Vertical playbook · Americas GTM for gaming adtech

Gaming Playbook.

Commercial GTM for gaming adtech vendors turning gaming from niche test budget into a real media-mix line.

Gaming is not a niche test. It is a media-mix reallocation problem.
Evgeny Popov
Fast read · Best for

gaming adtech / in-game, publisher, esports, and creator vendors entering or scaling the Americas

playbook/gaming Vertical playbook
Main wedge
gaming as a media-mix line — via the GAP model, not a niche test
Primary risk
stalls at the agency on brand safety, suitability, and measurement comparability
Proof needed
title-level suitability + third-party verification + incrementality
Executive summary

Make gaming a line a CMO can defend.

Most gaming vendors do not lose because the audience is small. They lose because the buyer cannot place the opportunity inside a familiar planning, safety, and measurement system. The role of this playbook is to turn gaming into a media line a CMO, agency lead, and investment team can defend.

Gaming does not fail because brands lack curiosity. It fails because the category is sold as novelty instead of media infrastructure. The work is to translate gaming into buyer-safe, measurable, repeatable media: clear surfaces, clear KPIs, clear brand-safety controls, clear measurement, and a clear path from test budget to media-mix reallocation.

Plate 01 · Signature figure
A game level: APAC is solid ground, US scale the far platform; brand safety, agency proof and Americas GTM bridge the gap APAC works Brand safety: clears the agency stall Agency proof: sell, not educate Americas GTM: the US motion Brand safetyAgency proofAmericas GTM US scale A scaled media channel, not a niche buy.
The GAP model — in-game, around-the-game, and away-from-the-game as one audience system. Hover a ring for detail.

Game advertising is now a scaled media channel, not a niche gaming buy. I've translated that thesis into Americas GTM for an emerging game advertising platform — with operating roots in mobile-gaming demand at scale ($100M+ P&L) and the APAC-to-US translation layer that most foreign vendors stall on.

Reframe
Translate gaming from innovation budget into media-mix logic.
Framework
Use the GAP model to separate in-game, around-the-game, and away-from-the-game surfaces.
Objections
Answer the agency stalls: brand safety, measurement, scale, creative cost, and ownership.
Proof
Build proof that travels from specialist buyers into holdco and enterprise conversations.
Sequence
Sequence the Americas motion around the buyer most likely to believe the wedge first.
  1. APAC-first demand roots

    Built APAC’s first DSP (2011) and first PMP in Australia (2013) — origins of the modern mobile-gaming demand stack.

  2. $100M+ P&L operator

    Ran a $100M+ P&L across mobile-gaming inventory as a group EVP / GM.

  3. Cross-region translation

    LATAM book at 274% on-target in Q1 2024; operating across LATAM, APAC, EMEA, and MENA.

  4. Holdco + agency access

    Direct decision-maker access across named holdcos and agencies (Dentsu, OMG, Publicis).

The evidence under this playbook

The State of Gaming Advertising in 2026

Who sells brand advertising in games, what the standards cover, and how much of the pitch the public record supports

  • 23products scored on 12 dimensions
  • 8deep profiles with SWOT
  • 807claims checked by an AI verifier
Why now

State of game advertising: 2026.

The context a buyer already holds in their head. A challenger that does not address it gets dismissed before the demo.

  • Gaming is scaled media, not niche attention

    Gaming reaches a mainstream audience across mobile, console, PC, CTV, creator platforms, esports, and community environments — an estimated 3.4B+ people play, and roughly 59% of the US population are gamers (eMarketer, 2026) — yet gaming still draws under 5% of worldwide media investment. The scale argument is real; the discipline is defining the scope before quoting a number.

  • In-game is becoming measurable

    The IAB/MRC Intrinsic In-Game (IIG) Measurement Guidelines v2.0 (finalized 2022) define impression, viewable impression (≥1.5% screen coverage), and audience measurement — and verification vendors have expanded into gaming. The category is far easier to evaluate than the early experimental narrative suggested.

  • Console programmatic is promise, not proof

    Console is discussed as the next opening, but as of 2026 it remains emerging, not an at-scale buyable channel. Microsoft’s 2022 intrinsic in-game ad plan did not ship (its real ad move is a preroll tier on ad-supported Xbox Cloud Gaming, in testing); Sony’s remains exploratory. Validate supply before making console claims.

  • Mobile gaming remains the performance anchor

    Mobile games still carry the strongest performance-ad heritage, but the measurement now runs through SKAN / AdAttributionKit, MMP, incrementality, and MMM thinking — not last-click installs.

  • Brand safety is still the agency stall

    Gaming does not scale into brand budgets if buyers cannot defend content suitability, fraud, viewability, audience age, and measurement controls. The vendor that makes this easy becomes the one that is easy to buy.

  • Consolidation and distress changed the vendor map

    The peer set has churned: some platforms raised and expanded (Anzu, Audiomob, Gadsme), some restructured or exited (Bidstack into administration in 2024 and liquidation in 2026; Admix pivoted to Web3; Oracle shut its ad / verification business). Refresh the competitive set before naming anyone an active share-taker — and stamp the date.

Sizing, scoped: in-game advertising is a single-digit-to-low-double-digit-billion market — eMarketer puts in-game at ~2.3% of US digital ad spend in 2026, with US game ad revenue reaching ~$10B by 2029. Headline figures above $100B describe a different, broader scope (often the whole games economy) and should never be presented as "in-game advertising."

Market facts (eMarketer sizing, IAB/MRC standards, COPPA dates) and platform / competitor references last validated: June 2026 — revalidate before pitch use.

The framework

The GAP model: where gaming media really lives.

The mistake is treating gaming as one channel. It is three buyer problems with different formats, KPIs, risks, and decision owners — In-game, Around-the-game, and Away-from-the-game. Plan them apart; sell them as a single media-mix line.

Gaming GAP operating model A matrix of three gaming surfaces — In-game, Around-the-game, Away-from-the-game — across Surfaces, Buyer, KPI, Measurement, Main objection, Proof needed. GAP In-game Around-the-game Away-from-the-game Surfaces Intrinsic display + video, rewarded,playables, branded objects, in-game audio /SSAI Creators, streamers, esports, tournaments,Discord / Twitch / YouTube, social App install / re-engagement, gamingaudiences, CTV gaming, retail / commercemedia, fandom Buyer Brand, video, social, innovation, orprogrammatic — by format Social, influencer, content, sponsorship,and brand teams Performance, app, commerce / retail-media,audience, and CRM owners KPI Viewability, attention, completed views,brand lift, QR / install action Reach, engagement, sentiment, watch time,promo codes, search + commerce lift Installs, LTV, purchase, subscription,retail sales, retention, audience quality Measurement IAB/MRC IIG v2.0 viewability, third-partyverification, brand lift, incrementality Creator analytics, brand lift, promo /affiliate, social listening, MMM MMP, clean rooms, CDP / CRM, retail-mediareports, MMM, conversion lift Main objection Suitability + measurement must be solvedbefore premium budgets move High value, but comparability andrepeatability are harder than standard media This is a data + audience strategy, not justan ad format Proof needed Title-level suitability + verifiedviewability + a lift read Repeatable packages + a lift or commercesignal, not one-off hits Closed-loop outcome (install / purchase /LTV), not impressions One category. Three buyer problems. Plan them apart — sell them as a single media-mix line.
Gaming GAP operating model
Media-mix reallocation path Test budget → Proof → Agency confidence → Media-mix line → Repeatable buy. The category moves from a one-off test budget into a repeatable media-mix line. FROM NICHE TEST TO MEDIA-MIX LINE Test budget innovation line Proof verified lift Agency confidence safety + measurement Media-mix line planned, not piloted Repeatable buy reallocation
Test budget → proof → agency confidence → media-mix line → repeatable buy
Surface mechanics

GAP format and surface mechanics.

Each layer has its own formats, KPIs, measurement, and watch-out. Selling them as one blur is what makes gaming feel un-buyable.

  • In-game

    Ads, sponsorships, product placement, and branded experiences inside the game environment.

    Formats

    • intrinsic display
    • intrinsic video
    • rewarded video
    • playables
    • branded objects
    • virtual billboards
    • audio / SSAI
    • console / PC / mobile placements
    • branded missions

    Typical KPIs

    • viewability
    • attention
    • reach + frequency
    • completed views
    • brand lift
    • interaction
    • install / visit / QR
    • incremental awareness

    Measurement

    • IAB/MRC IIG v2.0
    • third-party verification
    • attention metrics
    • brand lift
    • QR / deep-link / MMP
    • incrementality
    • MMM contribution

    Watch-out Brand safety, suitability, and measurement must be solved before premium brand budgets move.

  • Around-the-game

    Media and influence around gameplay: creators, streamers, esports, communities, and content.

    Formats

    • creator sponsorships
    • streamer integrations
    • esports sponsorship
    • tournament activations
    • Discord / community
    • gaming content
    • influencer commerce
    • social video
    • live events

    Typical KPIs

    • reach
    • engagement
    • sentiment
    • watch time
    • community growth
    • traffic
    • promo codes
    • search lift
    • brand lift
    • commerce lift

    Measurement

    • creator analytics
    • platform reporting
    • brand lift
    • promo / affiliate
    • social listening
    • incrementality
    • MMM
    • attribution where feasible

    Watch-out Creator and esports value can be high, but comparability and repeatability are harder than standard media.

  • Away-from-the-game

    Gaming as an audience, commerce, identity, app-growth, and culture signal outside the game itself.

    Formats

    • app install / re-engagement
    • app stores
    • retail / commerce media
    • gaming audience segments
    • publisher packages
    • CTV gaming audiences
    • loyalty / fandom
    • avatar / UGC economy
    • product drops

    Typical KPIs

    • installs
    • LTV
    • purchase
    • subscription
    • repeat engagement
    • retail sales
    • search lift
    • CRM growth
    • audience quality
    • retention

    Measurement

    • MMP
    • CDP / CRM
    • clean rooms
    • retail-media reports
    • MMM
    • conversion lift
    • cohort analysis
    • incrementality

    Watch-out This is where gaming becomes a data and audience strategy, not just an ad format.

How the framework pays off

GAP → buyer → proof → media-mix line Each GAP surface (In-game, Around-the-game, Away-from-the-game) earns a buyer and a proof; all converge into one Media-mix line. GAP SURFACE BUYER PROOF OUTCOME In-game brand / video /programmatic viewability + brand lift Around-the-game social / creator /sponsorship engagement + commerce lift Away-from-the-game performance / commerce /CRM install / purchase / LTV Media-mix line planned · reallocated · repeatable
GAP → buyer → proof → media-mix line
Fit

Who this is for — and not.

For

  • Gaming adtech and in-game advertising vendors entering or scaling in the Americas
  • Publisher / gaming monetization platforms building brand-buyable supply
  • Esports, creator, and community media platforms
  • Mobile and console gaming media vendors, and CTV / gaming convergence players
  • Agency innovation, investment, and activation teams evaluating gaming
  • Brands deciding whether gaming deserves a media-mix line

Not for

  • Pre-product teams with no gaming supply or audience to sell
  • Anyone wanting a generic "gaming is the future" trend deck
  • Single-format point tools with no buyer, KPI, or measurement story
  • Teams unwilling to address brand safety, age, and measurement directly
Proof

Representative outcomes.

These are anonymized patterns, not public client case studies, and they carry no invented metrics. Replace with approved, quantified proof where it exists.

  • Gaming vendor stuck in innovation budget

    Before
    Strong product credibility, but repeatedly framed as a one-off test.
    Work
    Repositioned around the GAP model, media-mix reallocation, agency objection handling, and brand-safety readiness.
    After
    A clearer path from pilot to a repeatable media-line conversation.
    Now has
    a GAP-positioned narrative, an objection pack, and a brand-safety readiness checklist.
  • In-game platform facing brand-safety pushback

    Before
    Agency buyers liked the audience but stalled on suitability, verification, and measurement.
    Work
    Built a brand-safety operating module — title taxonomy, measurement method, verification language, and an escalation workflow.
    After
    Less friction in senior agency conversations and a clear list of proof to ship before scale.
    Now has
    a brand-safety operating module with a buyer-safe one-pager and escalation workflow.
  • Americas GTM needing buyer sequencing

    Before
    Global traction, but no clear US wedge across agencies, brands, and partners.
    Work
    Sequenced ICPs by proof travel: first believers, agency validators, enterprise buyers, and strategic partners.
    After
    A phased GTM plan with buyer-specific milestones and proof gates.
    Now has
    a phased Americas GTM plan with buyer-specific milestones and proof gates.
The wedge

Brand safety is the agency stall. Treat it as the wedge.

Gaming budgets stall when agencies cannot explain brand safety, suitability, viewability, fraud, audience age, and measurement comparability. The vendor that makes this easy becomes easier to buy.

  • Suitability

    Map game title, genre, rating, content context, violence level, UGC exposure, multiplayer and chat risk, and brand-category exclusions.

  • Viewability and exposure

    Explain how intrinsic in-game viewability is measured, how exposure duration is counted, and how the IAB/MRC ≥1.5%-coverage standard applies in 3D environments.

  • Human attention and fraud

    Show how invalid traffic, bots, emulators, passive exposure, and non-human activity are detected or excluded.

  • Age and audience

    Clarify age-gating, children’s-app exposure, teen audiences, COPPA risk, platform policy, and sensitive categories.

  • Verification

    Show which third-party verification partners, measurement standards, and audit paths apply — and what is accredited.

  • Creative suitability

    Explain how creative is reviewed, placed, rendered, and removed if the title, environment, or context changes.

Brand-safety trust map Game environment → Ad format → Suitability controls → Verification → Approved output → Agency confidence. Verification is the gate that converts gaming inventory into agency-buyable media. Gameenvironment title · genre ·rating Ad format intrinsic /rewarded / audio Suitabilitycontrols taxonomy ·exclusions GATE Verification 3rd-party ·IAB/MRC Approved output placed · reported Agencyconfidence buyable media
The objection becomes the wedge: make suitability, verification, and measurement easy to buy.

Brand-safety readiness checklist

  • game title list
  • genre / content taxonomy
  • age rating
  • inventory source
  • ad format
  • viewability method
  • fraud controls
  • third-party verification
  • placement review
  • exclusion categories
  • creative review
  • escalation process
  • reporting field definitions
Measurement

Measurement makes gaming legible.

Gaming will not scale as a media-mix line unless buyers can measure it. Measurement does not need to be perfect, but it must be explicit: what is counted, what is inferred, what is modeled, and what decision changes.

Gaming measurement stack A vertical measurement stack: Exposure → Verification → Attribution → Incrementality → MMM / modeling, resolving into a Media-mix decision: budget · channel mix · title inclusion · frequency · audience. 01 Exposure impression, viewable impression, exposure duration,attention, completed view 02 Verification IAB/MRC IIG viewability (≥1.5% coverage), third-partyaccreditation, fraud / IVT 03 Attribution click, QR, deep link, app-store visit, install, MMP /store events 04 Incrementality geo-lift, holdouts, conversion lift, brand lift,matched-market / PSA 05 MMM / modeling saturation, response curves, cross-channel allocation, CTV/ gaming contribution Media-mix decision: budget · channel mix · title inclusion · frequency· audience
Gaming measurement stack
  1. Exposure

    impression, viewable impression, exposure duration, attention, completed view, interaction.

  2. Engagement

    click, QR scan, deep link, app-store visit, community action, video view, social action.

  3. Outcome

    install, app open, purchase, signup, subscription, store visit, search lift, brand lift.

  4. Incrementality

    geo-lift, audience holdout, conversion lift, brand lift, PSA tests, matched-market tests.

  5. Modeling

    MMM, saturation, response curves, cross-channel budget allocation, CTV / gaming contribution.

  6. Decision

    budget reallocation, creative change, frequency cap, channel mix, title inclusion, audience expansion.

Format → measurement fit

Format-specific measurement
FormatMeasurable signalBetter-fit methodWatch-out
Intrinsic in-game displayviewable exposureIAB/MRC IIG-aligned verification + brand lift3D viewability + suitability
Rewarded videocompletion / reward eventplatform logs + MMP / liftincentive bias
Creator / streamerviews / engagement / code / trafficcreator analytics + brand lift + MMMattribution overclaiming
Consoleconsole exposure / QR / account / householdcross-device attribution + MMM + liftlimited deterministic paths
Mobile gaminginstall / app eventMMP + SKAN / AdAttributionKit + incrementalityprivacy-safe attribution limits
Retail / commerce gaming audiencepurchase / basket / loyaltyretail media / clean room / MMMwalled-garden self-attribution
Show all 6 rowsShow fewer rows

Which proof fits which buyer

Measurement is only persuasive when it matches the buyer. This turns the framework into a sales tool.

Proof by buyer type
BuyerProof they believe
CMObrand lift, incremental reach, media-mix contribution
Agency investmentverification, viewability, scale, supply quality
Programmatic leadIDs, logs, frequency, SPO, buyer controls
Social / creator leadwatch time, sentiment, engagement, search lift
Performance / app leadMMP, install, LTV, cohort, incrementality
Retail / commerce leadsales lift, SKU / basket, clean-room output
Show all 6 rowsShow fewer rows
Trust

Gaming audience and compliance layer.

Gaming creates powerful audience access, but the category carries special trust risks: children, teens, UGC, chat, communities, loot mechanics, sensitive content, and platform rules. Americas GTM needs this handled before senior buyers ask.

Show this sectionHide this section

The amended COPPA Rule (finalized January 2025, with full compliance required from April 2026) now requires separate verifiable parental consent before a child’s data is shared for targeted advertising, adds data-retention limits, and expands what counts as personal information. For any inventory that can reach under-13 audiences, this is a board-level question — handle it before a senior buyer asks.

  • COPPA (amended rule; compliance from Apr 2026)
  • children’s apps + age-gating
  • teen audiences
  • US state privacy laws
  • sensitive data
  • geolocation
  • chat / UGC exposure
  • game ratings
  • app-store policy
  • platform policy
  • consent
  • data minimization
  • brand suitability
  • fraud / IVT

Validate current COPPA effective / compliance dates and platform age policies against official FTC and platform documentation before pitch use.

Gaming trust is not just privacy. It is audience, content, platform, and measurement trust.

Market references last validated: June 6, 2026. Revalidate before pitch use.Sources: eMarketer sizing, IAB/MRC standards, COPPA dates, gaming-adtech vendor map.

Competitive set

Validate before you position.

The gaming adtech landscape changed quickly. Some vendors expanded, some restructured, some narrowed, and some shifted from in-game to broader gaming audiences or creator / commerce layers. Include a current validation stamp before naming any competitor as an active share-taker.

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Intrinsic in-game / gaming ad platforms · active in 2026

  • Anzu
  • Frameplay (+ iion partnership)
  • Gadsme
  • AdInMo
  • Adverty (micro-cap)
  • Audiomob (audio)
  • Odeeo (audio)

Gaming publisher / community / creator media

  • Overwolf
  • Venatus
  • Enthusiast Gaming (in strategic review)
  • Twitch
  • YouTube gaming content
  • Discord (Quests)

Programmatic / DSP / omnichannel

  • The Trade Desk
  • Viant
  • Google DV360
  • Amazon DSP
  • Yahoo DSP
  • StackAdapt
  • Adform

Console / platform

  • Xbox — Cloud Gaming ad tier in testing; intrinsic in-game not shipped
  • PlayStation — exploratory
  • Console programmatic — emerging, not at scale

Measurement / verification

  • IAS
  • DoubleVerify
  • IAB/MRC IIG Guidelines v2.0 (2022)
  • IAB/MRC Attention Guidelines (2025)

Several early intrinsic names have exited the category (Admix → Landvault; Sayollo wound down) — itself evidence that the vendor map shifts and must be re-validated.

Competitor validation table — volatile, expand to view
Competitor validation
Company / categoryCurrent roleWhat to verifyPositioning implication
AnzuIntrinsic in-game platform; raised Series B (2025)supply scale + partner rosterCredible scaled peer — differentiate on measurement + serviceability
BidstackListed parent entered administration and delisted (2024); Bidstack Ltd and its parent entered creditors’ voluntary liquidation (June 2026)—Historical — not an active competitor; the category’s cautionary tale
Frameplay + iionStrategic partnership (not a merger) spanning US + APAC supplyexchange scope + deal termsThe alliance model is the competitive pattern to watch
GadsmeAscendant — Football Manager 26 (exclusive), Konami, 1,600+ gamesfunding + console expansionAggressive on premium PC / console titles
Audiomob / OdeeoIn-game audio (Audiomob Series A 2025; Odeeo live on Amazon DSP)audio supply + DSP integrationAudio is a distinct, fast-moving sub-lane
Xbox / MicrosoftNo live intrinsic in-game ad product; ad-supported Cloud Gaming preroll tier in testingwhether intrinsic in-game ever shipsDo not claim Xbox in-game ads are buyable
Enthusiast GamingOperating but in active financial restructuring / strategic reviewrecapitalization outcomeDiligence supply stability before partnering
Oracle MoatDefunct — Oracle exited advertising (services ended Sept 2024)—Remove from any stack diagram; proof the map shifts

Competitive set last validated: June 2026. Re-validate before any pitch — naming a stale or distressed vendor as an active share-taker is its own credibility risk.

Objection handling

What agencies actually say.

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  • “Gaming is still experimental.”

    Show market scale + scope, audience penetration, IAB/MRC standards, verification, and a repeatable format → KPI mapping.

  • “Brand safety is too risky.”

    Bring a title-level suitability plan, a verification partner, a content taxonomy, and an escalation path.

  • “There is no standard measurement.”

    Use IAB/MRC-aligned viewability where relevant, brand lift, incrementality, MMM, and clear exposure definitions.

  • “Scale is fragmented.”

    Separate in-game, around-the-game, and away-from-the-game scale. Do not pretend one platform solves all of gaming.

  • “Creative is too bespoke.”

    Define modular creative tiers: standard intrinsic units, creator packages, high-impact sponsorships, and bespoke builds.

  • “Where does it sit in the plan?”

    Map gaming to brand, attention, app-growth, commerce, CTV, youth culture, or performance objectives.

  • “Who owns it?”

    Clarify whether gaming sits with innovation, digital, video, CTV, social, creator, programmatic, retail media, or brand partnerships.

  • “Is it safe for kids?”

    Do not dodge it. Explain age controls, COPPA risk, platform policies, and title-level suitability.

Sequencing

Americas GTM sequencing.

Do not pitch every buyer at once. Sequence by the buyer most likely to believe the wedge first — and let each win earn the next, harder conversation.

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  1. Specialist gaming / innovation buyers

    Why they careAlready believe in gaming; need ammunition to defend it internally.

    TriggerA test worked, or a competitor moved.

    Required proofA clean format → KPI → measurement map.

    Best messageMake your win defensible and repeatable.

    Common stallStuck in innovation budget.

    Next stepConvert a pilot into a planned line.

  2. Indie agencies + activation leads

    Why they careMove faster than holdcos and want a differentiated story.

    TriggerA brief that gaming fits unusually well.

    Required proofA packaged, buyable unit with safety + measurement built in.

    Best messageEasy to buy, easy to defend to the client.

    Common stallNo time to learn a new category.

    Next stepShip a turnkey package.

  3. Holdco investment / innovation / activation

    Why they careNeed scalable, safe, measurable supply for many clients.

    TriggerA holdco gaming initiative or principal-media push.

    Required proofVerification, standards alignment, repeatable measurement.

    Best messageEnterprise-grade safety + measurement at scale.

    Common stallProcurement, MSAs, committee cycles.

    Next stepEnter as a validated, low-risk option.

  4. Brand verticals with gaming adjacency

    Why they careAudience fit is obvious (entertainment, QSR, youth, auto).

    TriggerA launch, sponsorship, or youth-audience goal.

    Required proofCategory-relevant outcomes and suitability controls.

    Best messageReach the audience you cannot reach elsewhere — safely.

    Common stall"Is it safe / measurable for us?"

    Next stepRun a measured, vertical-specific activation.

  5. Publisher / platform / CTV / retail-media partners

    Why they careSupply, audience, or measurement partnerships expand reach.

    TriggerA supply gap or a new gaming-audience product.

    Required proofClean integration + clear measurement handoff.

    Best messageA partner that adds buyable, measurable gaming supply.

    Common stallIntegration + revenue-share terms.

    Next stepSign a supply / measurement integration.

  6. Enterprise media-mix owners

    Why they careDecide what becomes a planned, reallocated line.

    TriggerA media-mix review or a proven incrementality read.

    Required proofIncrementality + MMM contribution that finance accepts.

    Best messageGaming as a defensible media-mix line, not a test.

    Common stall"Show me it moved the number."

    Next stepReallocate budget into a repeatable buy.

Brand verticals with natural gaming adjacency

  • entertainment
  • QSR
  • retail
  • CPG
  • auto
  • financial services
  • telecom
  • sports
  • travel
  • youth / lifestyle
  • app marketers
The motion

0-3-6-12 Americas plan.

0-3-6-12 month phased Americas execution. The retainer cadence — concrete outputs, not a vague roadmap.

  1. 0–3 months

    Frame

    GAP packaging, brand-safety readiness, measurement proof map, competitor validation, first 25 accounts

    • category narrative
    • GAP model packaging
    • brand-safety readiness
    • measurement proof map
    • competitor validation
    • first 25 account targets
    • agency stakeholder map
    • event cadence
    • sales narrative
  2. 3–6 months

    Prove

    pilot design, verification readiness, first agency proof, vertical + objection packs

    • pilot design
    • verification partner readiness
    • first agency proof
    • brand-vertical packages
    • in-game / around / away package mapping
    • objection pack
    • measurement readout template
  3. 6–12 months

    Expand

    holdco expansion, repeatable packaging, partner integrations, BI / MMM output path

    • holdco expansion
    • repeatable deal packaging
    • partner integrations
    • BI / MMM output path
    • case-study creation
    • event-led pipeline
    • commercial model refinement
  4. 12 months+

    Lead

    media-mix line positioning, enterprise partnerships, repeatable Americas growth model

    • media-mix line positioning
    • enterprise partnerships
    • category leadership
    • repeatable Americas growth model
    • global proof loop
Show the plan as a diagram
0-3-6-12 Americas motion Four phases on a timeline: 0–3 mo Frame (GAP packaging, brand-safety readiness, measurement proof map, competitor validation, first 25 accounts); 3–6 mo Prove (pilot design, verification readiness, first agency proof, vertical + objection packs); 6–12 mo Expand (holdco expansion, repeatable packaging, partner integrations, BI / MMM output path); 12 mo+ Lead (media-mix line positioning, enterprise partnerships, repeatable Americas growth model). 0–3 mo FRAME GAP packaging,brand-safetyreadiness, measurement 3–6 mo PROVE pilot design,verificationreadiness, first 6–12 mo EXPAND holdco expansion,repeatable packaging,partner integrations, 12 mo+ LEAD media-mix linepositioning,enterprise
0-3-6-12 Americas motion
Diagnostic

Is your gaming GTM ready?

Seven questions. The result surfaces your biggest gap first — and the section that fixes it.

Run the 7-question diagnostic Hide the diagnostic
01 Which GAP layer is your strongest wedge?
02 Can you explain brand safety in one buyer-safe page?
03 Do you have measurement that maps to media-plan decisions?
04 Which buyer will believe the wedge first?
05 Is the category proof quantified?
06 Is your competitive set current?
07 Can you move from test budget to a media-mix line?
What ships

What ships.

  1. 01
    GAP positioning system

    Used byCEO / CRO / Sales

    Decision it supportshow to frame the category

  2. 02
    State-of-category evidence pack

    Used bySales / Marketing

    Decision it supportswhy now, with sources

  3. 03
    Competitive validation map

    Used bySales / Strategy

    Decision it supportswhere the openings are

  4. 04
    Brand-safety readiness checklist

    Used bySales / Agency / Legal

    Decision it supportshow to clear the agency stall

  5. 05
    Measurement operating model

    Used byBuyer / Analytics

    Decision it supportshow to make it trusted

Show all 12
  1. 06
    Format / KPI / proof matrix

    Used bySales / Product

    Decision it supportswhat to sell, by surface

  2. 07
    Buyer objection pack

    Used bySales / CS

    Decision it supportswhat to say back

  3. 08
    Americas ICP sequencing + agency stakeholder map

    Used bySales / Marketing

    Decision it supportswho to pursue first

  4. 09
    Brand-vertical wedge map

    Used bySales / Marketing

    Decision it supportswhich categories fit

  5. 10
    0-3-6-12 GTM plan + event / pipeline calendar

    Used byCRO / Founder

    Decision it supportswhat happens next

  6. 11
    Proof + case-study template + sales narrative

    Used bySales / CS

    Decision it supportswhat to prove

  7. 12
    Partner strategy map

    Used byPartnerships

    Decision it supportswho to integrate with

Next step

Make gaming legible to US brand buyers.

Advisory Retainer, opened by a Market Entry Audit. APAC/EMEA-to-US translation is best scoped on the fit call.