Reach players before, between, and after play
Reach console, PC, and mobile players across screened gaming news, esports coverage, creator communities, and technology inventory.
Tell us your audience, markets, and goal. We reply within two business days.
Screened inventory, visible supply paths, and audience controls you can inspect
- Curated, screened publishers
- MFA and arbitrage exclusions
- Direct, transparent supply paths
Gamers grew up skipping ads and spotting anything fake.
In-game media covers a session, but discovery, research, viewing, and community activity continue across gaming news, esports, creator, and hardware contexts. RevIQ reaches those surrounding moments with screened supply and player-focused audience signals.
- 1.1BReachable on the open web
- In-market: Hardware Intent
- Age 16–34 Demographic
- Console & PC players Interest
- Esports viewers Interest
Signals we target
-
- Major game and console launches
- Esports finals and tournament seasons
- Holiday gifting
- Back-to-school hardware refresh
Moments that matter
- playerhub.gg

Brand-safeWhere your ads run
- Sample checks passed
- Pre-bid
- Brand-safe
- IVT clear
Brand safety the most skeptical audience will trust
- Cross-screenconsole, PC, mobile, and the sites around them
- Screenedplayer-focused audiences on screened supply
- Beyond in-gamereach players in the moments between sessions
Shape the audience, then see the tradeoff.
Choose audience segments and adjust the reach slider to compare illustrative estimates by market before you commit budget.
- Geo & location targeting
- Demographic & age ranges
- In-market & interest segments
Market estimates
| Market | Approximate reach |
|---|---|
| United States | ~2.5M |
| South Korea | ~2.2M |
| Japan | ~2.0M |
| China | ~1.9M |
| United Kingdom | ~1.8M |
| Germany | ~1.7M |
| Brazil | ~1.7M |
| France | ~1.4M |
| Canada | ~1.4M |
| Sweden | ~1.3M |
| Poland | ~1.3M |
| Philippines | ~1.3M |
| Vietnam | ~1.1M |
| Türkiye | ~1.1M |
Modeled monthly availability based on screened inventory and selected audience signals. Actual reach varies by market, dates, targeting, and frequency controls.
Questions, answered
How is this different from in-game advertising?
In-game media reaches players during a session. RevIQ extends the plan into screened gaming, esports, creator, and technology contexts before, between, and after play, with supply-source reporting.
Can you reach console, PC, and mobile players?
Yes. Audiences span console, PC, and mobile players, including esports viewers and in-market hardware shoppers, across every screen they game and browse on.
How do you keep brands safe with a sensitive audience?
Campaign rules can exclude toxic, mature, and unmoderated contexts before inventory becomes eligible. Delivery reporting shows where the campaign ran.
