Media Kit
Advertising at gamerDNA Media
gamerDNA Media brings together the best independent videogame content and community sites, delivering 6.3 million unique U.S. visitors per month and 14 million worldwide (comScore, Media Metrix Dec. 2009). Owned and operated flagship properties Crispy Gamer, GamerDNA, 360Voice and TweetMyGaming provide premium editorial content and active videogame communities to anchor the alliance of over 70 sites. gamerDNA Media delivers an industry first game segment ad targeting platform informed by multiple data sources such as browsing behavior and gameplay data for consoles and PC games.
Our Audience
- Predominantly male (88%), young (74% aged 18 to 34), passionate, digitally-connected consumers who are obsessed with entertainment and pop culture, and participate in many online activities and social media.
- A deep and growing ecosystem of highly influential gamers, including people who are amongst the first to choose games and technology products and tell their friends about them.
Features
- CrispyTV
- Reviews
- Feature articles
- Columns
- News
- Screenshots and game trailers
- Comics
- Community
- Alliance of over 70 gaming sites
gamerDNA Media Advertisers
Your campaigns can be specifically tailored to a key sector of our members or scaled up to span the entire Alliance. Our in-depth knowledge, understanding and ongoing engagement will allow you to tailor your campaigns to deliver the maximum impact.
"We are very excited about the GamerDNA targeting ability to reach the right sort of gamer. Not only did GamerDNA perform very well -- their dynamic segmentation capabilities are helping us expand our market by reaching new consumers who are hungry for richer online game experiences."
Paul Caparotta, Media Manager
NAMCO BANDAI Games America Inc.
Effective Dec. 16, 2009, Crispy Gamer now accepts game publisher ad dollars across all sites. Crispy Gamer's editorial team will continue to operate independent of any real or perceived pressures from advertisers.
Gaming is Mainstream
- $21 billion in domestic sales in 2008 (ESA).
- 68% of American households play computer or video games (ESA).
- 97% of teens play video games (Pew Research).
- Videogames account for one-third of the average monthly consumer spending in the US for core entertainment content, including music, video and games (NPD Group).
- Modern Warfare 2 set new entertainment sales records selling more than $550 million in the first 5 days of release, beating out previous record holder Grand Theft Auto IV (Gamesbeat). By comparison, the movie Avatar took 15 days to hit the $500 million mark (Variety).




