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Gaming Influencer ing Services Market - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2026-2031)

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    Report

  • 143 Pages
  • August 2026
  • Region: Global
  • Mordor Intelligence
  • ID: 6265037
The gaming influencer marketing services market size is projected to be USD 2.09 billion in 2025, USD 2.36 billion in 2026, and reach USD 4.34 billion by 2031, growing at a CAGR of 12.96% from 2026 to 2031. This report is Segmented by Service Type (Campaign Strategy and Planning Services, Influencer Sourcing and Contracting Services, Campaign Activation and Management Services, Content Production and Creative Services, and More), Platform (YouTube, Twitch, and More), End User (Game Publishers and Developers, and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).

Global Gaming Influencer Marketing Services Market Trends and Insights

Rising Ad Avoidance in Core Gaming Audiences

Gaming audiences often react negatively when advertising interrupts play or viewing. A 2025 journal study found that attitudes toward in-game advertising strongly shaped ad-avoidance behavior across gaming contexts. This behavior makes creator content more relevant because sponsored activity can be integrated with gameplay, reviews, and live conversations. The format allows a brand message to appear alongside content that viewers have already chosen to watch. The gaming influencer marketing services market benefits when publishers shift their attention from interruptive exposure to creator-led communication. Agencies can support this shift by matching creators with games and audiences that fit the campaign.

Growth of Live Streaming and Creator-Led Game Discovery

Live streaming remains an important way for viewers to discover games, follow updates, and form opinions about new releases. YouTube Gaming recorded 2.5 billion hours of gaming content watched during the third quarter of 2025. The same report stated that TikTok Live reached 9.1 billion hours watched during that quarter. Publishers can use Twitch and YouTube for longer launch activity, while TikTok Live and short video formats can support frequent updates. This creates recurring work in creator briefing, content scheduling, platform coordination, and campaign reporting. The gaming influencer marketing services market gains from this broader need for coordinated activity across several viewing formats.

Tightening Disclosure and Youth-Safety Rules for Sponsored Gaming Content

Disclosure obligations can raise the operating requirements for sponsored gaming content. The Federal Trade Commission states that influencers should clearly disclose material relationships with brands. This includes relationships involving payment, free products, game keys, or early access. Agencies need processes that make disclosures clear in streams, videos, and social posts. Youth audiences require particular care because advertising and data practices are subject to additional restrictions. The gaming influencer marketing services market faces added campaign friction, but providers with reliable compliance workflows can reduce risk for clients.

Other drivers and restraints analyzed in the detailed report include:

  • Expansion of Non-Endemic Brand Spend into Gaming Communities
  • Demand for Performance-Based User Acquisition Beyond Paid Social
  • Creator Fraud and Brand-Safety Risk in Gaming Niches

Segment Analysis

Campaign Activation and Management Services held 31.80% of the Gaming Influencer Marketing Services Market share in 2025. The segment covers the practical work required to run creator campaigns around launches, updates, and downloadable content. Publishers often have a limited period to create awareness when a major title is released. They need coordinated creator briefing, key distribution, platform support, content delivery, and post-campaign review. This service is also relevant when brands use Twitch Drops or similar initiatives that link viewing activity with in-game rewards. The segment remains important because campaign execution requires close coordination across creators, publishers, platforms, and player communities.

Influencer Sourcing and Contracting Services serve clients that do not maintain large internal creator networks. Content Production and Creative Services help convert a campaign plan into material that fits a creator’s audience and the game itself. Community and Ambassador Program Services support ongoing contact with creators throughout a live-service game’s lifecycle. Lurkit stated that Bohemia Interactive’s Frostline DLC program onboarded more than 1,100 creators through its platform. Analytics, Attribution and Reporting Services is projected to grow at a 13.71% CAGR from 2026 to 2031. This part of the Gaming Influencer Marketing Services Market size is supported by clients that want clearer links between creator activity and commercial results. Campaign Strategy and Planning Services can also remain relevant where non-gaming brands need guidance on creator tiers, audience fit, and campaign timing.

Complete Report Scope:

  • By Service Type
    • Campaign Strategy and Planning Services
    • Influencer Sourcing and Contracting Services
    • Campaign Activation and Management Services
    • Content Production and Creative Services
    • Community and Ambassador Program
    • Analytics, Attribution and Reporting Services
  • By Platform
    • YouTube
    • Twitch
    • TikTok
    • Instagram
    • Other Platforms
  • By End User
    • Game Publishers and Developers
    • Esports Organizations and Teams
    • Gaming Platforms and Marketplaces
    • Gaming Hardware and Peripheral Manufacturers
    • Non-Gaming Brands Targeting Gaming Audiences
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Colombia
      • Rest of South America
    • Europe
      • Germany
      • United Kingdom
      • France
      • Italy
      • Spain
      • Russia
      • Rest of Europe
    • Asia-Pacific
      • China
      • Japan
      • South Korea
      • India
      • Australia
      • Indonesia
      • Thailand
      • Vietnam
      • Rest of Asia-Pacific
    • Middle East
      • Saudi Arabia
      • United Arab Emirates
      • Turkey
      • Rest of Middle East
    • Africa
      • South Africa
      • Egypt
      • Nigeria
      • Kenya
      • Rest of Africa

Geography Analysis

North America held 39.40% of the Gaming Influencer Marketing Services Market share in 2025. The region has a large concentration of publishers, talent managers, performance marketing firms, and creator networks. Its regulatory environment also raises the value of agencies that can manage sponsored-content disclosures. The Federal Trade Commission’s guidance requires clear disclosure of a material connection between a brand and an influencer. This helps explain the need for formal campaign processes in youth-oriented gaming activity.

Europe is another important cluster for PC and console gaming, esports sponsorship, and peripheral marketing. Germany, the United Kingdom, France, and Spain contribute to campaign demand across these activities. The 2025 Esports World Cup partner-club program recorded 106 unique brands across European teams. Europe also has a wider range of creator platforms that agencies must support. Asia-Pacific is projected to grow at a 13.93% CAGR from 2026 to 2031. Southeast Asia relies heavily on mobile gaming and short-form video, while Japan and South Korea have distinct creator ecosystems and platform preferences. These conditions require local relationships and platform-specific operating knowledge.

South America has a smaller share but remains relevant, especially in Brazil. Localization is important because campaigns from foreign publishers can lose relevance when they do not use local creators or Portuguese-language communication. The Middle East gained visibility through Saudi Arabia’s support for the Esports World Cup, which recorded 168 million hours watched in 2025. Africa remains at an earlier stage in structured influencer marketing services. South Africa, Nigeria, and Kenya represent potential entry points, although measurement tools and creator monetization infrastructure remain limited. The gaming influencer marketing services market will need localized campaign design as gaming communities develop differently across these regions.


List of Companies Covered in this Report:

  • GameSquare Holdings, Inc.
  • Stream Hatchet, S.L.U.
  • BEN Group, Inc.
  • Wehype Global AB
  • GameInfluencer GmbH
  • Viral Nation Inc.
  • Derfit Enterprises Limited
  • Kairos Media Ltd
  • Socially Powerful Ltd
  • Audiencly GmbH
  • Mediabodies Limited
  • Connect Management Ltd
  • Valen Agency
  • Disrupt Limited
  • Madeviral Pte. Ltd.
  • NeoReach Inc.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY3 EXECUTIVE SUMMARY
4 MARKET LANDSCAPE
4.1 Market Overview
4.2 Impact of Macroeconomic Factors on the Market
4.3 Market Drivers
4.3.1 Rising Ad Avoidance In Core Gaming Audiences
4.3.2 Growth of Live Streaming and Creator-Led Game Discovery
4.3.3 Expansion of Non-Endemic Brand Spend Into Gaming Communities
4.3.4 Demand for Performance-Based User Acquisition Beyond Paid Social
4.3.5 Live-Service Content Calendars Expanding Creator Activation Windows
4.3.6 Self-Serve Sponsorship Tools Reducing Campaign Setup Friction
4.4 Market Restraints
4.4.1 Tightening Disclosure and Youth-Safety Rules For Sponsored Gaming Content
4.4.2 Creator Fraud and Brand-Safety Risk In Gaming Niches
4.4.3 Cross-Platform Attribution Leakage From Second-Screen Viewing
4.4.4 Rate Inflation Around Tentpole Launches and Event Spikes
4.5 Industry Value-Chain Analysis
4.6 Regulatory Landscape
4.7 Technological Outlook
4.8 Porter's Five Forces Analysis
4.8.1 Threat Of New Entrants
4.8.2 Bargaining Power Of Buyers
4.8.3 Bargaining Power Of Suppliers
4.8.4 Threat Of Substitutes
4.8.5 Industry Rivalry
5 MARKET SIZE AND GROWTH FORECASTS (VALUE)
5.1 By Service Type
5.1.1 Campaign Strategy and Planning Services
5.1.2 Influencer Sourcing and Contracting Services
5.1.3 Campaign Activation and Management Services
5.1.4 Content Production and Creative Services
5.1.5 Community and Ambassador Program
5.1.6 Analytics, Attribution and Reporting Services
5.2 By Platform
5.2.1 YouTube
5.2.2 Twitch
5.2.3 TikTok
5.2.4 Instagram
5.2.5 Other Platforms
5.3 By End User
5.3.1 Game Publishers and Developers
5.3.2 Esports Organizations and Teams
5.3.3 Gaming Platforms and Marketplaces
5.3.4 Gaming Hardware and Peripheral Manufacturers
5.3.5 Non-Gaming Brands Targeting Gaming Audiences
5.4 By Geography
5.4.1 North America
5.4.1.1 United States
5.4.1.2 Canada
5.4.1.3 Mexico
5.4.2 South America
5.4.2.1 Brazil
5.4.2.2 Argentina
5.4.2.3 Colombia
5.4.2.4 Rest of South America
5.4.3 Europe
5.4.3.1 Germany
5.4.3.2 United Kingdom
5.4.3.3 France
5.4.3.4 Italy
5.4.3.5 Spain
5.4.3.6 Russia
5.4.3.7 Rest of Europe
5.4.4 Asia-Pacific
5.4.4.1 China
5.4.4.2 Japan
5.4.4.3 South Korea
5.4.4.4 India
5.4.4.5 Australia
5.4.4.6 Indonesia
5.4.4.7 Thailand
5.4.4.8 Vietnam
5.4.4.9 Rest of Asia-Pacific
5.4.5 Middle East
5.4.5.1 Saudi Arabia
5.4.5.2 United Arab Emirates
5.4.5.3 Turkey
5.4.5.4 Rest of Middle East
5.4.6 Africa
5.4.6.1 South Africa
5.4.6.2 Egypt
5.4.6.3 Nigeria
5.4.6.4 Kenya
5.4.6.5 Rest of Africa
6 COMPETITIVE LANDSCAPE
6.1 Market Concentration
6.2 Strategic Moves
6.3 Market Share Analysis
6.4 Company Profiles (includes Global Level Overview, Market Level Overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share, Products and Services, Recent Developments)
6.4.1 GameSquare Holdings, Inc.
6.4.2 Stream Hatchet, S.L.U.
6.4.3 BEN Group, Inc.
6.4.4 Wehype Global AB
6.4.5 GameInfluencer GmbH
6.4.6 Viral Nation Inc.
6.4.7 Derfit Enterprises Limited
6.4.8 Kairos Media Ltd
6.4.9 Socially Powerful Ltd
6.4.10 Audiencly GmbH
6.4.11 Mediabodies Limited
6.4.12 Connect Management Ltd
6.4.13 Valen Agency
6.4.14 Disrupt Limited
6.4.15 Madeviral Pte. Ltd.
6.4.16 NeoReach Inc.
7 MARKET OPPORTUNITIES AND FUTURE OUTLOOK
7.1 White-Space and Unmet-Need Assessment

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • GameSquare Holdings, Inc.
  • Stream Hatchet, S.L.U.
  • BEN Group, Inc.
  • Wehype Global AB
  • GameInfluencer GmbH
  • Viral Nation Inc.
  • Derfit Enterprises Limited
  • Kairos Media Ltd
  • Socially Powerful Ltd
  • Audiencly GmbH
  • Mediabodies Limited
  • Connect Management Ltd
  • Valen Agency
  • Disrupt Limited
  • Madeviral Pte. Ltd.
  • NeoReach Inc.