Meet Them Where They Are: How Brands and Broadcasters Engage Hard-to-Reach Audiences in Gaming and Virtual Worlds

Devonshire Square (UK House (Sir Devonshire Square Hotel))

June 2, 2026, 2:00 - 2:25 PM

Meet Them Where They Are: How Brands and Broadcasters Engage Hard-to-Reach Audiences in Gaming and Virtual Worlds

Young audiences aren't watching what they used to watch, or buying where they used to buy. For brands and broadcasters alike, the audiences hardest to reach through traditional channels are increasingly easy to find in gaming and virtual worlds, on platforms like Roblox and Fortnite, where hundreds of millions spend their time, attention and money.


In this fireside chat, GEEIQ's CEO Charles Hambro sits down with Mariel Capisciolto, Head of Digital Development at BBC Content, for a conversation about what reaching these audiences actually looks like in practice. Mariel will share what the BBC is learning as it builds for digital-first viewers across gaming platforms, and Charles will draw on GEEIQ's data across the world's largest brand activations to show which approaches drive engagement, what brands and broadcasters can learn from each other, and what to avoid when the audience won't come to you.


A practical look at meeting audiences where they are, with the data to back it up.

Meet Them Where They Are: How Brands and Broadcasters Eng...