Live integration
A segment inside a stream the audience is already watching: product used on camera, pinned link, disclosure said aloud.
Indian gaming is played on a phone, watched on YouTube, and paid for by brands that mostly do not make games. The audience is young, loyal and quick to notice when it is being sold to, and the law on real-money gaming changed in 2025. A brief written for beauty or fashion breaks here on the first stream.
Gaming in India is mobile-first. Battle royale titles, cricket games and casual puzzlers on a phone are the mass market; PC and console are a minority concentrated in Delhi NCR, Bangalore and Mumbai. The content is long: a typical creator runs a three- or four-hour live stream on YouTube, with chat, Super Chats and memberships doing the community work, then cuts the highlights into Shorts. Hindi and Hinglish carry most of it; Tamil, Telugu and Bengali streams are smaller and unusually loyal.
The advertisers are mostly not game publishers. Headsets, controllers, gaming phones and laptops, chairs and monitors; telecom operators selling 5G and fibre broadband, because latency is the whole pitch; energy drinks and snacks; and some fintech and edtech chasing the same demographic. A viewer has watched the same person for hundreds of hours. A badly placed integration is noticed inside a minute, and the chat says so.
The live integration. A segment inside a stream the audience is already watching: the creator uses the product on camera, reads the pinned comment, points to the link in the description and says the disclosure out loud. It works because the viewers are present and talking back.
Shorts clipped from the stream. The twenty-second highlight is where the product travels into cold reach. The headset they are wearing and the phone they are playing on are in every clip whether or not anyone briefed it. Agree clip rights so you can run those too.
Device and peripheral reviews. Long-form, search-driven, alive for months. This is the format for hardware and broadband, not the live stream.
Community customs and giveaways. Sponsored custom rooms, Discord drops, a tournament with your name on it. Small numbers, very high attention, and one rule: entry must be free, with terms the creator can read out. What does not work is a scripted read pasted into a stream, or a Reel-style advert from a streamer whose audience has never seen them post a Reel.
Subscribers are the least useful number in this category; they accumulate through years of giveaways and never leave. Ask for YouTube Studio analytics and look at average live concurrency, how many viewers are still there after the first half hour, and the share of returning viewers. A stream with thousands of viewers and a silent chat has bought them; real gaming chat moves too fast to read.
Check the audience age. A large under-18 share is normal here and no mark against the creator, but it is a problem for the brief. Energy drinks carry FSSAI labelling that they are not recommended for children, anything with in-app spending gets complicated, and anything financial is out. You need the split before you sign.
Then watch a few streams at random, including how the chat is moderated. Hours of unscripted content means the creator has said things; you want to know what. And look at the sponsor history: a streamer who has fronted three phone brands in a quarter has an audience that stopped listening to the phone segment.
The Promotion and Regulation of Online Gaming Act, 2025 prohibits online money games and their advertising, on top of the state bans that Telangana, Andhra Pradesh and Tamil Nadu among others already had. Fantasy, rummy and poker platforms cannot brief creators to promote them. E-sports and games without a stake are unaffected. Anything with a prize pool or in-game purchase mechanics still needs a lawyer before it needs a creator, because enforcement is still settling.
Disclosure follows the Advertising Standards Council of India rules, and for a stream that means said aloud and shown on screen at the point of integration, in the language of the stream. A line in the description does not count. Network speed claims need to be ones the operator can back; a creator calling your network the fastest because it felt fast is a complaint waiting to happen.
The brief itself: three product truths, the slot in the stream, the pinned comment and link, the giveaway rules, the claims to avoid, and what you may do with the clips afterwards. Our brief template covers the rest.
We match your brief against creators on what they play, what language they stream in, who watches and from where, and how their concurrency behaves over a stream, using embeddings of their actual content rather than the tags they picked. A human strategist who has watched the streams signs off, because a profile cannot tell you about conduct. You get a shortlist within 48 hours, with each creator's rate shown and our fee separate. Gaming rates vary by multiples for similar concurrency depending on whether an e-sports organisation manages the creator; you see that spread rather than a single number.
Contracts go out before the stream, covering the segment, the disclosure, clip and partnership-ad rights, and payment, half on confirmation and half on delivery. Reporting covers concurrency during the segment, link clicks and code redemptions, and Shorts performance over the following fortnight. Hyderabad, Delhi NCR and Kolkata have the deepest streamer pools we see; all 20 of our city markets have some. Start a campaign and the first shortlist is free.
(01) — Gaming formats
Formats first, creators second: the brief decides which of these you buy.
A segment inside a stream the audience is already watching: product used on camera, pinned link, disclosure said aloud.
The highlight clip carries the product into cold reach. Agree clip rights so you can run them from your own handle too.
Long-form, search-driven, alive for months. The format for phones, headsets and broadband, not the live stream.
Sponsored custom rooms and Discord drops. Small numbers, very high attention, and entry must be free.
(01b) — Gaming creators
Gaming brands brief for a live segment plus clips, so have your average live concurrency, your audience age split and one clean example of a past integration ready before you quote.
(02) — FAQ
No. The Promotion and Regulation of Online Gaming Act, 2025 prohibits online money games and advertising for them, and several states had bans before that. E-sports, tournaments with no stake and casual games are unaffected. Anything with a prize pool or in-game purchases should get legal sign-off before a creator is briefed, because how the Act is enforced is still settling.
Mostly hardware and connectivity: headsets, controllers, gaming phones and laptops, chairs, monitors, and telecom operators selling 5G and fibre plans. Energy drinks and snacks are the other steady category, with fintech and edtech dipping in for the same young audience. Game publishers sponsor around launches and updates, but they are a minority of the spend.
Ask for YouTube Studio analytics rather than the public subscriber count: average live concurrency, viewers still present after the first half hour, and returning-viewer share. Then watch a stream. Real gaming chat moves faster than you can read; thousands of viewers with a quiet chat means they were bought. A Discord with people talking in it between streams is the strongest signal of all.
YouTube, for the streams and the long-form reviews where the audience actually lives. Instagram Reels and YouTube Shorts are where the clips travel and where the creator's lifestyle side shows up, which suits phones and energy drinks. Plan the integration on YouTube and the clips on both, and remember the community itself is often on Discord, which no platform report will show you.
(03) — Where it runs
(04) — Contact
Tell us what you sell in gaming and who buys it. The first shortlist is on us.