80%+
of Gen Z play weekly
A place to build relevance with younger audiences.
Gaming Advertising
Your audience, in context
80%+
A place to build relevance with younger audiences.
71%
An opportunity to connect with adult shoppers.
75%
A connection to today’s households.
U.S. population participation · ESA / YouGov, 2026. Gen Z includes ages 14–29.
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.
View the source ↗ (opens in a new tab)The consideration opportunity
Share agreeing or strongly agreeing · U.S. adult gamers · DISQO, 2025 report; fieldwork 2024.
Stated consideration, not a measured increase caused by a campaign.
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.
View the source ↗ (opens in a new tab)The experience matters
Reach relevant shoppers across mobile, PC, and console with media built around your audience and objectives.
Let shoppers interact with your product’s benefits through custom games and playable ads.
Bring your brand into the games shoppers enjoy through native placements and in-game integrations.
The retail connection
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.
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.
View the source ↗ (opens in a new tab)The Hashku approach
Working directly with brands and alongside agencies.
Explore shopper intelligenceSelected work

Call of Duty | Target
Gearing up with Dollar Shave Club, from the battlefield to the aisle at Target.

Return To School | Multi-Retailer
Fueling back-to-school with Uncrustables, from gameplay to the freezer aisle.
Halloween | Walmart
Celebrating Halloween with Hershey’s, in-game and in real life.