during playnegative
Branded in-game items or environmentspositive if fitting
Sponsored esports team or eventpositive
Streamer sponsorshippositive if the streamer chose it
Anything interrupting a matchstrongly negative

The pattern is consistent: advertising that respects the play is accepted, advertising that interrupts it is resented, and the resentment attaches to the brand rather than to the game.

Players are unusually vocal and unusually organised. A format they dislike does not merely underperform; it generates public criticism the brand then has to answer.

Rewarded video is the format that works

The player chooses to watch a video in exchange for an in-game benefit: a life, a currency, a continuation.

Because the exchange is explicit and voluntary, completion rates are very high and the reaction is neutral to positive. It is the only advertising format in any medium where the audience actively opts in.

For direct response advertisers it is among the more efficient video formats available.

In-game placement

Advertising integrated into the game environment, so a hoarding in a stadium game, a product in an environment, a branded item.

It works where it fits the world. A sports drink in a sports game is unremarkable; the same brand in a fantasy setting breaks the fiction and is noticed for the wrong reason.

Dynamic in-game advertising, where the placement is served rather than built in, has grown considerably and allows geographic and campaign-level control.

Esports sponsorship

Team and event sponsorship follows conventional sports sponsorship logic, with two differences.

The audience is highly engaged and reacts strongly to perceived insincerity. And the sector has had recurring instability, with teams and leagues appearing and disappearing, which makes contract terms and exit provisions important.

The strongest sponsorships are those with an evident reason: hardware, connectivity, energy, anything a player actually uses.

Streamer partnerships

Individual creators reach substantial audiences with high trust. The selection criteria are the same as for any influencer work: engagement rather than follower count, audience location, and whether the endorsement is credible.

The specific risk is that live content is unscripted. Brand safety in live streaming cannot be guaranteed, and the contract should address what happens if something goes wrong on air.

The regulatory notes

Advertising to children has specific rules in gaming environments, and enforcement has increased. Loot mechanics and in-game purchases are under regulatory scrutiny in several jurisdictions.

Disclosure obligations apply fully to streamer and creator partnerships, and enforcement in gaming has been active.

Frequently asked questions

Is the audience really that broad?

Yes. Mobile gaming in particular skews close to the general population in age and gender. The stereotype is decades out of date.

What works best?

Rewarded video, where the player chooses to watch in exchange for something in the game. Acceptance rates are high because the exchange is explicit.

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