Stop being "just another option." Use these 7 questions to build a brand identity that AI search engines recommend and humans trust.

Marketing in Games in 2026: What Works in Roblox/Fortnite/The Sims (and What Doesn’t)
Search has moved beyond Google, and social media is moving beyond the scroll. In 2026, the global gaming market is worth over $205 billion—more than the movie and music industries combined.
For brands, the message is clear: if you want to reach Gen Z and Gen Alpha, you have to go where they are. But you can't just slap a digital billboard on a virtual wall and hope for the best. To win in Roblox, Fortnite, and The Sims, you have to stop acting like an advertiser and start acting like a "co-creator".

Roblox: The Hub for "Real-World" Shopping
Roblox is no longer "just for kids." By early 2026, nearly 44% of its 151 million daily users are over the age of 17.
What Works:
- Immersive Video Ads: Instead of a flat commercial, Roblox now lets brands turn video creative into interactive 3D environments that players can actually step into.
- Physical-to-Digital Commerce: Successful brands are using "bidirectional commerce." This means buying a real-world hoodie might unlock a digital version for your avatar, or an in-game quest might give you a discount code for a real-world store.
- "Fish Where the Fish Are": Data shows that brands get twice as many views by integrating into existing popular games (like SpongeBob Tower Defense) rather than trying to build their own standalone game from scratch.
Fortnite: Cultural Moments and Creator Power
Fortnite has evolved from a "Battle Royale" game into a full-scale entertainment platform.
What Works:
- The Sponsored Row: In the past, getting your custom brand island discovered was mostly luck. Now, Epic Games has introduced a "Sponsored Row" where brands can bid for guaranteed visibility during big launches.
- Direct Item Sales: Brands can now sell digital gear directly within their own islands using V-Bucks. Through the end of 2026, creators even keep 100% of the revenue (minus platform fees), making it a massive money-maker.
- Playable Stories: Players respond best to "world-builds"—cinematic stories they can play through, rather than just seeing a logo.
The Sims 4: The Identity Economy
The Sims is unique because its audience is mostly female (64%) and values self-expression and inclusivity above all else.
What Works:
- The "Coach" Model: In 2026, fashion brand Coach released a collection of digital bags and clothes in The Sims 4. The key to its success? The items were free as part of a base game update. This built massive goodwill because most branded content is usually locked behind a paywall.
- Values-First Marketing: Sims players are very vocal about representation. Brands that show diverse characters and support LGBTQ+ or minority values see much higher engagement than "neutral" brands.
What Doesn't Work: The Red Flags
In 2026, gamers are quick to call out brands that feel "fake" or "lazy."
- "Gameslop": This is content that is over-automated with AI. If your virtual items look blurry or your game feels like a generic template, players will ignore it.
- Forced Cringe: Don't try too hard to use Gen Alpha slang if it doesn't fit your voice. The Rock’s "Big Dwayne Energy" campaign was widely mocked for feeling like a "gym coach trying to go viral".
- Technical Bugs: In 2025-2026, players have zero patience for glitchy releases. If your branded experience crashes, your reputation will tank faster than your player count.
Key Takeaways
- Participate, don't interrupt. Create mini-games or digital gear that actually helps the player have more fun.
- Focus on the avatar. 56% of Gen Z users care more about how their digital avatar looks than their physical self.
- Use real people. Gamers trust "Joe from the team" fixing something more than a polished corporate spokesperson.
- Update or die. Virtual worlds move fast. If you don't refresh your content every week, it becomes "stale" and disappears from view.
Frequently Asked Questions
Is it expensive to market in these games?
It varies. Running immersive ads can have a cost-per-thousand (CPM) of around $6 to $10. While this is higher than a web banner, the players are much more engaged.
How do I measure success if nobody clicks a link?
We use "Citation Dominance." This tracks how often players talk about your brand, share screenshots of your items on TikTok, or use your in-game promo codes in the real world.
Do I need to build my own game?
Not necessarily. Most brands find it more effective to "rent" space in an already popular game. This gives you instant access to millions of players on day one.
What is the "83% Rule" for game videos?
Data shows that 83% of the most successful social ads for games are between 15 and 30 seconds long. You have to grab them in the first 3 seconds or they will keep scrolling.



