Gaming and esports media sell to two very different buyers: endemic sponsors who want proof of hardcore reach, and non-endemic brands who need convincing that a gaming audience buys cars, banking products and streaming subscriptions like anyone else. The Cookieless Audience database gives both answers from the same file — audience profiles for 102 million domains, with INT.video_gaming.* interest codes, full demographics and 283 purchase-intent segments. And because the profile belongs to the domain, not a cookie, it covers the heavily cookieless traffic gaming sites actually get.
Every gaming media kit claims young, engaged, hard-to-reach audiences. Buyers have heard it before — what they ask for now is evidence: which age brackets, what gender skew actually looks like across your portfolio, what income bands, and what these readers are in market for beyond peripherals. Platform dashboards describe your logged-in channels; they say nothing about your web properties, wikis, guides and community sites — or about the adjacent fan web a sponsorship really buys into.
Measurement makes it harder. Gaming audiences skew to browsers and devices where third-party cookies are blocked — cookies remain on Chrome, but Safari, Firefox and iOS block them by default, and roughly 40%+ of traffic is cookieless today. Cookie-based verification structurally under-counts exactly the audience you are selling.
Domain-level profiles sidestep both problems. Each site’s audience — demographics, gaming interests by platform, commercial intent — is a computed property of the domain, expressed in fixed v1.0 codes aligned with IAB Audience Taxonomy 1.1, with a confidence band on every attribute. Your sales narrative becomes a query anyone can re-run.
INT.video_gaming.esportspc_games / console_games / mobile_gamesPI.consumer_electronics.video_games_and_consolesPI.software.digital_goods_and_currencyPI.arts_entertainment.music_and_video_streaming_servicesOne set of codes serves the endemic pitch and the non-endemic one — and the real-time API answers the same questions per URL for tentpole content and event coverage.
Every value comes from a fixed enumerated vocabulary — documented on the audience segmentation taxonomy page — so the numbers in your deck mean the same thing to your buyer’s analytics team.
The INT.video_gaming group splits into esports, pc_games, console_games, mobile_games and video_game_genres — enough to separate an esports news site from a mobile-casual guides property.
8 age brackets, a 5-point gender skew, 6 income bands, 7 education levels and 14 life stages — the evidence that a portfolio is (or isn’t) the 18–34 profile the media kit claims.
Segments like PI.consumer_electronics.video_games_and_consoles, video_game_console_accessories, PI.apps.games_apps and PI.software.digital_goods_and_currency quantify the hardware-and-content buyer.
The same rows carry mainstream segments — streaming services, consumer electronics, finance, auto, food delivery — the proof points that unlock non-endemic sponsor budgets.
1,667 named personas resolve attribute combinations into stable labels for sales decks — the same domain attributes always produce the same persona, refresh after refresh.
Each attribute carries low / medium / high confidence, so a media kit can state its evidence standard — and a buyer’s due diligence confirms rather than contradicts it.
The same sequence works for an esports org’s media arm, a gaming content network, or an agency evaluating gaming inventory for a client.
Your owned sites plus the community wikis, guide sites and fan properties your audience overlaps with.
Look up each domain in the file — interests by platform, demographics, intent, persona, confidence.
Roll the attributes up to a portfolio profile: platform mix, age and gender shape, income bands, top intent segments.
Cut one view for endemic sponsors (hardware, digital goods) and one for non-endemic (streaming, finance, auto).
Ship the coded profile into media kits, sponsorship decks and seller-defined audience packages.
An esports media network is pitching a peripherals brand on a season-long sponsorship and needs to prove concentrated PC-first reach with buying intent. Here is the audience definition — codes on the left, what they read as on the right.
| Field | Filter value (code) | Reads as |
|---|---|---|
| interest | INT.video_gaming.esports | Esports content and communities |
| interest (platform) | INT.video_gaming.pc_games | PC-first gaming audience |
| age_bracket | 18_24 or 25_34 | Core sponsor demographic |
| purchase intent | PI.consumer_electronics.video_games_and_consoles | In market for gaming hardware |
| purchase intent (2) | PI.consumer_electronics.video_game_console_accessories | Accessories & peripherals buyers |
| purchase intent (3) | PI.software.digital_goods_and_currency | Spends on digital goods & currency |
| confidence | medium or high | Well-evidenced attributes only |
| Platform / channel analytics | Panel-based measurement | Domain-level audience profiles (this dataset) | |
|---|---|---|---|
| Covers web properties & fan sites | No — logged-in channels only | Only the largest sites; gaming long tail absent | Yes — 102M domains, wikis and guides included |
| Platform split (PC/console/mobile) | Per channel, not per site | Rarely broken out | Explicit INT.video_gaming.* codes per domain |
| Non-endemic proof points | None | Coarse demographics at best | 283 PI.* segments across mainstream categories |
| Cookieless coverage | First-party, in-platform only | Modelled | Full — profiles never depended on identifiers |
| Buyer verifiability | Screenshots of dashboards | Licensed panel access required | Fixed v1.0 codes — buyer re-runs the same filter |
Yes. The INT.video_gaming group carries separate codes for esports, pc_games, console_games, mobile_games and video_game_genres, so an esports news site, a console review portal and a mobile-casual guides property profile differently. Combined with demographics and intent segments, that difference is exactly what separates an endemic sponsorship pitch from a generic one.
Every domain row carries all 283 purchase-intent segments, not just gaming ones. When a gaming portfolio shows meaningful concentrations in segments like streaming services, consumer electronics or finance categories, you have coded, checkable evidence that the audience is commercially mainstream — the argument non-endemic buyers need to justify the budget internally.
Gaming audiences skew young, mobile and privacy-conscious — heavy on Safari, iOS and browsers where third-party cookies are blocked. Cookies remain on Chrome, but roughly 40%+ of traffic is cookieless today, so identifier-based measurement structurally under-counts gaming reach. Domain-level profiles describe that traffic identically to everything else, because they are computed from the property, not the visitor.
The top-100k domain file with full audience attributes is $490 one-time ($190/quarter refresh); the top-1M file is $1,990 one-time ($590/quarter) with instant card checkout and immediate download. Vertical slices — for example gaming-heavy domains — run $190–$490, and larger cuts up to the full 102M corpus or custom feeds are quoted individually. API plans (e.g. Pro, $99/month for 10,000 credits) cover per-URL lookups. See pricing.
Turn coded audience attributes into slides buyers can verify.
Score sponsorship inventory by the audience it actually delivers.
Package portfolio audiences as transparent, coded segments.
The same evidence layer for rights holders and their fan ecosystems.
Filter live audience data in the demo dashboard, or download the top-1M file and rebuild your media kit on coded, reproducible numbers.
Open the audience demo See database pricing