Top 9 Gaming Influencer Marketing Agencies

Last Updated: August 10th · 9 Agencies ranked

Steph Payas
Written by Steph Payas
Chief Marketing Officer
Brian Sorel
Reviewed by Brian Sorel
Chief Operating Officer
About

You have a ship date, and you want a partner who has already stood inside one. That narrows the page quickly. One agency has run launches at platform scale, and both of its gaming cases are Xbox. One has seven title-marketing campaigns behind it and not a single economic figure under any of them. One has the only esports record on the page. Two publish what their media cost, and both of those are mobile user acquisition shops. Nobody here does all of it.

Overview
#AgencySpecialityScoreLocation (HQ)
2 Edelman New York Earned-media campaigns 83 /100 New YorkNY
3 We Are Social London Socially led creative 66 /100 LondonUnited Kingdom
4 Socially Powerful London Always-on programmes 61 /100 LondonUK
5 Viral Nation Toronto Enterprise social programmes 61 /100 TorontoON
6 Audiencly Dusseldorf Gaming creators, Twitch 46 /100 DusseldorfGermany
7 Pitch Marketing Group London Sport and gaming PR 46 /100 LondonUK
8 House of Marketers London TikTok mobile acquisition 44 /100 LondonUK
9 Famesters Limassol App installs, iGaming 42 /100 LimassolCyprus
Edelman logo

Edelman

83 /100
New York, NY 6,000-plus people, 28 countries

Edelman is a New York communications firm founded in 1952, and earned attention at platform scale is what it sells.

Creator work here sits inside a wider communications engagement, where press, events, broadcast and social are planned as one launch. That is the shape a console or platform reveal usually needs, and it is the shape to brief this firm on.

Both of its published gaming campaigns are Xbox launches. Halo Wars 2 rebuilt the press preview as a multi-market spectacle and reports 575M reach and 4.2M views, with 1 in 7 beta downloads coming from the content. Power Your Dreams did the same job for hardware: a rooftop monolith, a countdown broadcast on Twitch, 84M video views, coverage across 15 publications and markets, and more than 2,300 launch-week coverage pieces. The beta-download ratio on Halo Wars 2 is the conversion read.

Best for a console or platform launch that has to make news in every market on the same day.

Score breakdown
Creative Quality 22/25
Client Impact 25/25
Industry Recognition 16/25
Revenue & Growth 20/25

Services Edelman offer

  • Ambassador Program Management
  • B2B Influencer Programs
  • Community Management
  • Competitor Influencer Audits
  • Compliance & Disclosure Management
  • Content Repurposing & Editing
We Are Social logo

We Are Social

66 /100
London, United Kingdom 1,300 people in 19 offices

We Are Social is a London social agency founded in 2008, with offices across Europe, the Americas and Asia.

Its gaming work is Activision and Riot, and it is beat work rather than launch work: things that happen while a game is already running. What is on offer is a cultural moment around a franchise people already play, a beat in the live calendar, built for the platform it runs on rather than adapted to it. Two long publisher relationships sit behind it.

Call of Duty's Grime Map put the game's map into a grime video and reports 656K organic views, with engagement up 93% on Twitter and 47% on Facebook. SOAP Codes reports 5M engagements and 87% positive sentiment. The Wild Rift anniversary campaign and the Activision Blizzard community programme are published as stories, and the reporting throughout reads how the community reacted.

Best for a community beat on a live franchise.

Score breakdown
Creative Quality 23/25
Client Impact 12/25
Industry Recognition 11/25
Revenue & Growth 20/25

Services We Are Social offer

  • Brand Planning
  • Branded Content
  • Campaign Strategy
  • Competitor Analysis
  • Creative Campaign & Concept Development
  • Cultural Intelligence
Socially Powerful logo

Socially Powerful

61 /100
London, UK Global network, local market teams

Socially Powerful is a London agency founded in 2017 that runs always-on social programmes through teams sitting inside the markets being targeted.

What it sells a games client is a calendar of moments rather than a single burst: manufacture attention around something that already exists, in short-form video, run from inside the country it has to land in. That local model is why the Lenovo Legion push landed in the UK rather than being shipped in from London.

Its two gaming cases split neatly. The PUBG Mobile anniversary was a live-ops moment with no new product to sell, and it reports 12M reach, 16M views and 120K+ clicks. Lenovo Legion was hardware in a crowded UK market, and it reports 13M impressions, 26M ad placement views and 1.1M stream followers. Both publish a figure, which is the reporting habit to expect.

Best for live-ops moments and gaming hardware pushes across several markets.

Score breakdown
Creative Quality 20/25
Client Impact 23/25
Industry Recognition 0/25
Revenue & Growth 18/25

Services Socially Powerful offer

  • Affiliate & Performance-Based Programs
  • B2B Influencer Programs
  • Community Management
  • Competitor Influencer Audits
  • Compliance & Disclosure Management
  • Content Repurposing & Editing
Viral Nation logo

Viral Nation

61 /100
Toronto, ON Enterprise, social commerce

Viral Nation is a Toronto agency founded in 2014 that grew out of gaming and creator management.

It is the only agency on this page with a published esports record, and that is a different job from game marketing: creator activity timed to a competitive season or a tournament, pulling an audience toward a broadcast rather than toward a store page.

The Call of Duty League case ran creator activity across a seven-month competitive season and reports 96M impressions, 6.2M views, 77% above the internal target, subscribers up 32% year on year and impressions up 429%. The PUBG MOBILE Star Challenge was a first global tournament for Tencent, run through gaming creators cast as country leaders, and it reports 3.5M reach, 2.4M impressions, 1.5M interactions and 350K pre-show viewers.

Best for a league, a franchise season or a global tournament broadcast.

Score breakdown
Creative Quality 19/25
Client Impact 21/25
Industry Recognition 5/25
Revenue & Growth 16/25

Services Viral Nation offer

  • Ambassador Program Management
  • Community Management
  • Crisis & Reputation Management
  • Custom Technology & Platform Development
  • Event & Experiential Activations
  • Influencer Campaign Management
Audiencly logo

Audiencly

46 /100
Dusseldorf, Germany 51-200 people, gaming-native

Audiencly is a Dusseldorf agency founded in 2018 that works only in games.

A launch is briefed to a booked roster of gaming and lifestyle channels running YouTube and Twitch together, which is how a PlayStation 5 launch and a Europe-only rollout end up on the same record. The reporting is consistent across every case: views, likes, comments and engagement rate, read off the creators who carried each title.

Seven of its published campaigns are gaming, more than anyone else here, and every one of them carries a figure. Honkai: Star Rail's PlayStation 5 launch reports 65M views, 2.2M likes and 120K comments. Marvel Snap's European launch was built entirely around EU-based creators and reports 1.2M views. Gaijin reports 280M views and 658K comments across War Thunder, Enlisted and Crossout. Socialpoint, Wargaming and Naraka: Bladepoint round it out, with 1.1B views on the Socialpoint programme alone.

Best for game launches and live free-to-play titles.

Score breakdown
Creative Quality 14/25
Client Impact 23/25
Industry Recognition 0/25
Revenue & Growth 9/25

Services Audiencly offer

  • Influencer Campaign Management
  • Influencer Campaign Strategy
  • Influencer Content Briefing
  • Influencer Discovery & Vetting
  • Influencer Outreach & Negotiation
  • Influencer Performance Analytics
Pitch Marketing Group logo

Pitch Marketing Group

46 /100
London, UK 11-50 people, Soho-based

Pitch Marketing Group is a London agency founded in 2002 that came up through sport, and the gaming work sits on that foundation.

That is a specific lane: titles and franchises whose audience overlaps with football and live sport, activated around a real-world moment rather than around a build. A brief here is planned as a moment inside a sporting calendar, with the press, the venue and the creators booked around the same date. The relationships behind it are with clubs, governing bodies and broadcasters, which is the network an EA Sports FC brief tends to need and the one a games-only shop has to go and rent.

The published gaming record sits on those relationships: EA Sports FC, twice, and a Pokemon activation run with The FA.

Best for a publisher whose title lives next to a real sport, or a brand buying its way into one.

Score breakdown
Creative Quality 16/25
Client Impact 23/25
Industry Recognition 0/25
Revenue & Growth 7/25

Services Pitch Marketing Group offer

  • Event & Experiential Activations
  • Influencer Campaign Strategy
  • PR & Earned Influence
  • Product Seeding & Gifting

Industries Pitch Marketing Group serve

  • Gaming & esports
  • Sports & fitness
  • Entertainment & media
  • Gambling & iGaming
  • Technology & SaaS
  • Telecoms & utilities
  • Finance & fintech
  • Food & beverage
  • Luxury & premium
  • Travel & hospitality
  • Parenting & family
  • Real estate & property
  • Non-profit & government

Platforms Pitch Marketing Group cover

  • TikTok
  • Instagram
  • YouTube
  • X (Twitter)
  • Facebook
House of Marketers logo

House of Marketers

44 /100
London, UK Founded by former TikTok staff

House of Marketers is a London agency founded in 2020 by former TikTok staff, and TikTok is what it does.

The whole agency is built for mobile user acquisition. Every published gaming case is a free-to-play mobile title, every one is judged on installs and what they cost, and the creative is made to convert rather than to be remembered. Its three gaming cases are the only ones on this page that publish install economics.

iFUN Games reports a $1.21 cost per install and $0.12 cost per click on a new mobile title. IGG's Lords Mobile campaign reports 82K app installs at $4 each, off 9M video views and 295K engagements. Dragon City reports 6M video views, 209K engagements, and beat its CPM target by more than 50%.

Best for a studio buying downloads against a number it has to hit.

Score breakdown
Creative Quality 12/25
Client Impact 22/25
Industry Recognition 0/25
Revenue & Growth 10/25

Services House of Marketers offer

  • Ambassador Program Management
  • Community Management
  • Competitor Influencer Audits
  • Content Repurposing & Editing
  • Influencer Campaign Management
  • Influencer Campaign Strategy
Famesters logo

Famesters

42 /100
Limassol, Cyprus 51-200 people, performance-led

Famesters is a Limassol agency founded in 2017 that sells performance on YouTube, with a creator network working LATAM, the CIS, MENA and Southeast Asia.

It reports in the units a media buyer uses: what the media cost and how many people watched it. The published CPMs move with the market being bought, which is what a user acquisition team planning across those regions is looking for, and Konami's campaign is published down to click-through rates and click counts, split by platform.

Six of its published campaigns are gaming, and most carry a cost figure. Opera GX reports 61.3M views. A Tier-1 user acquisition push for ChillBase reports 2M downloads worldwide. Yager's The Cycle: Frontier reports 23M views across 200 YouTube videos at a $4 to $12 CPM in the CIS. Kupikod reports 40M views at a $1.55 CPM through nano and micro creators, and Mobile Legends: Bang Bang reports 3.7M views at a $45.71 average CPM.

Best for YouTube user acquisition where the cost per thousand has to be on the report.

Score breakdown
Creative Quality 12/25
Client Impact 21/25
Industry Recognition 0/25
Revenue & Growth 9/25

Services Famesters offer

  • Affiliate & Performance-Based Programs
  • Ambassador Program Management
  • Competitor Influencer Audits
  • Compliance & Disclosure Management
  • Influencer Campaign Management
  • Influencer Campaign Strategy

How to choose a gaming influencer marketing agency

You have a ship date and a shortlist to cut. These are the four checks that do it, and none of them takes longer than one call.

Ask whether they have run a launch or a live game

These are different jobs and this page splits cleanly on them. A launch has one date, no existing player base, and an embargo to work around. Live-ops work has players already, a calendar of moments, and the job of pulling lapsed ones back.

Ask for the closest published match to your situation, then ask what that campaign was measured on. Ask when the creators got the build, and what happened the time it slipped.

Ask what the headline number counts

Views are the currency here and they are the least useful thing on the page. A view on YouTube is not a view on TikTok, and neither one is a player. Potential reach is who could have seen the content. Earned media value is a price the agency put on coverage nobody bought.

So take one campaign, one platform, one window, and ask for the result for that. Ask what was organic and what was paid. Ask for the install or registration number sitting under the view count.

Ask what a cost figure is a cost per

Cost per install, cost per click and cost per thousand views are three different questions, and they get mixed up on purpose. A cheap CPM buys attention. A cheap install buys a download. Neither tells you whether the player stayed past the tutorial or spent anything.

Ask for the retention or spend figure behind an install number. In most cases the publisher holds it rather than the agency. That is a reasonable answer. Refusing to say who holds it is not.

Ask who is on your account and what they play

Games briefs fail on fluency more often than on strategy. A roster picked by follower count instead of by genre puts a variety streamer in front of an extraction shooter audience, and the comments will say so within the hour. Ask which of the people on the call have played your genre. Ask how creators are vetted, and how a bad fit gets cut mid-campaign.

Then ask what happens to your programme in the week their biggest client ships.

Deal-breakers

Walk away from an agency that will not separate paid delivery from organic. Walk away from one that quotes earned media value as though it were revenue, or a hashtag total as campaign delivery. Walk away from anyone who cannot name a campaign in your genre and say what it returned, or who will not put creator fees and agency fees on separate lines. And walk away from anyone who promises a review score, a sentiment result or a chart position. None of those is theirs to sell.

Frequently asked questions

Connect with us

There is no list price. Cost is quoted per brief, set first by the creators you book, and gaming creator fees scale with audience size, exclusivity and how long the content stays live. Two agencies on this page publish what their media cost: House of Marketers reports a $1.21 cost per install on one campaign and $4 on another, and Famesters reports CPMs from $1.55 up to $45.71 depending on the market. Those are media costs, not agency fees. Ask every shortlist for the same three lines: creator fees, the agency fee as a share of them, and what gets billed separately for paid amplification, usage rights and production.

Four things, in order. It finds and vets creators against your genre rather than against a follower count. It negotiates fees, usage rights and exclusivity, which in games also means deciding who gets the build and when. It briefs and manages the content through approvals, embargoes and disclosure. Then it reports, and that is where the agencies on this page differ most. Some hand back views. Some hand back installs and what they cost. Decide which of those you need before you brief anyone.

Audiencly has the deepest title-marketing record with seven gaming campaigns, including a PlayStation 5 launch for Honkai: Star Rail and a European launch for Marvel Snap. Edelman has run two Xbox launches, Halo Wars 2 and the Series X reveal, both at platform scale. Famesters has launch and user acquisition work on YouTube. The rest of the page is live-ops: anniversaries, seasons and events on games that already had players, which is a different job with a different brief.

Not quite. Esports work is built around a competitive calendar: leagues, tournaments, broadcast viewership, and the creators who already sit inside a scene. Game marketing is built around a title and a date. Viral Nation is the only agency on this page with a published esports record, and its Call of Duty League campaign reported 96M impressions across a season. If your brief is a league or a tournament, that is the record to read. If it is a launch, it is a different job.

It depends on what you measure. Views, engagements and sentiment are what an agency will commit to up front. Installs, registrations and a cost per player are what you should ask it to measure alongside them. Set that measurement up before the campaign runs. Retrofitting attribution after a launch window has closed is where most first programmes fall apart.

It depends on where the risk sits. The network agencies here bring awards, scale and a long client list, and Edelman has all three. What they sell is an idea and the ability to run it in every market on the same day. The specialists publish more numbers, cost less, and know your genre. If the launch is the risk and your board asks about cost per install, a specialist fits better. If the idea is the risk and you ship in a dozen markets at once, it is the other way round.

No. It means less of what the model reads is on the public record. An agency with no awards scores nothing on industry recognition even when its campaigns work, and an agency that keeps client results confidential scores lower on client impact than one that publishes freely. Read a score as a measure of what you can verify before you sign, not as a verdict on the work.

Because it publishes the page. NeoReach is featured rather than ranked, and it carries no score in the list for that reason. Every figure quoted about its work comes from its own published case studies, on the same terms as everyone else's. The ranking below it is ordered by the model, and the agency in first place is not NeoReach.

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Ranking methodology explained

Every agency on a NeoReach ranking is scored out of 100. On this list that is four dimensions worth 25 each: three read off public records, one judged against a written rubric. A low score means the public record behind an agency is thin, which is not the same as saying its campaigns are weak. Plenty of good agencies publish very little.

Every agency here is scored out of 100, four dimensions worth 25 each, and no dimension outweighs another.

Client impact, industry recognition, and revenue and growth are read off public records: the brands an agency has published work for, how many of its cases carry a quantitative result, the categories that work spans, its awards and press, and its team size, tenure and office footprint. Creative quality is the one judgement in the model, made against a written rubric applied to every agency in the same order.

Where two agencies finish level, the higher client impact score goes first, because that dimension is built out of published evidence.

The campaign facts in each entry come from the agency's own case studies, read in August 2026. Where a figure is potential reach, a paid-media impression count or a media value the agency worked out for itself, the entry names it as that.

NeoReach publishes this page. It is featured at the top rather than ranked on it, and carries no score here for that reason.

Why these 4 for this list

A publisher with a ship date is asking four things, and only one of them is whether the work looks good. Creative quality is whether a player would watch it by choice. Client impact is whether anything was measured at all, and on this page it separates the launch specialists from the logo collectors. Industry recognition is the only outside opinion in the model, and almost nobody here has one. Revenue and growth is whether an agency can staff a simultaneous launch in every market you ship in. Discount it first if you ship in one.

Creative Quality /25
Campaign originality, content innovation and creative execution, read off published case studies, the awards a body of work has taken and the campaign formats an agency actually runs
Client Impact /25
Measurable results delivered to clients: return, engagement, reach, revenue. Counted from the named brands an agency has published work for, how many of its cases carry a quantitative result, and how many client categories that work spans
Industry Recognition /25
Validation from outside the agency: awards weighted by tier, platform partnerships, tier-one press and conference presence
Revenue & Growth /25
Business scale and trajectory: team size band, years in market and office footprint

What is not counted

Anything an agency will only say in a pitch. Unpublished results, client logos with no campaign behind them, and awards entered but not won. Where an agency has nothing a dimension can count, it lands on that dimension's floor, and its entry says so.

The rubric is fixed, not set against whichever agency happens to lead. The same record earns the same points for every agency on the page, NeoReach included.