What a gaming creator campaign actually costs.
Measured results from campaigns we ran, not estimates from a model. Use them as a starting point, not a promise — the spread inside any one market is wide.
| Country | CPM per 1,000 views |
|---|---|
| South Korea | $46.61 |
| France | $38.24 |
| Canada | $34.00 |
| Italy | $33.27 |
| United Kingdom | $31.61 |
| USA | $30.58 |
| Taiwan | $28.06 |
| Australia | $25.28 |
| Mexico | $14.20 |
Actual campaign results, 2025–2026. Source: Zorka.Agency delivery data.
| Creator category | CTR from views |
|---|---|
| Animation | 0.43% |
| Entertainment | 0.42% |
| Gaming | 0.36% |
| Vehicles | 0.34% |
| Reactions | 0.33% |
| Anime | 0.33% |
| News and Facts | 0.31% |
| Mystery & True Crime | 0.31% |
| DIY (How-Tos) | 0.30% |
| Movies | 0.28% |
| Tech | 0.27% |
| Sports | 0.26% |
| Education | 0.21% |
| Science and History | 0.14% |
| All categories | 0.35% |
Views to clicks, 2025–2026, across every product with click data. Source: Zorka.Agency delivery data.
| Game the channel covers | CTR from views |
|---|---|
| World of Warcraft | 0.50% |
| Multi Gaming | 0.46% |
| League of Legends | 0.41% |
| Destiny | 0.38% |
| Call of Duty | 0.37% |
| Warhammer | 0.35% |
| Genshin Impact | 0.29% |
| ARK | 0.27% |
| Pokemon | 0.27% |
| Rust | 0.26% |
| Old School RuneScape | 0.22% |
| DayZ | 0.20% |
| Elden Ring | 0.11% |
The same period and method, one level deeper — channels grouped by the game they are built around. Source: Zorka.Agency delivery data.
| Platform | Install CR |
|---|---|
| iOS | 19.60% |
| Android | 20.20% |
| Mobile combined | 19.90% |
One advertiser, a mobile RPG portfolio. Registrations from 2 August 2024 to 31 July 2025, 75,408 installs from 369,692 clicks, 12–24 months, 1.5 years on average of accumulated revenue. Source: Zorka.Agency delivery data, pulled August 2026.
| Platform | D30 | D90 | D180 | Lifetime |
|---|---|---|---|---|
| iOS | $4.32 | $8.56 | $12.69 | $23.27 |
| Android | $4.30 | $8.33 | $11.71 | $18.42 |
| Mobile combined | $4.31 | $8.42 | $12.10 | $20.37 |
| Web, per registration | $8.63 | $14.22 | $18.64 | $29.32 |
One advertiser, a mobile RPG portfolio. Registrations from 2 August 2024 to 31 July 2025, 75,408 installs from 369,692 clicks, 12–24 months, 1.5 years on average of accumulated revenue. Source: Zorka.Agency delivery data, pulled August 2026. Web has registrations rather than installs, so it carries revenue per registration and no install CR.
Before you compare this to paid media
Creator CTR and paid-media CTR are measured against different denominators. Paid CTR is a share of ad impressions; creator CTR is a share of video views, and a view is a far heavier unit of attention than an impression. Putting the two percentages side by side says almost nothing. The numbers that settle the comparison are cost per install and ROAS.
The same budget, nine times the result.
Cost data alone forecasts nothing, because two integrations at an identical CPM do not perform alike. These are the multipliers we apply, and they compound: the worst combination runs at 0.29×, the best at 2.52×.
Content type
How the game appears in the video.
- Voice-over / AI voice
- ×0.6
- Pre-recorded ad
- ×0.8
- Face in the shot
- ×1.0
- Commentary, active interaction
- ×1.2
- Genuine, authentic gameplay
- ×1.4
Integration length
How much of the video the game gets.
- < 60 sec
- ×0.8
- 60–90 sec
- ×0.9
- 90–120 sec
- ×1.0
- 120+ sec
- ×1.1
- Dedicated video
- ×1.2
Competitive landscape
What else that audience has been sold recently.
- Competitor ad currently active
- ×0.6
- Non-competitor ad currently active
- ×0.7
- Competitor ad less than a month ago
- ×0.9
- Competitor ad less than 3 months ago
- ×1.1
- No ads present
- ×1.5
The single largest lever is the last one. An audience that saw a competitor's game this week converts at 0.6×; the same creator with a clean slate converts at 1.5×. Which is why we brief against a creator's recent sponsorship history rather than their follower count.
How the forecast is built.
Six steps, no black box. Quality is the product of the three multipliers above.
- Step 1
Views
budget ÷ CPM × 1,000
- Step 2
Clicks
views × CTR × quality
- Step 3
Installs
clicks × install CR
- Step 4
Cost per install
budget ÷ installs
- Step 5
Revenue
installs × revenue per download
- Step 6
ROAS
revenue ÷ budget
Where the numbers come from
- Period
- CPM and click-through: campaigns run in 2025–2026. Install conversion and revenue per download: registrations between 2 August 2024 and 31 July 2025, with 12–24 months of revenue accumulated by the time of the pull in August 2026.
- Basis
- Our own campaign reporting for game and app clients — not a third-party survey and not an industry aggregate. CPM and CTR span every product with usable data. Conversion and revenue come from a single advertiser, a mobile RPG portfolio, because it is the largest cohort with complete revenue attribution; that makes them a real reference point rather than a universal one. The spread inside any single market or category is wide, and a specific creator can sit well outside it.
- What is measured and what is modelled
- Every figure in the tables is measured. The quality multipliers above are model parameters — the assumptions the forecast runs on, not observed results — and are labelled as such wherever they appear. An earlier version of this page mixed the two and published modelled conversion rates as though they had been measured; the figures were corrected against delivery data in August 2026.
- How to read CTR
- Creator CTR is a share of video views. Paid-media CTR is a share of ad impressions. The two are not comparable directly, which is why the model blends them only after converting both into installs.
- What this is not
- A guarantee. It is a planning instrument: good enough to size a budget, choose a market and argue about a media mix, not to underwrite a result.
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