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Gaming has matured into a mass-reach channel, and agencies are recognising that shift. A few years ago, most mainstream brands saw gaming as a space for young males playing alone on consoles. Now, agencies understand it spans all demographics, not a single archetype. The numbers that once needed explaining - 37 million UK players, a near-even gender split - now speak for themselves. While teens and young adults spend between 10 and 15 hours a week gaming, adults aged 30-50 now also average 5-7 hours a week playing games.
What hasn’t landed yet is how to find specific audiences within that universe. Agencies know they are there, but they need guidance. For example, young female gamers versus older puzzle-game players are very different audiences, and genre matters more than most brands realise.
This is where gaming specialists are stepping in to help brands identify genres, formats, and environments that best reach their target audience. The appetite is there; now it’s about fine-tuning that knowledge and making gaming activations feel accessible and relevant to marketers.
The range of industries embracing gaming has expanded. Food, drink and tech have long been natural fits, but we’re seeing a growing demand from other industries including telecoms, auto, retail, government, travel and more. Recently, we worked on a brief for the US government, which shows just how diverse the space has become.
No industry is off limits. Brands that may not have considered gaming in the past are looking to test it, because the scale and audience reach are hard to ignore. Case studies in sectors like beauty and government are challenging assumptions and bringing new budgets into the space.
The biggest barrier now is how advertisers think about the quality of gaming advertising. Many still default to legacy definitions of “premium”, such as well-known publishers or glossy lifestyle sites. When they see a list of mobile or casual game titles, they don’t always see the same level of value.
However, some of the most downloaded, most-played games (think Scrabble, Sudoku, 8 Ball Pool, SimCity) are valuable precisely because of their accessibility, how consistently they are played, and how deeply the audience engages. A Sudoku app, for example, attracts an older demographic who play regularly and predictably, which is what gives it such value for certain brands. The very fact that mobile gaming is a habitual behaviour, with 40% of UK gamers playing four to five different games weekly, makes it a key medium for advertisers.
We encourage agencies to look past how well known a game is and focus on genre, user behaviour, and audience profile. Knowing who plays, how often, and in what mindset, is what tells you the true value and whether the game is worth advertising in.
One of the industry’s biggest challenges is fragmentation. Agencies often don’t know where to start: do they need separate partners for in-game, rewarded video, playables, creators, or influencers? Many assume gaming means juggling multiple suppliers at once.
We remove that problem by delivering strategy, creative, formats, measurement all under a single umbrella. It's something which sets us apart in the market. Agencies can get into gaming without piecing together a supplier list. They get unified planning, creative, and reporting, which makes things easier to run and sell internally and matters most to teams new to gaming, or for teams still building their in-house expertise.
AI will inevitably begin to play a bigger role. The teams that do well will be the ones who use it to tailor creative for different audiences and optimise against real outcomes, without letting it replace the creative thinking that’s essential to keeping audiences engaged.
Beyond that, the bigger challenge is that budgets have not caught up with audience behaviour and where they’re actually spending their time. There are 3.4 billion gamers globally, and time spent in games is up 6% year-on-year, yet gaming still captures less than 5% of global media investment. The attention is there; the spend hasn't followed.
Growth will come from demonstrating reliable outcomes and reducing perceived risk. When agencies know they can buy inventory with clear commitments around attention, they feel more confident shifting investment across from social platforms.
Better creative technology, particularly attention, lift and measurement tools that give brands standardised proof of gaming's impact against KPIs, will support that journey in 2026. The evidence is already there. A Cint study found that 62% of consumers are likely to seek more information about a product after seeing it in a game, and 50% say they'd consider making a purchase, outcomes that rival any premium digital channel. When agencies can buy inventory with clear, verified commitments around attention, they feel more confident shifting investment across from social platforms.