Reach players where they actually play and watch
Put your brand in front of engaged gamers across verified gaming, esports, and streaming inventory, with the scale and brand safety that walled gardens and in-game alone can’t deliver.
Live platform. Access is reviewed to keep the network clean.
Your ads run on real, verified inventory
- Curated, screened publishers
- No MFA or arbitrage sites
- Direct, transparent supply paths
Gamers grew up skipping ads and spotting anything fake.
This is the most ad-literate and brand-safety-sensitive audience on the open web, and the quickest to call out anything that feels off. In-game alone can’t carry a brand, and walled gardens can’t prove they reached real players. RevIQ reaches them across the gaming, esports, and creator contexts they trust, verified and suitable on every placement.
- 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 sceptical 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
Find your audience anywhere on the open web.
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 |
Modelled 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.
