FAQ
Your questions are probably answered here.
UGC Gaming & Audience
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The term “UGC gaming” (User Generated Content) refers to gaming platforms and environments where a significant portion of the games is created by the players themselves, who therefore become creators.
Platforms such as Roblox, Fortnite, GTA RP, or ZEPETO enable creators to develop their own games, experiences, worlds, events, or gameplay mechanics accessible at scale.
UGC gaming differs from traditional video games through its participatory, social, and constantly evolving nature.
Users interact within immersive environments combining gameplay, creation, social interaction, live content, and community-driven experiences.
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UGC gaming has become a strategic environment for brands because it concentrates a growing share of younger audiences’ attention within interactive, social, and community-driven spaces.
These are environments where users play, interact, discover content, attend events, and engage with experiences created by the community.
For brands, this evolution opens up a new media territory. Unlike more passive advertising formats, UGC gaming enables brands to integrate directly into the user experience through native, interactive, and measurable formats. The key challenge therefore lies in the quality of attention, the exposure context, and the ability to generate engagement within environments where audiences are already active.
The massive scale of these audiences also explains the growing interest from brands in this type of advertising format. In 2025, Fortnite and Roblox — the two leading gaming environments on the market — reached approximately 110 million and 380 million monthly active users worldwide respectively, placing them among the top 10 platforms consumed by 15–25 year-olds alongside Netflix, TikTok, and Instagram. -
Fortnite and Roblox concentrate a significant share of younger generations’ digital usage because they combine gaming, social interaction, creation, live events, avatars, virtual economies, and communities.
In 2025, Fortnite and Roblox are among the most widely used digital platforms by 15–25 year-olds worldwide. Fortnite reaches approximately 110 million monthly active users globally, while Roblox exceeds 380 million monthly active users worldwide, positioning UGC gaming alongside major platforms such as YouTube, TikTok, Snapchat, Instagram, or Netflix in terms of scale and attention among younger audiences. -
Fortnite’s global audience is estimated at approximately 110 million monthly active users (MAU) in 2025. The game, published by Epic Games, has an audience strongly concentrated among teenagers and young adults, with an estimated 66% of users aged between 15 and 25 years old, representing approximately 72 million monthly active users worldwide. Users under 15 years old account for an estimated 22% of the audience, while users above 25 years old represent approximately 11%.
Roblox’s global audience is estimated at more than 380 million monthly active users (MAU) in 2025. The platform historically attracts a younger audience, with approximately 50% of users under the age of 15, representing around 190 million monthly active users worldwide. Users aged between 15 and 25 account for an estimated 40% of the audience, representing approximately 152 million monthly active users, while users above 25 years old represent approximately 10% of the audience.
These estimates are based on cross-analysis of industry data and usage studies published by multiple market sources, including Epic Games, Roblox, DemandSage, FortniteTracker, Techpoint, and publicly available community analyses. -
On traditional social media platforms, exposure to branded content is often extremely short, averaging around 1.3 seconds.
Within UGC gaming environments such as Fortnite or Roblox, users are active, focused, and engaged in interactive experiences. Brand content integrated directly into gameplay environments can generate contact times up to 500 times longer than traditional social formats (11 minutes versus 1.3 seconds, source: Gamescom 2025), with gaming sessions often lasting several minutes.
The key challenge therefore lies in the quality of attention, player interaction, and the immersive context in which the brand is integrated. -
UGC gaming is establishing itself as a major media environment among 15–25 year-olds worldwide. In 2025, hundreds of millions of users actively engage with platforms such as Fortnite and Roblox every month, with younger audiences representing a significant share of their global user bases.
These platforms concentrate highly immersive and recurring usage patterns, with young users spending several hours per week within gameplay environments combining social interaction, creation, entertainment, and live experiences. The advertising market is following this evolution: in-game advertising is currently one of the fastest-growing segments within the global media industry, while the number of brand activations across Fortnite and Roblox has accelerated significantly between 2023 and 2025.
UGC gaming also stands out through high levels of attention generated by native advertising formats integrated directly into gameplay and user experiences, within environments structured and governed by the platforms themselves. -
UGC gaming platforms combine gameplay, social interaction, content creation, live events, avatars, virtual economies, and communities. Users do not only come to “play” — they also come to interact, explore, attend events, and engage with their friends.
This dynamic explains the significantly higher time spent levels observed on these platforms compared to most traditional digital media environments. -
No. UGC gaming operates more as an extension of younger generations’ social behaviors. Platforms such as Fortnite or Roblox are evolving into hybrid environments combining video games, social networks, video platforms, and community-driven experiences.
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Unlike the passive scrolling dynamics of social media, gaming involves active user participation. Players control their avatars, interact with the environment, and remain engaged throughout continuous gameplay sessions. As a result, advertising benefits from a stronger and more immersive attention context.
Advertising Formats & Campaigns
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BEM, through its BEM Ad Network platform, enables brands, artists, and IPs to run advertising campaigns directly across UGC gaming platforms such as Fortnite and Roblox.
Our offering is built around six main advertising formats: Billboard, NPC, Portal, Radio Box, 3D Asset, and Wearable. Each format has its own characteristics, interaction mechanics, and use cases within gameplay environments. A Survey format is also available.
Campaigns are commercialized through different pricing models adapted to the nature of each format, primarily based on impressions or interactions.
Some formats are therefore billed according to the number of exposures generated, while others are based on actions performed by players within the experience itself.
These formats are designed to integrate directly into gameplay and immersive environments through native visibility, interaction, and engagement mechanics adapted to UGC platform usage patterns. -
Yes. Campaigns can range from standardized media activations to fully customized immersive experiences. Certain activations may include specific mechanics such as quests, interactive objects, narrative scenarios, rewards, or player journeys connected to the brand.
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Yes. On both Fortnite and Roblox, advertising formats can be replaced or updated during an active campaign depending on the format involved and the associated technical constraints.
In practice, the same advertising placement or format can host a new creative during the campaign, whether it involves a new visual, a different video, or a creative update linked to the activation and the gaming environment.
These updates may however require additional technical operations, including in-game format updates and redeployment of the relevant experience version. Additional technical fees may therefore apply depending on the nature of the requested changes and the platforms involved.
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BEM primarily enables brands to reach Gen Z and Gen Alpha audiences through a network of several thousand high-traffic games across Fortnite, Roblox, GTA RP, and ZEPETO, representing a combined monthly audience of more than 500 million users worldwide. Campaigns can be activated locally or internationally depending on the brand’s objectives.
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BEM selects games based on traffic, retention, average time spent, thematic relevance, gameplay mechanics, and their ability to integrate branded content naturally within the experience. The BEM network includes several thousand high-traffic games and several hundred onboarded creators. Games can be activated individually or through multi-experience packages depending on the brand’s objectives in terms of reach, frequency, targeting, or audience affinity.
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Available games cover a wide range of categories including fashion, sports, music, retail, automotive, art, escape rooms, lifestyle experiences, as well as competitive and community-driven environments.
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BEM’s solutions are currently available across multiple gaming environments including Fortnite, Roblox, The Sandbox, ZEPETO, and Grand Theft Auto V RP servers.
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A gaming campaign is not solely based on advertising exposure. Formats are integrated directly into the environment and can become part of the user experience through interactions, gameplay mechanics, virtual objects, or community-driven features.
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Yes. Gaming campaigns can be integrated into cross-platform strategies including influencer marketing, social media, media amplification, video content, events, or IRL activations.
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Yes. Campaigns can be deployed across specific universes such as sports, fashion, automotive, music, lifestyle, retail, competitive gaming, RP, social experiences, or community-driven environments.
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On platforms such as Roblox and Fortnite through Epic Games, advertising campaigns generally do not rely on individual ad targeting comparable to traditional social media platforms. These environments strongly limit the use of personal data and certain forms of behavioral targeting, particularly for underage users.
Targeting therefore mainly relies on a probabilistic and contextual approach. In practice, campaigns are deployed within experiences whose audience structures are known and analyzed through aggregated data such as player demographics, dominant age groups, geography, gameplay types, usage patterns, and historical audience data.
For example, if an experience or group of experiences historically shows an audience composed of approximately 75% of users aged 15–25, it becomes reasonable to estimate that a significant share of delivered impressions will reach this age group. However, this does not constitute an exact impression-by-impression guarantee nor certified individual-level targeting.
The objective of probabilistic targeting is therefore to optimize exposure probability toward specific audiences by selecting the gaming environments, creators, and experiences most aligned with the campaign’s objectives. -
Yes. UGC gaming platforms are inherently global environments. Campaigns can be activated locally within a specific market or deployed internationally depending on the selected creators, experiences, and campaign objectives.
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The budget primarily depends on the level of customization, media volume, activated platforms, and associated content production.
Certain standardized media activations can be launched quickly within existing experiences, while fully customized immersive operations involving gameplay production, specific mechanics, video content, and amplification require larger investments.
BEM adapts each activation according to the brand’s objectives, whether it involves a test campaign, a one-time activation, or a more strategic long-term partnership. -
The timeline depends on the complexity of the activation.
A standardized media activation using existing formats within already available experiences can be deployed within a few days.
Campaigns involving custom experiences, quests, dedicated assets, narrative mechanics, video production, or multi-creator coordination require additional production, validation, and technical testing. Some activations can therefore be prepared within a few days, while others may require several weeks.
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Media buying corresponds to the distribution of advertising formats within selected gaming experiences, including impressions, interactions, reach, or engagement generated by the activated formats.
Technical fees cover the production, integration, and adaptation of content within gaming environments, including asset creation, gameplay mechanic development, technical integration, video production, or creative design. -
Games are selected according to multiple criteria including traffic, retention, average time spent, player engagement, thematic relevance, production quality, technical stability, and the ability to integrate branded content naturally within the experience. BEM also prioritizes games capable of maintaining consistent activity levels and sustained audience engagement over time.
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Yes. BEM can work directly with advertisers or in collaboration with media agencies, creative agencies, and influencer agencies. Campaigns can be integrated into broader media plans including social media, influencer marketing, video content, digital amplification, or event activations. Activations are structured with recommendations, KPIs, timelines, reporting, and deliverables aligned with agency and enterprise standards.
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Yes. BEM enables brands to integrate advertising formats directly into existing games within the network without requiring the creation of a dedicated game. This approach allows brands to quickly access already active audiences while limiting production costs and deployment timelines.
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Fortnite and Roblox are built around different usage dynamics.
Fortnite is particularly suited for immersive, competitive, and event-driven experiences with a strong visual and community dimension.
Roblox stands out through a younger audience, a highly mobile-first usage structure, and an extremely large volume of user-generated experiences. Advertising formats, user behaviors, social mechanics, and technical constraints therefore differ depending on the gaming environment. -
Yes. Although UGC gaming platforms operate globally, campaigns can be oriented toward specific countries through the selection of games, creators, languages, gaming environments, and activations adapted to the targeted market. However, targeting remains probabilistic and contextual rather than based on individual user-level targeting.
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The objective of UGC gaming is not to replicate traditional advertising formats, but to integrate brands in a way that is consistent with the user experience. Formats are designed to integrate naturally within environments, gameplay, or narrative mechanics in order to preserve the player experience while strengthening brand recall.
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Yes. On both Fortnite and Roblox, campaigns operated through BEM Ad Network are based on guaranteed volumes of impressions and/or interactions.
In practice, when a campaign includes a defined volume of impressions and/or interactions, delivery continues until the contractual objectives are reached. Advertising formats therefore remain active within the selected games until the expected performance levels are delivered.
Actual delivery timelines may vary depending on the formats used, the activated experiences, seasonality, or the traffic levels observed across the selected games. BEM adjusts campaign delivery and mobilized inventory accordingly to ensure the agreed campaign volumes are achieved.
In some cases, campaign objectives may be reached before the initially planned end date. The client may then choose either to stop the campaign once contractual performance has been achieved or to extend the activation until the planned end date by increasing the associated media volume.
Performance & KPIs
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Campaigns can measure impressions, interactions, video views, completion rates, sessions, average time spent, performance by experience, creator contribution, engagement, retention, and player journeys depending on the selected reporting level. Unlike traditional media environments, UGC gaming makes it possible to measure not only exposure, but also active in-experience behaviors such as movement, interaction, progression, clicks, responses, exploration, or time spent.
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BEM offers multiple levels of campaign reporting ranging from standard campaign tracking to advanced analyses including audience segmentation, player journeys, industry benchmarks, retention analysis, gameplay performance, and optimization recommendations.
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Yes. BEM Ad Network centralizes performance data in order to enable brands to precisely monitor campaign results and the achievement of defined objectives. Reporting can include data coming directly from gaming experiences as well as from activated creators.
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Gaming makes it possible to measure not only visibility, but also active engagement through metrics such as time spent, interactions, retention, player journeys, exposure frequency, or participation in specific mechanics. This often provides a more qualitative understanding of performance than simple CPM or CTR metrics alone.
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Yes. Reports provided by BEM can include comparative analyses between maps, experiences, creators, or platforms in order to identify the highest-performing environments according to the campaign’s objectives.
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Yes. BEM can track creators’ contribution to traffic, engagement, and overall campaign performance.
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At the end of the campaign, BEM provides a detailed performance report and can produce various associated assets such as case studies, social content, videos, or strategic analyses.
Campaign results can then be used to optimize future activations, expand campaigns to additional platforms, or build more ambitious long-term initiatives over time.
Brand Safety & Compliance
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UGC gaming is brand safe when operated through strict selection of games, creators, and advertising formats.
BEM prioritizes controlled environments, qualified experiences, and integrations aligned with platform rules and policies.
Brand safety does not rely solely on the platform itself, but also on the selection of experiences, moderation standards, creative context, and compliance of advertising formats. -
Yes. Campaigns are designed in accordance with the specific rules of each gaming environment, particularly when audiences may include underage users. Roblox, for example, has strengthened its safety, age segmentation, and moderation systems, illustrating how UGC gaming environments are evolving toward stricter user protection frameworks.
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Yes. Campaigns are developed in compliance with the advertising policies, technical constraints, and platform-specific rules of the relevant gaming environments.
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The use of official logos and assets is governed by platform rules and may require specific authorizations depending on the intended use cases.
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Yes. Platforms such as Roblox and Fortnite have specific rules governing brand activations, content integrated into experiences, and associated communications.
On Fortnite, publisher Epic Games notably prohibits mechanics considered as direct recruitment, misleading content, certain sensitive references (alcohol, drugs, gambling, political or discriminatory content), as well as the unauthorized use of protected Fortnite-related or third-party assets. Experiences must comply with age-rating requirements, user safety standards, and Creator Content rules.
External communications are also regulated. The Fortnite logo cannot be freely used in marketing or advertising campaigns without specific authorization from Epic Games. However, certain elements remain permitted within an informational and guideline-compliant framework, including the use of the “Created in Fortnite” badge provided by Epic Games, provided that it is not modified and is used solely to indicate that an experience was developed in Fortnite. Textual references to Fortnite are also possible within descriptive or editorial contexts, as long as they do not imply an official partnership, sponsorship, or endorsement by Epic Games where none exists.
On Roblox, regulations mainly focus on underage user protection and sponsored content transparency. The platform imposes restrictions on certain categories of products and services including alcohol, gambling, certain financial products, political content, or adult-oriented products. Roblox also strongly limits advertising personalization for underage users: advertisers cannot use individualized ad targeting based on personal data for users under 18, in accordance with platform policies and regulatory requirements related to youth protection and personal data privacy.
Within this context, BEM supports brands, IPs and artists upstream in order to adapt creative assets, activation mechanics, marketing wording, and asset usage to the applicable rules of each platform. -
BEM selects games according to multiple criteria including content quality, brand alignment, audience profile, moderation standards, gameplay structure, and compliance with gaming platform policies. Not all games are automatically compatible with every brand.
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Yes. Major UGC gaming environments are progressively strengthening their safety, moderation, and advertising compliance policies, particularly regarding underage audiences.
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Certain integrations must comply with platform-specific rules, particularly regarding logos, assets, promotional mechanics, or external redirects.
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Like any digital environment, UGC gaming requires particular attention regarding brand safety, platform rules, the relevance of selected games, underage audience management, and the quality of creative integrations. These considerations explain the importance of carefully selecting games, creators, and activated campaign setups.
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BEM supports discussions related to platform constraints, format compliance, asset usage, advertising rules, and brand safety considerations in order to facilitate campaign integration within the processes of large organizations and agencies.
Technology & Plateform
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We offer a range of solutions designed to meet your needs—whether you're just getting started or scaling something bigger. Everything is tailored to help you move forward with clarity and confidence.
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Getting started is simple. Reach out through our contact form or schedule a call—we’ll walk you through the next steps and answer any questions along the way.
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We combine a thoughtful, human-centered approach with clear communication and reliable results. It’s not just what we do—it’s how we do it that sets us apart.
Creators & Network
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UGC gaming creators understand the codes of gaming environments, gameplay mechanics, and community expectations. Their role is central in producing experiences that are coherent, engaging, and adapted to player behaviors and platform usage patterns.
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No. The BEM network combines different types of creators and experiences depending on campaign objectives, including large-scale traffic environments, niche communities, premium universes, or specialized activations.
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No. BEM works with a network of partner creators and studios who remain the owners of their games.
Content & Amplification
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We offer a range of solutions designed to meet your needs—whether you're just getting started or scaling something bigger. Everything is tailored to help you move forward with clarity and confidence.
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Getting started is simple. Reach out through our contact form or schedule a call—we’ll walk you through the next steps and answer any questions along the way.
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We combine a thoughtful, human-centered approach with clear communication and reliable results. It’s not just what we do—it’s how we do it that sets us apart.
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You can reach us anytime via our contact page or email. We aim to respond quickly—usually within one business day.
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We offer flexible pricing based on project type and complexity. After an initial conversation, we’ll provide a transparent quote with no hidden costs.
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Collaborative, honest, and straightforward. We're here to guide the process, bring ideas to the table, and keep things moving.
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Working with BEM
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BEM can support brands across retail, music, automotive, sports, entertainment, culture, technology, luxury, and institutional sectors. UGC gaming is particularly relevant for brands seeking to reach younger audiences within environments where they genuinely spend time, through formats that are more immersive than traditional display or social media advertising.
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A campaign begins with the definition of objectives such as awareness, engagement, traffic, interaction, research, product launch, amplification, or brand experience. BEM then recommends the most relevant platforms, games, advertising formats, creators, and KPIs. The campaign is subsequently deployed across the selected environments, monitored through BEM Ad Network, and delivered through a performance reporting framework.
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The timeline depends on the level of customization of the activation. Certain media activations can be deployed quickly, while more immersive productions may require several weeks of production and coordination.
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BEM supports brands across retail, automotive, music, luxury, sports, culture, technology, media, and public institution sectors.
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Yes. BEM can work directly with advertisers or in collaboration with media agencies, creative agencies, or production partners.
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Gaming can address objectives related to awareness, engagement, traffic, social amplification, brand experience, insight collection, product launches, or community activation.
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BEM teams can be contacted through the company website, LinkedIn, BEM’s social media channels, or directly via email.

