Executive summaryMake gaming a line a CMO can defend.
Fast read - Best for
- gaming adtech / in-game, publisher, esports, and creator vendors entering or scaling the Americas
- Main wedge
- gaming as a media-mix line — via the GAP model, not a niche test
- Primary risk
- stalls at the agency on brand safety, suitability, and measurement comparability
- Proof needed
- title-level suitability + third-party verification + incrementality
Most gaming vendors do not lose because the audience is small. They lose because the buyer cannot place the opportunity inside a familiar planning, safety, and measurement system. The role of this playbook is to turn gaming into a media line a CMO, agency lead, and investment team can defend.
Game advertising is now a scaled media channel, not a niche gaming buy. I've translated that thesis into Americas GTM for an emerging game advertising platform — with operating roots in mobile-gaming demand at scale ($100M+ P&L) and the APAC-to-US translation layer that most foreign vendors stall on.
- Reframe
- Translate gaming from innovation budget into media-mix logic.
- Framework
- Use the GAP model to separate in-game, around-the-game, and away-from-the-game surfaces.
- Objections
- Answer the agency stalls: brand safety, measurement, scale, creative cost, and ownership.
- Proof
- Build proof that travels from specialist buyers into holdco and enterprise conversations.
- Sequence
- Sequence the Americas motion around the buyer most likely to believe the wedge first.
APAC-first demand rootsBuilt APAC’s first DSP (2011) and first PMP in Australia (2013) — origins of the modern mobile-gaming demand stack.
$100M+ P&L operatorRan a $100M+ P&L across mobile-gaming inventory as a group EVP / GM.
Cross-region translationLATAM book at 274% on-target in Q1 2024; operating across LATAM, APAC, EMEA, and MENA.
Holdco + agency accessDirect decision-maker access across named holdcos and agencies (Dentsu, OMG, Publicis).