Gaming influencer marketing benchmarks.

CPM by country, click-through by content category and by game, install conversion and revenue per download by platform — measured on campaigns we ran ourselves. Plus the model we use to turn them into a forecast.

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.

CPM by country
CountryCPM 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.

Click-through by content category
Creator categoryCTR from views
Animation0.43%
Entertainment0.42%
Gaming0.36%
Vehicles0.34%
Reactions0.33%
Anime0.33%
News and Facts0.31%
Mystery & True Crime0.31%
DIY (How-Tos)0.30%
Movies0.28%
Tech0.27%
Sports0.26%
Education0.21%
Science and History0.14%
All categories0.35%

Views to clicks, 2025–2026, across every product with click data. Source: Zorka.Agency delivery data.

Click-through by game
Game the channel coversCTR from views
World of Warcraft0.50%
Multi Gaming0.46%
League of Legends0.41%
Destiny0.38%
Call of Duty0.37%
Warhammer0.35%
Genshin Impact0.29%
ARK0.27%
Pokemon0.27%
Rust0.26%
Old School RuneScape0.22%
DayZ0.20%
Elden Ring0.11%

The same period and method, one level deeper — channels grouped by the game they are built around. Source: Zorka.Agency delivery data.

Install conversion from click
PlatformInstall CR
iOS19.60%
Android20.20%
Mobile combined19.90%

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.

Revenue per download over time
PlatformD30D90D180Lifetime
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.

  1. Step 1

    Views

    budget ÷ CPM × 1,000

  2. Step 2

    Clicks

    views × CTR × quality

  3. Step 3

    Installs

    clicks × install CR

  4. Step 4

    Cost per install

    budget ÷ installs

  5. Step 5

    Revenue

    installs × revenue per download

  6. 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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game.

Whether you're soft-launching, scaling, or relaunching — we'll bring the creators, the creative and the numbers.