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
The hard part of gaming advertising

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.

Meridian Studio
Example organization Illustrative data
  • 1.1BReachable on the open web
    • In-market: Hardware Intent
    • Age 16–34 Demographic
    • Console & PC players Interest
    • Esports viewers Interest

    Signals we target

    1. Major game and console launches
    2. Esports finals and tournament seasons
    3. Holiday gifting
    4. Back-to-school hardware refresh

    Moments that matter

  • playerhub.gg
    Ad Brand-safe

    Where your ads run

  • Sample checks passed
    • Pre-bid
    • Brand-safe
    • IVT clear

    Brand safety the most skeptical audience will trust

Widgets 1–1 of 4
  • Cross-screenconsole, PC, mobile, and the sites around them
  • Screenedplayer-focused audiences on screened supply
  • Beyond in-gamereach players in the moments between sessions
Audience targeting

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
Player audience Illustrative data
Estimated reach 22.6M in 5 segments
Narrow Broad
Market estimates
Market estimates
MarketApproximate 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.

FAQ

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.

Plan your next open-web campaign with every domain and fee visible.

No commitment. We reply within two business days with next steps.