Advertising has always wanted a scarce resource: attention. What has changed is how many places that attention can go in a single minute. Messages, posts, emails, alerts, videos, livestreams and the ordinary interruptions of daily life now compete with the commercial itself. For entertainment companies, including the game business, that turns promotion into something much more complicated than placing a trailer during a popular show and waiting for awareness to build.
The movement of advertising money offers a blunt illustration of the shift. In the most recent U.S. upfront market, broadcast-TV ad spending fell about 5.3% compared with 2025, while cable spending declined 7.7%. At the same time, commitments to streaming climbed 30%. The upfront is the sales period in which media companies seek commitments for a large portion of their commercial inventory in advance. Those figures do not mean television commercials have vanished. They do mean marketers are putting significantly more weight behind environments where audiences can be reached across streaming platforms and digital formats.
For games and the wider entertainment business, the key issue is not merely where an ad appears. It is whether audiences believe the message, encounter it too often, understand it as advertising, and can be counted accurately after seeing it. Those questions sit behind five closely connected pressure points: creators, measurement, programmatic buying, sports and AI-assisted production.
The new ad mix is less about abandoning TV than finding attention
Traditional television remains part of the plan because it can still deliver familiar, large-scale advertising placements. Yet streaming’s rise gives marketers more ways to seek viewers, and it encourages formats that sit somewhere between an ad, entertainment and sponsorship. Recent examples include a marketing partner’s recognizable advertising character appearing in a Netflix series, and Zoom using a prominent news influencer for a sponsored video series about people it calls “solopreneurs.”
That blending of commercial and content is increasingly important. A conventional thirty-second spot places a clear boundary between show and sale. A creator collaboration, cameo or sponsored series can make the boundary feel less distinct. That may help a campaign fit the way people watch and share media now, but it also creates a bigger responsibility to make the relationship legible and the creative worthwhile.
For a game publisher, that logic has obvious appeal. A game is interactive, demonstrable and often social, which makes it potentially suited to videos and personalities rather than a single static message. But suitability is not a guarantee. An advertisement can be perfectly targeted and still fail if it interrupts the experience, misrepresents the game, or arrives in a format the audience considers unconvincing.
The broader entertainment marketplace also has an incentive to keep testing. Scripted programs and reality series are increasingly available on demand, which can scatter audiences across different times and services. Sports, by contrast, can bring very large groups together at once. The practical result is a fragmented marketplace in which marketers may have to combine broad-reach placements with narrower, platform-specific ones rather than rely on one defining media buy.
Creators offer credibility, not immunity from risk
Creators from YouTube, TikTok, Instagram and Twitch have become valuable advertising partners because younger consumers may see them as more authentic than many conventional celebrities or media personalities. That word—authenticity—is not a technical metric. It describes the sense that someone’s voice, choices and relationship with an audience are believable rather than simply rented for a campaign.
Related coverage includes Advertising’s Attention Battle Is Reshaping Entertainment Marketing.
It is easy to see why entertainment marketing is drawn to that connection. Creators often have a defined community, a recognizable format and a direct line to viewers. In gaming especially, where audiences regularly watch other people play, explain and react to games, the relationship between creator and audience can be integral to how a title is discovered. A recommendation that fits the creator’s established subject matter may carry more weight than a broad campaign designed for everyone.
But credibility is not transferable without conditions. The same tight connection that gives a creator’s endorsement value can make misjudgments travel rapidly. Good Good Golf, a golf-content channel on YouTube, faced backlash in August over a 15-second commercial clip in which one of its founders shoved a woman. The scene was intended as a joke about golfers’ attachment to clubs. It was received very differently. The fallout cost Good Good its Callaway Golf advertising partnership, and its CEO and president departed.
The lesson is not that marketers should avoid creators. It is that creator marketing needs the same scrutiny applied to any other public-facing campaign—and perhaps more, because short clips can detach from their original context and spread quickly. A joke intended for one audience may be understood differently by a much larger one. A brand partnership also means the advertiser can become part of the story when things go wrong.
For game marketers, the practical implication is to distinguish between audience size and audience fit. A large following does not by itself establish that a creator is appropriate for a particular game, community or campaign tone. Nor does a single collaboration ensure trust. The most durable value is likely to come when the material matches what viewers already expect from the channel and when the commercial nature of the work is not treated as something to hide.
Measurement is the unglamorous problem underneath everything
Marketers have long struggled to determine how many people saw a commercial. Digital distribution makes the task even more difficult, not simpler. Viewing is spread among services, screens, formats and proprietary tracking systems. Nielsen and competing companies are pursuing ways to measure those forms of viewing, but there is still no single widely accepted yardstick comparable to familiar television ratings or box-office receipts.
Measurement, in this context, is the effort to assess delivery and effectiveness: who may have encountered an ad, how often, and whether the campaign produced a useful result. The complication is that different companies may use different methods and definitions. When the market is fragmented, a marketer may receive a set of numbers that are individually useful but difficult to compare directly.
That matters because shifting spending toward streaming or creator-led campaigns is not just a creative decision. It is an accountability decision. If a campaign appears across several services, clips and sponsorships, an advertiser wants to know whether it reached different people or repeatedly reached the same people. Without a common measurement standard, there is more room for uncertainty about what the money accomplished.
This is especially relevant to games, where awareness is only one part of the path. Someone can see a trailer, watch a creator discuss it, encounter another ad on a streaming service and still not act. The available information supports a cautious conclusion: marketers should avoid treating exposure as identical to success. Reach can matter greatly, but a large counted audience does not automatically reveal whether a campaign changed interest, intent or engagement.
That is analysis rather than a claim that any one platform’s data is unreliable. The important point is structural: when viewing is split across many systems, comparing outcomes becomes harder. The lack of a common currency makes clear planning, consistent definitions and skepticism about simplistic comparisons more valuable.
Programmatic buying can find an audience—and wear it out
Streaming has accelerated the use of programmatic advertising. Put simply, programmatic buying uses algorithms to place ads before audiences defined by selected characteristics, such as first-time car buyers or expectant mothers. Instead of buying only a program or a broad demographic block, an advertiser can aim toward a more particular group.
The attraction is obvious. A marketer launching an entertainment product rarely needs every person to see the same message. Reaching people who are more likely to care sounds more efficient than paying for broad exposure alone. Yet the same mechanism can create a familiar irritation: the audience sees the exact same ad again and again.
The industry calls that wear out. It refers to resistance that can build when a commercial is repeated too frequently. Repetition may initially increase recognition, but there is a point at which it can make people less willing to engage with the ad. In an environment already packed with interruptions, that possibility deserves serious attention.
For entertainment campaigns, this makes creative variety more than a stylistic preference. If a campaign relies on narrow targeting, rotating distinct assets and messages may reduce the sense that one commercial is following viewers everywhere. That does not require assuming a particular number of impressions is too many; no such threshold is established here. It does mean frequency is a strategic issue, not merely a delivery detail.
Gaming has another reason to care. Players are used to choosing their own media and may be particularly sensitive to repetitive interruptions around the content they seek out. The ad environment can shape perception of a product before someone has even seen the product itself. A sharp trailer can create curiosity; relentless repetition can create a different, less useful kind of recognition.
Sports remain a rare shared stage
As more entertainment moves on demand, live sports have become one of the few remaining programming categories capable of attracting huge simultaneous crowds. Marketers still want that scale. More advertisers that historically spent less in sports are now moving into the field, raising prices and making the space more crowded.
The appeal is not mysterious: a live shared event provides an advertising moment that viewers cannot simply reproduce later in exactly the same social context. For game and entertainment marketers, sports can offer a route to mass awareness, particularly when a campaign wants a moment rather than a slow drip of exposure. But the increased competition is a reminder that live attention is expensive precisely because so many advertisers recognize its value.
It also shows why no single channel is likely to solve the attention problem. Sports can provide scale, creators can provide perceived closeness, streaming can offer new distribution and targeting options, and traditional television still supplies familiar reach. Each addresses a different part of the problem, while each carries its own limitations.
AI production brings lower costs and higher scrutiny
AI tools and related technologies can reduce production costs by generating or helping create commercial visuals. Some television ads already include fine print disclosing AI’s role in their creation. The immediate question is less whether the technology exists than how audiences will respond as it becomes more common.
Some AI-generated visuals are conspicuous because they look strange or inconsistent. That can be a distraction in a commercial whose core job is to communicate quickly. Even if the tools improve, disclosure and audience perception will remain important. A cheaper production process is not necessarily a stronger piece of creative work, particularly when viewers feel that the output looks artificial in an unintentional way.
For games, this is a meaningful distinction. Game audiences are already used to complex digital imagery, but that does not mean they will automatically welcome every AI-assisted advertisement. The relevant standard is not whether a campaign uses a fashionable tool. It is whether the final material is clear, appropriate to the brand and credible to the people it hopes to reach.
The entertainment business is in a period of experimentation because the old routes to attention are no longer sufficient on their own. The recent spending shift toward streaming is a measurable signal of that change. Creators, programmatic systems, sports placements and AI-enabled production each promise a different advantage. None removes the hard work of judgment.
For players, viewers and fans, the outcome may be ads that turn up in more places and in more forms. For marketers, the higher bar is making those encounters feel relevant rather than invasive—and proving that they worked. That broader contest for attention will matter to every entertainment release trying to break through, from a new streaming series to the next game seeking a place on players’ already crowded screens. The same crowded-screen reality is visible across newer formats, including projects such as a gesture-driven VR sports release for Meta Quest, where reaching the right potential audience can be as important as explaining the product itself.






