Before you buy.
The questions we actually get asked, answered here rather than deflected to a call.
It puts a brand inside the places people already play. Four things: a playable world you own, a presence in live streaming communities, programmatic placement on surfaces inside the game, and the social, events and film work around all of it. Nothing here interrupts. The player does not sit through it to reach what they came for.
Three things set it. Which of the four services you run, how long you run them, and whether you are buying placement on surfaces that exist or building something that belongs to you. Programmatic is the lowest commitment and is live in five working days. A playable world is the largest and takes 10 to 12 weeks. Tell us the outcome and the window. We will tell you what it takes, in writing, before anything is signed.
Independent measurement says yes. A Dentsu and Lumen eye-tracking study measured 98% viewability for ads placed inside the game against an 83% industry norm, roughly double the attention seconds of online display, at less than half the attention cost of online video. It is measured like any media: viewability, attention time, brand lift, and direct response wherever a trackable offer exists.
Between five working days and 12 weeks. Programmatic placement inside existing games is five working days from a signed brief. Streaming community work is two weeks. The surrounding social, events and film work is three weeks. A playable world built for you is 10 to 12 weeks. Those are the lead times we publish and are held to.
In-game is placement on surfaces inside a game that already exists. It buys reach at a scale nothing else touches. In-stream is a presence in a live broadcast with a trackable offer, which turns that attention into something countable. A branded world is a place inside a game that belongs to you, and it is the only one of the three that brings a player back without you paying again.
Saudi Arabia, the UAE and Egypt had 72 million gamers at the end of 2024, forecast to reach 84.3 million by 2029, according to Niko Partners. On that growth rate, 2026 sits at roughly 76.7 million. Within the total, the UAE is about 8 million and Saudi Arabia about 21.5 million, derived from published revenue and spend per player. 76% are under 35. 94% play on a phone. Only about half the region's population plays at all.
Yes, and they behave differently enough to plan separately. The UAE is a smaller audience that spends far more per player, which suits premium positioning and shorter campaigns. Saudi Arabia is roughly three times the audience with strong national investment behind gaming, which suits scale and long presence. We are in Dubai and plan both as one region.
More controllable than most digital inventory, because the environment is authored rather than user-generated. Every game environment is reviewed before anything is placed in it. Placements sit on surfaces the developer designated. There is no comment feed or recommendation algorithm beside your brand. For streaming work, creators are reviewed for cultural fit before a brief is written.
No, and most brands should not start there. Three of our four services put you inside games that already exist and already have the audience. Building a playable world is worth doing once the channel has proved itself and you want somewhere permanent for it to land. Starting with a build is how brands end up with an empty space.
On the same terms as any other channel, with one addition. Viewability, attention time, brand lift, and direct response wherever a trackable offer exists. The addition is return visits, which only a world you own produces. We agree what is measured before the work starts, and report against that.