Industries / Games & Mobile Games

Influencer marketing for game studios and mobile publishers

Console, PC and mobile. We put your game in front of people who already play the genre, and report on installs and players — not on views alone.

Games brands we work with
Gaijin Entertainment
War Thunder
Freecash
Proof / War Thunder & Freecash

Campaigns measured in players, not impressions

Two programmes we ran. Every number below belongs to the campaign named next to it.

10k+
New players — War Thunder campaign
2.1M
Views — War Thunder campaign
1M
Sign-ups — Freecash campaign
Market context

Mobile is where the money is

Newzoo puts the global games market at $188.8 billion in 2025, played by 3.58 billion people. More than half of that revenue is mobile — which is also the segment where creator-driven installs are easiest to attribute.

$188.8B
Global games revenue, 2025 (excludes hardware)
+3.4%
Year-on-year revenue growth
3.58B
Players worldwide, 61.5% of the world population
Revenue by segment, 2025

Where the $188.8 billion actually sits.

Mobile
$103.0B
Console
$45.9B
PC
$39.9B
Mobile share of global games revenue
55%
Source: Newzoo, Global Games Market Report 2025
Players by platform, 2025

Audience size, which is not the same shape as revenue.

Mobile
2.99B
PC
936M
Console
645M
Most people play on more than one platform, so these segments overlap and do not sum to the 3.58 billion total. Source: Newzoo, Global Games Market Report 2025
Why this vertical is different

Players spot an ad faster than any other audience

Gaming has the sharpest ad radar of any vertical. Four things we handle differently here.

01
Genre fit beats follower count

A mid-sized creator who actually plays your genre will usually out-convert a far bigger channel who does not. We shortlist on what an audience already plays, then check how they respond to sponsored segments.

02
The gameplay is the creative

Footage carries the campaign. Briefs are built around moments worth watching — a first match, a build, a comeback — rather than a feature list read to camera.

03
Launch windows are unforgiving

A launch has one week that decides the year. Creators, builds, embargoes and publishing slots are locked early so everything lands inside the same window.

04
Installs and retention are the metric

Views are cheap in gaming. Tracked links, creator codes and store attribution show what an install actually cost — and whether those players were still there a month later.

What we run

Formats and a process built for players

Formats
YouTube gameplay and let's plays
Sponsored segments in regular uploads
Twitch streams and raids
Shorts, Reels and TikTok clips
Launch-day creator pushes
Tournaments and community events
Mobile install campaigns
Creator codes and affiliate deals
How we work
01
Genre fit and shortlist

We define who the game is actually for, then shortlist creators whose audience already plays that genre.

02
Builds, keys and briefing

Creators get early access and a brief covering the moments to capture, the embargo date, and the disclosure rules for their platform.

03
Launch and live coverage

Publishing is staggered across the launch window so videos, streams and clips reinforce each other instead of competing on the same day.

04
Measure and scale

Tracked links and codes per creator, reported against installs, sign-ups and retention. What performs gets more budget.

Case study

Gaijin Entertainment — War Thunder

Sponsored segments placed inside creators' regular uploads rather than standalone sponsored videos, so the game reached established audiences during their normal viewing. Every placement was tracked separately.

Views
2.1M
New players
10k+
Attribution
Per placement
Read the full case study
See all campaigns

Want results like Freecash's?

Tell us your growth target. We'll come back with a creator strategy, forecast, and budget in under 48 hours.

Start a campaign

Performance-driven influencer marketing across YouTube, Instagram, TikTok and Twitch. Every view attributed.

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