In-Game Branded Content Is Not What Most Marketers Think It Is
Written by: The Platinum Club Save to Instapaper
The gaming audience has never been the problem.
The infrastructure to invest in it properly has been.
That is the argument Michael Anav, CEO and Co-Founder of ReachPlayers, has been making to brand planners for years, and the one the IAB is now building formal frameworks to support.
Understanding In-Game Branded Content
"Most briefs describe in-game branded content as advertising inside a game," says Anav.
"That is technically true and almost entirely useless, because it misses the thing that makes it actually work."
His preferred definition is more specific.
In-game branded content is a brand becoming part of a world players have chosen to live in.
Not a banner at the edge of a screen.
Not a pre-roll being tolerated until the skip button appears.
A genuine presence inside an environment where players are already spending their time and their committed attention.
The Barrier Was Never Scale
The audiences inside Roblox, Fortnite, and Minecraft alone run into hundreds of millions of players spending meaningful time every week.
Media planners have known that for years.
"The barrier has been structural," Anav says.
"Gaming did not fit neatly inside a media plan. No guaranteed CPM. No standardised measurement a planner could benchmark against video or social. No agreed brand suitability framework."
The result was that gaming sat in the innovation budget, experimental, justified by enthusiasm rather than evidence, when, in Anav's view, it deserved to be in the core plan.
The IAB's decision to formalise gaming as a media channel, with structured buying models, standardised measurement, and clear brand safety frameworks, is what he believes changes that.
"What the IAB is building now is the scaffolding," he says.
"That is the thing that moves gaming from a line in the innovation budget into a permanent part of the plan."
The Quality Of Attention Inside The Game
The commercial case, Anav argues, is not simply about reach.
It is about what kind of attention a brand is buying.
"When someone is inside a game, they are not passively scrolling between tasks. They are making decisions, competing, solving problems. Their attention is genuinely committed in a way that is rare in media right now."
A brand that earns a place inside that environment, he says, does not interrupt that state.
It becomes part of it.
The Data
ReachPlayers has collected across campaigns for brands including Samsung and CeraVe supports the argument.
Average in-game engagement times have landed between five and nine minutes per player.
Players have gone on to create their own content about those brand experiences on TikTok and Discord without being prompted, extending reach well beyond the game at no additional spend.
"That is not a side effect," Anav says.
"That is what happens when a brand genuinely adds something to a world players care about.”
What Changes Now
The IAB's frameworks will give the industry a common language for evaluating in-game investment:
Agreed standards for how impressions are counted, brand suitability criteria that translate across game environments, and buying models that let a planner allocate budget against gaming the same way they allocate it against any other channel.
For Anav, this is the moment the channel has been waiting for.
"Gaming is already where the audience is. It always has been. The question that is finally getting answered, at industry level, is how brands show up in a way that is worth their time."
Submitted on behalf of
- Company: The Platinum Club
- Contact #: 1
- Website
Press Release Submitted By
- Agency/PR Company: The Platinum Club
- Contact person: El Broide
- Website
Get new press articles by email
The Platinum Club is a boutique entertainment, lifestyle and travel PR agency based in Johannesburg, South Africa.
Latest from
- 8 Things You Probably Didn’t Know About Giraffes This World Giraffe Day
- Everything You Need To Know About SQD-Mini LED TV Technology
- South African Stars Share Powerful Youth Day Messages
- Settebello Brings Back Its Iconic La Ciccia Experience With ‘The Butcher’s Table’ - A Nine-Course Celebration of Italian Meat Culture
- South Africa Gains Global Recognition as Time Out Ranks Cape Town Among World’s Best Food Cities
- ReachPlayers Joins IAB Gaming Task Force to Reshape How Brands Invest in Gaming
- Lalela Mswane On How She’s Getting Ready To Take On Tropika Island Of Treasure
- Running on Empty? Why Mid-Year Fatigue Is Real And What You Can Do About It
- Martin Bester Releases New Single ‘Angel’ Featuring Ross Learmonth in Support of Jacaranda FM’s Good Morning Angels
- Mexican Electronic Music Artist Rebolledo To Perform In South Africa And Kenya For The First Time This July
- Arsenal Legend Robert Pirés Visits TCL Air Conditioner Smart Manufacturing Base, Experiencing "Champion-Level" Smart & Healthy Air
- Jacaranda FM’s Feel Good Tour and 40th Birthday Celebrations End on a High With Epic Fourways Finale
- Why Winter Might Actually Be the Best Time to Go on Safari
- New Study of 10,000 South African Youth Reveals Insights Into The Future of Youth Marketing
- Miniland Launches Diverse And Inclusive Doll Range In South Africa
The Pulse Latest Articles
- Pura And Soweto Cyclists Celebrate Youth Day 50 Years After The 1976 Uprising (15) (June 18, 2026)
- Magic: The Gathering Assembles The Marvel Super Heroes (June 17, 2026)
- Rethinking Performance: Part 4 Of 5 Why Judgement Matters In Performance Evaluation (June 15, 2026)
- How Should Water Feel? Inside The Innovation Shaping Modern Showering (June 15, 2026)
- Hisense Launches Soweto Football Pitch Project (June 12, 2026)
