Gaming Advertising

Your shoppers are playing. Build demand where they are.

Your audience, in context

Your shoppers have a life
beyond the shelf.

80%+

of Gen Z play weekly

A place to build relevance with younger audiences.

71%

of Millennials play weekly

An opportunity to connect with adult shoppers.

75%

of U.S. parents play weekly

A connection to today’s households.

U.S. population participation · ESA / YouGov, 2026. Gen Z includes ages 14–29.

About the audience research

Weekly play means one or more hours per week. Millennials: ages 30–45. Fieldwork: February 11–25, 2026; 13,545 respondents. Each statistic describes its own population; these groups overlap. Participation does not establish the audience available through any single advertising placement. Audience age and suitability must be considered in campaign planning.

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The consideration opportunity

Give shoppers another reason
to consider your brand.

More likely to consider purchasing brands advertised in online games they like
Gen Z adult gamers58%
Millennial gamers56%

Share agreeing or strongly agreeing · U.S. adult gamers · DISQO, 2025 report; fieldwork 2024.

Stated consideration, not a measured increase caused by a campaign.

DISQO / 2025 · Study details

In-Game Advertising 2025, page 17. DISQO surveyed 3,323 U.S. adults aged 18+ from October 30–November 15, 2024, including 2,568 people who game. Data was balanced on age, sex, and income and weighted to represent the U.S. population. Findings are self-reported; generation-specific sample sizes are not provided. These results are not Hashku campaign outcomes. The source report requires registration.

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The experience matters

Earn attention by adding
to the experience.

In-game advertising

Reach relevant shoppers across mobile, PC, and console with media built around your audience and objectives.

Playable experiences

Let shoppers interact with your product’s benefits through custom games and playable ads.

Branded integrations

Bring your brand into the games shoppers enjoy through native placements and in-game integrations.

The retail connection

Give gaming a job
in your retail plan.

39%

of gamers report having purchased a product or service after seeing an in-game ad.

DISQO, 2025 report. The question asks whether this has ever happened. Self-reported past purchase, not a conversion rate, incremental sales, or a CPG-specific result.

DISQO / 2025 · Study details

In-Game Advertising 2025, page 20. DISQO surveyed 3,323 U.S. adults aged 18+ from October 30–November 15, 2024, including 2,568 people who game. Data was balanced on age, sex, and income and weighted to represent the U.S. population. Findings are self-reported; generation-specific sample sizes are not provided. These results are not Hashku campaign outcomes. The source report requires registration.

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The Hashku approach

Build the plan
around the decision.

Understand
Identify the shopper needs, motivations, and purchase barriers that should shape the message.
Define
Give gaming a clear role in your retail priorities and existing media plan.
Design
Choose the environment, format, creative, and shopping destination around that role.
Evaluate
Agree on feasible measurement and what the findings should inform next.

Working directly with brands and alongside agencies.

Explore shopper intelligence

Selected work

See it in practice.

More work
Dollar Shave Club and Call of Duty Warzone razor campaign at Target

Call of Duty | Target

Dollar Shave Club

Gearing up with Dollar Shave Club, from the battlefield to the aisle at Target.

A custom Uncrustables runner set in a supermarket

Return To School | Multi-Retailer

Uncrustables

Fueling back-to-school with Uncrustables, from gameplay to the freezer aisle.

Roblox avatar wearing Reese’s branded clothing beside a shopping cart

Halloween | Walmart

Hershey's

Celebrating Halloween with Hershey’s, in-game and in real life.

Let’s start a conversation

What could gaming do for your brand?

Discuss your opportunity