Brands pivot to integrations in virtual worlds shift
Brand marketers are moving away from building branded virtual destinations and putting more emphasis on integrations inside existing virtual worlds, according to new figures from GEEIQ.
GEEIQ's State of Brands in Virtual Worlds 2026 report shows integrations overtook brand-owned worlds as the most common activation approach in 2025. The report tracks activity across platforms including Roblox, Fortnite, and ZEPETO.
Brands launched 335 integrations in 2025, compared with 252 brand-owned worlds. That balance marks a shift from earlier activity, when companies often prioritised stand-alone branded spaces.
Brand-owned worlds fell 57% year on year in 2025, while integrations rose 16%.
The figures suggest a more selective approach to virtual-world marketing, with brands choosing formats that sit inside existing environments and communities rather than commissioning dedicated experiences.
Repeat Activations
GEEIQ's data also suggests brands are returning to virtual worlds more often. The report puts the average number of activations per brand at 1.8 per year, its highest level so far.
The increase indicates virtual worlds are shifting from one-off trials to more regular marketing activity. It also suggests teams are reusing playbooks across platforms, rather than treating each project as a standalone experiment.
Integrations can range from branded items and experiences within established games to collaborations with creators already operating inside a platform's ecosystem. By contrast, a brand-owned world is a dedicated space built around a single brand, with its own design and activities.
In practice, the audience journey differs. An integration places a brand inside existing traffic and culture, while a brand-owned world requires users to seek out a separate destination and spend time inside it.
Platform Concentration
The report also finds activity is concentrating on a smaller set of platforms. Nearly 90% of all tracked brand activity took place on Roblox and Fortnite.
That concentration suggests brands are favouring environments with large, established audiences and strong creator communities. It also points to consolidation in spend and attention, as companies focus on fewer venues rather than spreading activity across many virtual worlds.
ZEPETO remains part of the tracked market, though the figures highlight Roblox and Fortnite as the dominant locations for branded work.
The trend may influence how agencies and creative studios allocate talent. Teams specialising in Roblox and Fortnite development and community work could benefit from more focused budgets, while smaller platforms may need different incentives or creator programmes to attract more brand activity.
Changing Playbook
GEEIQ frames the shift as a sign that virtual worlds are settling into more established marketing patterns. Brands appear to be prioritising formats that can be repeated and benchmarked, and that work within existing communities rather than trying to build new ones from scratch.
The pattern also reflects operational realities. A brand-owned world can demand ongoing live operations, fresh content, and continuous community management. An integration is often simpler to scope, with clearer start and end points, even when it sits within a wider programme.
Even so, the rise in integrations does not necessarily mean brand-owned worlds will disappear. Some organisations may still use owned spaces for specific needs such as product storytelling, community programmes, or long-running partnerships. Overall, however, the numbers suggest most brands have shifted their centre of gravity.
Charles Hambro, Chief Executive of GEEIQ, said the channel has moved beyond early experimentation.
"Virtual worlds are no longer experimental playgrounds," Hambro said. "Brands are moving away from building standalone destinations and instead plugging into existing creator-built communities where scale, engagement, and performance are already proven. This shift marks a new phase of maturity for the channel."
GEEIQ is a data and insights platform focused on measuring brand performance across virtual worlds and gaming environments. It tracks activity on platforms including Roblox, Fortnite, and ZEPETO, and publishes industry research on how marketers engage with these environments.
The figures suggest brands will place even more emphasis on integrations and on the biggest platforms as they look for repeatable formats and clearer performance signals from virtual-world activity.