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Industry · Gaming & esports media

Show Sponsors Exactly Who Your Gaming Audience Is

Gaming and esports media sell to two very different buyers: endemic sponsors who want proof of hardcore reach, and non-endemic brands who need convincing that a gaming audience buys cars, banking products and streaming subscriptions like anyone else. The Cookieless Audience database gives both answers from the same file — audience profiles for 102 million domains, with INT.video_gaming.* interest codes, full demographics and 283 purchase-intent segments. And because the profile belongs to the domain, not a cookie, it covers the heavily cookieless traffic gaming sites actually get.

102Mdomains with pre-computed audience attributes
5gaming interest codes: esports, PC, console, mobile, genres
283purchase-intent segments, endemic and non-endemic
1,667deterministic personas for sales decks
Aligned with IAB Audience Taxonomy 1.1 Fixed, versioned vocabularies (v1.0) Banded confidence: low / medium / high No PII anywhere in the pipeline Self-serve download, quarterly refresh
The gaming media problem

“Gamers” is not an audience profile a CMO can buy

Every gaming media kit claims young, engaged, hard-to-reach audiences. Buyers have heard it before — what they ask for now is evidence: which age brackets, what gender skew actually looks like across your portfolio, what income bands, and what these readers are in market for beyond peripherals. Platform dashboards describe your logged-in channels; they say nothing about your web properties, wikis, guides and community sites — or about the adjacent fan web a sponsorship really buys into.

Measurement makes it harder. Gaming audiences skew to browsers and devices where third-party cookies are blocked — cookies remain on Chrome, but Safari, Firefox and iOS block them by default, and roughly 40%+ of traffic is cookieless today. Cookie-based verification structurally under-counts exactly the audience you are selling.

Domain-level profiles sidestep both problems. Each site’s audience — demographics, gaming interests by platform, commercial intent — is a computed property of the domain, expressed in fixed v1.0 codes aligned with IAB Audience Taxonomy 1.1, with a confidence band on every attribute. Your sales narrative becomes a query anyone can re-run.

A gaming portfolio, restated as codes

Core interestINT.video_gaming.esports
Platform splitpc_games / console_games / mobile_games
Endemic intentPI.consumer_electronics.video_games_and_consoles
Monetization intentPI.software.digital_goods_and_currency
Non-endemic intentPI.arts_entertainment.music_and_video_streaming_services

One set of codes serves the endemic pitch and the non-endemic one — and the real-time API answers the same questions per URL for tentpole content and event coverage.

The data model

The fields behind a credible gaming media kit

Every value comes from a fixed enumerated vocabulary — documented on the audience segmentation taxonomy page — so the numbers in your deck mean the same thing to your buyer’s analytics team.

Gaming interests

The INT.video_gaming group splits into esports, pc_games, console_games, mobile_games and video_game_genres — enough to separate an esports news site from a mobile-casual guides property.

Real demographics

8 age brackets, a 5-point gender skew, 6 income bands, 7 education levels and 14 life stages — the evidence that a portfolio is (or isn’t) the 18–34 profile the media kit claims.

Endemic intent

Segments like PI.consumer_electronics.video_games_and_consoles, video_game_console_accessories, PI.apps.games_apps and PI.software.digital_goods_and_currency quantify the hardware-and-content buyer.

Non-endemic intent

The same rows carry mainstream segments — streaming services, consumer electronics, finance, auto, food delivery — the proof points that unlock non-endemic sponsor budgets.

Deterministic personas

1,667 named personas resolve attribute combinations into stable labels for sales decks — the same domain attributes always produce the same persona, refresh after refresh.

Confidence bands

Each attribute carries low / medium / high confidence, so a media kit can state its evidence standard — and a buyer’s due diligence confirms rather than contradicts it.

Workflow

From site portfolio to sponsor-ready profile in five steps

The same sequence works for an esports org’s media arm, a gaming content network, or an agency evaluating gaming inventory for a client.

List the footprint

Your owned sites plus the community wikis, guide sites and fan properties your audience overlaps with.

Pull the profiles

Look up each domain in the file — interests by platform, demographics, intent, persona, confidence.

Aggregate the story

Roll the attributes up to a portfolio profile: platform mix, age and gender shape, income bands, top intent segments.

Segment by buyer

Cut one view for endemic sponsors (hardware, digital goods) and one for non-endemic (streaming, finance, auto).

Package and pitch

Ship the coded profile into media kits, sponsorship decks and seller-defined audience packages.

Scale

The whole gaming web, one schema

102Mdomains — flagship portals to long-tail community sites
285sub-interests (INT.* codes) across 29 groups
40%+of traffic is cookieless — profiled here regardless
v1.0versioned vocabularies — media-kit numbers stay comparable
Worked example

Packaging an esports network for a hardware sponsor

An esports media network is pitching a peripherals brand on a season-long sponsorship and needs to prove concentrated PC-first reach with buying intent. Here is the audience definition — codes on the left, what they read as on the right.

FieldFilter value (code)Reads as
interestINT.video_gaming.esportsEsports content and communities
interest (platform)INT.video_gaming.pc_gamesPC-first gaming audience
age_bracket18_24 or 25_34Core sponsor demographic
purchase intentPI.consumer_electronics.video_games_and_consolesIn market for gaming hardware
purchase intent (2)PI.consumer_electronics.video_game_console_accessoriesAccessories & peripherals buyers
purchase intent (3)PI.software.digital_goods_and_currencySpends on digital goods & currency
confidencemedium or highWell-evidenced attributes only
What comes back: the network’s own domains scored against those criteria, plus the ranked list of team fan sites, tournament wikis, patch-notes blogs and strategy communities where the same audience concentrates — each row with full attributes and confidence bands (high / medium). The pitch changes from “trust our reach” to “here is the audience, in codes you can verify”. Try an equivalent filter in the audience demo dashboard.
Comparison

Against the evidence gaming sellers usually bring

 Platform / channel analyticsPanel-based measurementDomain-level audience profiles (this dataset)
Covers web properties & fan sitesNo — logged-in channels onlyOnly the largest sites; gaming long tail absentYes — 102M domains, wikis and guides included
Platform split (PC/console/mobile)Per channel, not per siteRarely broken outExplicit INT.video_gaming.* codes per domain
Non-endemic proof pointsNoneCoarse demographics at best283 PI.* segments across mainstream categories
Cookieless coverageFirst-party, in-platform onlyModelledFull — profiles never depended on identifiers
Buyer verifiabilityScreenshots of dashboardsLicensed panel access requiredFixed v1.0 codes — buyer re-runs the same filter
Scope note: this is a planning, packaging and sales-intelligence instrument — not impression-level pre-bid classification in the bidstream. For per-URL granularity on event coverage or tentpole content, use the real-time page-level API.
FAQ

Gaming & esports media — common questions

Can this distinguish an esports audience from general gaming?

Yes. The INT.video_gaming group carries separate codes for esports, pc_games, console_games, mobile_games and video_game_genres, so an esports news site, a console review portal and a mobile-casual guides property profile differently. Combined with demographics and intent segments, that difference is exactly what separates an endemic sponsorship pitch from a generic one.

How does this help with non-endemic advertisers?

Every domain row carries all 283 purchase-intent segments, not just gaming ones. When a gaming portfolio shows meaningful concentrations in segments like streaming services, consumer electronics or finance categories, you have coded, checkable evidence that the audience is commercially mainstream — the argument non-endemic buyers need to justify the budget internally.

Why does cookieless coverage matter for gaming inventory?

Gaming audiences skew young, mobile and privacy-conscious — heavy on Safari, iOS and browsers where third-party cookies are blocked. Cookies remain on Chrome, but roughly 40%+ of traffic is cookieless today, so identifier-based measurement structurally under-counts gaming reach. Domain-level profiles describe that traffic identically to everything else, because they are computed from the property, not the visitor.

What does it cost, and how do we start?

The top-100k domain file with full audience attributes is $490 one-time ($190/quarter refresh); the top-1M file is $1,990 one-time ($590/quarter) with instant card checkout and immediate download. Vertical slices — for example gaming-heavy domains — run $190–$490, and larger cuts up to the full 102M corpus or custom feeds are quoted individually. API plans (e.g. Pro, $99/month for 10,000 credits) cover per-URL lookups. See pricing.

Related pages

Profile your gaming portfolio today

Filter live audience data in the demo dashboard, or download the top-1M file and rebuild your media kit on coded, reproducible numbers.

Open the audience demo See database pricing
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