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ANNUALVIDEO
GAMESMARKETING
SURVEY2025
PartoftheBastionNetwork
Xin
www.bastion.co.uk
02|ANNUALVIDEOGAMESMARKETINGSURVEY2025
RaviVijh
ManagingDirector,Bastion
FOREWORD
Thegamesindustryisshiftingfast—budgetsaretighter,competition’sfiercer,andthefightforattentionhasneverbeentougher.
Ourlatestmarketingsurveyrevealsaclearpicture:thechallengesareuniversal,andsoarethemovesthatgetresults.Discoverabilitystilltopsthelist—butit’snolongerjustaboutbeingseen.It’saboutowningthespotlightinanovercrowdedmarket.
Marketerstellustheirbiggestwinscomefrom:
•Laser-focusedaudienceprofilingthatspeaksdirectlytotherightplayers.
•Creativethatlandsearly—surprising,engaging,andconvertingfromdayone.
•Storefrontstreatedlikemarketingpowerhouses—especiallySteam.
Theone-size-fits-allplaybook?Dead.
FrominfluencerpartnershipstoSteameventstohowstudiosshowuponLinkedIn—theruleissimple:authenticitywins.Withteamsunderpressure,marketersareturningto
trustedagencypartnerstodeliverbold,performance-drivencreativeatscale.
AtBastion,that’sexactlywhatwedo—andwedoitsoourpartnersdon’tjustcompete…theydominate.
Wehopeyoufindthereportuseful.IfyouhaveanyquestionspleasereachoutorcomeandseeusontheUkieboothatGamescom.
www.bastion.co.uk
03|ANNUALVlDEOGAMESMARKETlNGSURVEY2025
www.bastion.co.uk
ClareHawkins
G2MDirector
EXECUTIVESUMMARY
GAMESMARKETINGIN2025:LEANER,SMARTER,LOUDER
Theworldofgamesmarketingisn’tjustevolvingit’saccelerating.Overthelast12months,marketershavebeenaskedtodomorewithless:tighterbudgets,leanerteams,andamarketburstingattheseams.Agilityisno
longeranicetohave,it’svitaltosuccess.
OurlatestG2Msurveytakesthepulseoftheindustry.Theresults?Over60%ofrespondentsbringadecadeormoreofpublishingexperiencetothetable,butmostworkinteamsoffewerthanfive.That’sapowerhouseoftalent,stretchedrazorthin.
Discoverabilityremainstheindustry’sAchilles’heel.31%ofrespondentsexpectittobethetopchallengethisyearanditcutsacrossstudiosize,region,andbudget.Whilstsometeamsarespendingmorewithagencies(39.9%sawthatrisein2024),63.9%stillsaytheiroverallmarketingbudgetsfallshort.
lnterestingly,whilethesplitbetweenpublishers(51.3%)anddevelopers(48.7%)isnearlyeven,theirstrategiesareremarkablyaligned.Smallerteamsarebettingbigonstandoutcreative,communitymomentum,andsmart,
scrappypartnerships.Steampageoptimisation,optimisingtrafficandstorefrontplacementremainhighpriorities,proofthatastrongstorepresencestillmovestheneedle.
lnfluencermarketingistheclearcorestrategicingredientofsuccessfullaunchesin2025.Marketersseeitasthemosteffectivewaytocutthroughthenoiseespeciallyorganicinfluencerstrategies,nowleadingallother
channelsinperceivedimpact.Ownedandearnedmediaaredominating,withcommunitymanagement
(16.3%)andinfluencerpartnerships(25%)emergingasthesecretweaponsforbothconversionandlong-termengagement.
Audienceinsightisbecomingtheultimatestrategicedge.Themostsuccessfulcampaignsstartbypinpointingthe“trueaudience”andmeetingthemwheretheyareongenre-specificDiscords,throughcarefullymatched
creators,andwithmessagingthatactuallyresonates.Despiteathirdofcompaniesshrinkingtheirmarketing
teams,44.4%remainundecidedabouthiringinthenextyear.Thatuncertaintyreflectsbroadermarketjittersbutit’snotstoppingsavvyteamsfrompushingforwardwithsmarteraudiencesegmentationandlaser-focused
creatorcollaborations.
There’sashiftintone,too.Theindustryismovingawayfromchasingshinynewplatformsandtowardbuildingtrust,relevance,andcreativityacrossallchannels.Storefrontsarereclaimingtheirimportancenotjustassalestools,butasspacesforstorytelling.
High-impacttrailers,sharpcapsuleart,andnarrative-richandcommunityfocusedcampaignsaremakinga
comeback.Andthenthere’sAl,2025’sbiggestconversationstarter.Someseeitasagame-changerfor
productionandtargeting.Othersworryaboutitsroleinaddingmorenoisetoanalreadycrowdedmarket.Butonethingisclear:platformslikeSteam,Reddit,andDiscordarewinningfavourasauthenticspacesfor
community-buildingunliketheincreasinglypay-to-play,volatilenatureoftraditionalsocialmedia.Lookingahead?Gamesmarketingwillcontinuetofragment.Teamswillshrink.Contentwillgetmorepersonal.
Discoverabilitywillremaintough.Butwithsharpcreative,therightchannelmix,andstrongunderstanding,there’sstillhugeopportunityforstudiosbigandsmalltobreakthroughandtrulyconnectwithplayers.
www.bastion.co.uk
1
3
8.3%19.4%8.3%63.9%
16.7%8.3%2.8%5.6%22.2%38.9%5.6%
HOWMANYYEARSEXPERIENCEDOYOUHAVEINTHEVIDEO
0to34to67to910+
ABOUTOUR
RESPONDENTS...
WHERE
GAMEPUBLISHINGINDUSTRY?
WHATISYOURCURRENTROLE?
04|ANNUALVIDEOGAMESMARKETINGSURVEY2025
C-SUITEMANAGINGDIRECTOR
DIRECTORMANAGEROTHER
2
AREYOUBASED?
VPOF
PUBLISHING
VPOF
MARKETING
30%
20%
10%
0
05|ANNUALVIDEOGAMESMARKETINGSURVEY2025
www.bastion.co.uk
60%
50%
40%
30%
20%
10%
0
4
1to5
63.9%
6to10
19.4%
11to20
13.9%
21to30
2.8%
WHATISTHE
MARKETINGTEAM?
SIZEOFYOUR
5
WHICHOFTHEFOLLOWINGBEST
DESCRIBESYOURBUSINESS?
PUBLISHER
51.3%
DEVELOPER
48.7%
PUBLISH/DEVELOP?
AAA15.1%
YOU
WHATTYPESOFGAMESDO
40
AA28.8%
INDIEGAMES23.3%
AR/VR6.8%
MOBILE8.2%
LIVESERVICE13.7%
OTHER1.4%
i
05101520253035
06|ANNUALVIDEOGAMESMARKETINGSURVEY2025
www.bastion.co.uk
7
HOWHASTHE
SIZEOFYOUR
MARKETINGTEAMCHANGEDOVER
THEPASTYEAR?
DECREASED
33.3%
INCREASED
22.2%
Significantlylessof
thissamplehave
UNCHANGED
44.4%
8
increasedtheirteams
WILLYOUBE
HIRINGFORTHIS
TEAMINTHENEXT
12MONTHS?
comparedtolast
year,wherenearly
40%increased.
UNDECIDED
44.4%
NO
38.9%
YES
16.7%
OVERTHELASTYEAR?
CHANGED
HOWHASYOURAGENCYSPEND
INCREASED38.9%DECREASED27.8%
UNCHANGED33.3%
Themajorityofthesampleisincreasingtheiragencyspendthisyear.
Significantlylessmarketers(14.2%)aredecreasingtheiragencyspendthisyearcomparedtolastyear.
Alargernumberofparticipants(13%more)
aren’tchangingtheiragencyspend.
10
DOYOUFEEL
YOURCURRENTBUDGETIS
ADEQUATETOMEETYOUR
MARKETINGOBJECTIVES?
YES
36.1%
In2024,themajority
(60%)feltthattheyhad
sufficientbudget,butthisfigurenowsitsat36%.
NO
63.9%
010203040
07|ANNUALVIDEOGAMESMARKETINGSURVEY2025
www.bastion.co.uk
11
FORYOURMAJORTITLES,WHATISTHETYPICALSIZEOFYOURMARKETINGBUDGETPERGAME?
MoreofthesamplethisyearproduceAA
andAAAgames,suggestingmoreofthese
gametypeshaveexperiencedbudget
restrictionsoverthelast12months.
Moreofthesamplethisyearhavebelow
500Kbudgetformajortitles(81%).
Comparedto2024wherethisfigurewas
63.3%.
Fewermarketersarenowworkingwitha
budgetofoverthis(19%)whichpreviously
satat36.6%.
UNDER100K
29.7%
301K-500K
24.3%
101K-300K
27%
501K-750K
5.4%
OVER1M
13.5%
HOWEARLYDOYOUTYPICALLYSTART
INVESTING/SPENDINGYOURMARKETINGBUDGETBEFOREAGAME’SRELEASEDATE?
12
12MONTHS34.2%
8MONTHS21.1%
6MONTHS26.3%
3MONTHS10.5%OTHER7.9%
05101520253035404550
13
WHATDIDYOUCONSIDER
TOBETHEBIGGEST
CHALLENGEINVIDEOGAMEPUBLISHINGLASTYEAR?
14
DOYOUTHINKTHISWILLREMAINTHEBIGGEST
CHALLENGEOVERTHENEXT12MONTHS?
Discoverability,marketsaturation,
lay-offsandcompetitionremainthelargestchallengesforvideogame
marketersoverthelast12months.Releaseschdulechanges,fundingandmoralehaveemergedthisyearasotherconcernsthatmaygrowfurtherin2026.
LACKOF
RESOURCES
DUETO
LAYOFFSRELEASE
SCHEDULE
CHANGING
MARKET
SATURATION
REMOTE
WORKINGCRUNCHCOMPETITIONOTHER
CULTURE
31.5%16.4%6.2%26%2.7%1.4%11%2.7%
30
25
20
15
10
YES
94.4%
NO
5.6%
DISCOVERABILITY
5
0
08|ANNUALVIDEOGAMESMARKETINGSURVEY2025
www.bastion.co.uk
15
OFTHOSEWHOANSWERED“NO”,THEMOSTCOMMONCONCERNSWERESPREADEVENLYACROSS
DISCOVERABILITYONCERELEASED
FUNDING
STAFFING/MORALE
SELECTTHE3MOST
MEETINGYOUROBJECTIVES.
16EFFECTIVECHANNELSAT
11.5%
4.8%
OrganicInfluencersand
CommunityManagement
haveemergedaswhatthe
PR
PAIDMEDIA(ABOVETHELINE)
majorityofthesampleseesatthemosteffectivemarketingchannel.Ashiftfrom2024
wherePaidMedia(Above
theLine)andPaidInfluencer
5.8%
wherethemostpreferred.
PERFORMANCEMEDIA
Eventsemergesasagrowing
marketingchannelbackedby
9.6%
qualitativedatawheresome
PAIDINFLUENCERMARKETING
participantsbelieveithelps
discoverability.
25%
ORGANICINFLUENCERMARKETING
12.5%
Thedatasuggestsashift
towardsmoreorganicand
communityledcontentover
CHANNELMARKETING(STEAM/XBOX/PS)
thelast12months.
16.3%
COMMUNITYMANAGEMENT
6.7%
PAIDSOCIALMEDIA
2.9%
EVENTS
4.8%
ORGANICSOCIAL
0102030
www.bastion.co.uk
REVIEWS22.4%
OTHER
0
6.2%20.6%7.2%9.3%3.1%9.3%5.2%8.2%10.3%2.1%
SELECTTHELEASTEFFECTIVECHANNELSATMEETING
YOUROBJECTIVES
Overthe12months,paidmediahasnowbecomethechannelviewedastheleasteffectiveonecollectively.
WHICHCONTENTTYPEDOYOUCONSIDERTHEMOSTIMPORTANT?
18
ORGANIC
SOCIALPAID
SOCIALMEDIA
17
09|ANNUALVIDEOGAMESMARKETINGSURVEY2025
CHANNEL
MARKETING
(STEAM/XBOX/PS)
PR
5
PAID
INFLUENCERMARKETING
PAIDMEDIA
(ABOVETHELINE)
20
15
10
ORGANICINFLUENCERMARKETING
COMUNITYMANAGEMENT
PERFORMANCEMEDIA
WALKTHROUGHS
4.7%
GUIDES
3.5%
SHORT-FORMCONTENT(TIKTOK,REELS)23.5% LIVESTREAMS(TWITCH,YOUTUBE)21.2%
ADVERTISING
2.4%
TRAILERS22.4%
IIIIIII
051015202530
DOYOUUTILISECONSUMERDATAPLATFORMSSUCHAS
GLOBALWEBINDEX?
19
58.3%YES
41.7%NO
10|ANNUALVIDEOGAMESMARKETINGSURVEY2025
www.bastion.co.uk
20
HOWIMPORTANTAREINFLUENCERSANDCONTENTCREATORSINYOUR
MARKETINGSTRATEGY?
WEDON’T
WORKWITH
INFLUENCERS
ATALL
WE
INFLUENCERS
AREOURMAIN
STRATEGY
WERARELY
WORKWITHINFLUENCERS
SOMETIMES
UNDECIDED
WORKWITHINFLUENCERS
11.1%
2.8%
0%
47.2%
38.9%
Incontrasttolastyear,everyonesampledisworkingwithinfluencersinsomecapacity.Mostpreferamixofpaidandorganic.
YOU
SPENDYOURINFLUENCERMARKETING
BUDGETPAIDVSORGANIC?
50%
MOSTLYORGANICINFLUENCERS
40%
30%
Generallyspeaking
organictakespriority
overpaid,enhancingthe
hypothesisthatorganic/
AMIXOFBOTHEQUALLY
earnedmediaisthe
20%
directionvideogame
marketingisheading.
MOSTLYPAID
NOTSURE/UNDECIDED
10%
INFLUENCERS
0
53.8%15.4%25.6%5.1%
HOWISYOURSPENDONINFLUENCER
22
MARKETINGLIKELYTOCHANGEOVERTHENEXT12-24
MONTHS?
INCREASING
47.2%
Nosignificant
changefrom2024
DECREASING
5.6%
REMAINING
THESAME
47.2%
11|ANNUALVIDEOGAMESMARKETINGSURVEY2025
MULTI-
PLAYER
43.2%
MULTI-
PLAYER
11.1%
LIVE
SERVICE
GAMES
18.2%
SINGLE
PLAYER
38.6%
SINGLE
PLAYER
36.1%
LIVE
SERVICE
52.8%
WHICHOFTHE
FOLLOWINGISTHELEASTIMPORTANTGAMETYPEFOR
YOURBUSINESSRIGHTNOW?
WHICHOFTHE
FOLLOWINGISTHEMOSTIMPORTANTGAMETYPEFOR
YOURBUSINESSRIGHTNOW?
SALES
24
22.1%
HOWDOYOUCURRENTLY
MEASURETHEROIOFYOURCPA5.3%
MARKETINGCAMPAIGNS?
CPC7.1%
DOWNLOADS9.7%
WEBSITE/STEAMTRAFFIC8.8%
WISHLISTS15.9%
SOCIALMETRICS(IMPRESSIONS,REACH,ENGAGEMENT)8.8%
PRESSCOVERAGE9.7%
25PLAYERNUMBERS11.5%
OTHER0.9%
05101520
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