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Gaming media firm Overwolf Ads has launched a brand new in-game viewers map product, which it describes as “the industry’s only media planning tool that enables advertisers to identify exactly where their target audiences play across more than 5,000 major PC game titles — including Fortnite, Roblox and more — and understand the potential reach available within each environment.”
Debuting this week at IAB PlayFronts 2026, Overwolf’s new in-game viewers map permits manufacturers to enter audience demographics from present media briefs, together with segments equivalent to “parents of young children” and “in-market SUV buyers,” per the corporate, so the platform can map these audiences throughout the gaming ecosystem, offering knowledge that reveals precisely the place and what video games these audiences play.
Powered by Gamer Grid, Overwolf’s first-party viewers knowledge platform, the viewers map product now stay in eight markets, together with the U.S., Canada, the U.Okay., Germany, France, Italy, Spain and the Netherlands.
According to Overwolf, “Because Gamer Grid captures deterministic signals based on real-time gameplay behavior, hardware, and content consumption, it is currently the only platform in the world capable of offering advertisers this level of transparent, scalable in-game data across the biggest titles. Behavioral segments are continuously refreshed using signals including game played, game genre, in-game purchases, user hardware peripherals, playtime session duration, frequency and more.”
Overwolf notes that gaming has traditionally been bought as an viewers class to focus on slightly than a media setting to plan in opposition to, although 60% of the U.S. inhabitants performs digital video games, and three.4 billion individuals play worldwide, in keeping with dentsu’s State of Gaming analysis.
According to Overwolf, its direct model offers are up 32% year-on-year, with McDonald’s, The J.M. Smucker Co., Universal Pictures, Paramount, Logitech, Samsung and Amazon returning for renewal campaigns in 2026.
“Nobody plans against ‘socialiers,’ ‘entertainmenters,’ or ‘TV people,’” stated Nathan Lindberg, VP of Global Brand Partnerships at Overwolf. “Yet gamers are looked at as a monolithic group and not as the high attention platform it is to reach their target consumer. Now, a media planner, brand manager or programmatic buyer can type “parents of young children, ‘ ‘luxury shoppers,’ or ‘Halloween candy buyers’ into the In-Game Audience Map and see exactly where those consumers play and at what scale. It’s now easier than ever to put gaming on the plan the same way you’d put any other channel on the plan.”
“Media buyers are beginning to understand gaming is not an audience. It is the highest-attention media environment in your consumer’s day,” stated Shahar Sorek, CMO at Overwolf. “The moment planners can see their own customers inside it quickly, the conversation stops being about gaming and starts being about reach, frequency, attention, and outcomes. That is how gaming will move out of the 10% experiment budget and into the core plan in the years ahead.”
This web page was created programmatically, to learn the article in its unique location you possibly can go to the hyperlink bellow:
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This web page was created programmatically, to learn the article in its authentic location you'll…
This web page was created programmatically, to learn the article in its authentic location you…
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This web page was created programmatically, to learn the article in its unique location you…
This web page was created programmatically, to learn the article in its authentic location you…
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