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Gaming User Acquisition and Game Marketing in Russia & CIS

We offer tailored marketing services for gaming companies. From launching new IPs to growing audiences, we connect your game with the right players through effective strategies and campaigns.

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How Do Gaming Companies Promote in Russian-Speaking Markets?

At RMAA Agency, we've observed that successful game launches follow a strategic sequence: starting with user acquisition to drive growth, and then shifting to branding for recognition and loyalty. The Russian digital market presents unique challenges for international game developers in selecting the right channels. We have supported Russian launches for South Korean publishers, including Netmarble's RF Online Next and RAVEN2.

Phase 1

User
Acquisition
Yandex Direct
Yandex Direct
VK
VK
Programmatic
Programmatic

Phase 2

Reputation
Building & Brand
Development
YouTube
YouTube
Twitch
Twitch
VK
VK

Phase 3

Brand
Awareness
Gaming media
Gaming media
TV
TV
DOOH
DOOH

Integrated Game Promotion

Gaming brands can also leverage a mix of all available tools — performance marketing, influencer partnerships, and programmatic advertising — to maximize engagement.

Phase 1

User
Acquisition
Yandex Direct
Yandex Direct
VK
VK
Programmatic
Programmatic

Phase 2

Reputation
Building & Brand
Development
YouTube
YouTube
Twitch
Twitch
VK
VK

Phase 3

Brand
Awareness
Gaming media
Gaming media
TV
TV
DOOH
DOOH

Integrated Game Promotion

Gaming brands can also leverage a mix of all available tools — performance marketing, influencer partnerships, and programmatic advertising — to maximize engagement.

Phase 1

User
Acquisition
Yandex Direct
Yandex Direct
VK
VK
Programmatic
Programmatic

Phase 2

Reputation
Building & Brand
Development
YouTube
YouTube
Twitch
Twitch
VK
VK

Phase 3

Brand
Awareness
Gaming media
Gaming media
TV
TV
DOOH
DOOH

We Work Closely with Brands and Companies While Also Collaborating with Advertising and Media Agencies

The Latest Insights on Emerging Trends and Innovations

Russian Digital Market Overview

Russian Digital Market Overview

The Current Ecosystem of the Russian Digital Market, including statistics, popular marketing tools, and media channels

FAQ: Gaming Marketing Services in Russia and CIS

The Russian video game market is one of the largest in Europe. It is a multi-billion dollar market where the PC segment holds the largest share, followed by the rapidly growing mobile segment and the console segment. Estimates for 2025 range from ₽175 billion (spending on games, subscriptions and in-game items, according to the Video Game Industry Development Organization (RVI) and NAFI) to ₽200 billion (VK Play).

The market demonstrates steady growth, driven by a large and active audience, the development of mobile technologies, and the localization of content and distribution platforms.

Russia accounts for about 1% of the global market by revenue: worldwide, games earned $201.6 billion in 2025, according to Newzoo.

The scenarios assume either basic development: ₽257 billion, or the expansion of the range of games and the growth of exports (optimistic): ₽327 billion, or increased control (conservative): ₽203 billion.

Audience growth, mobile technologies, localization of distribution, government support. The Institute for the Development of the Internet (IDI) provides systematic support to creative industries by implementing a program for the competitive distribution of government subsidies for the production and promotion of socially significant Internet content and video games. The amount of funding that the IDI will allocate to support the gaming industry will reach about 3.4 billion rubles in 2025–2027.

In terms of audience, Russia is one of the largest markets in Europe, despite its modest global share. In Europe, 54% of people aged 6–64 play video games; in the five largest European markets alone that is about 124 million players (Video Games Europe). In terms of revenue, the Russian market cannot yet compete with the overall European market, but in terms of size and audience engagement, the Russian market is extremely promising.

The Federal Law "On the Development of Creative (Artistic) Industries in the Russian Federation", in force since 5 February 2025, creates a legal framework for supporting sectors of the creative economy, including the development of video games. It introduces the status of a "subject of creative industries", whose holders receive access to government support measures: preferential rental of premises, subsidies, grants, as well as information and expert assistance. The law provides for the maintenance of a special register and the use of a "creative mark" to identify participants and their products.

Games undergo an examination for compliance with legislation (age ratings, content restrictions). Notably, the regulations include a ban on "LGBT propaganda" and requirements for content labeling.

Under current regulations, the promotion and advertising of VPN services is prohibited. However, these tools remain in active use by a significant portion of the population, including gamers. Many international gaming platforms are not directly accessible, leading players to routinely bypass geo-restrictions using VPNs to connect to foreign services and content libraries.

Roskomnadzor monitors the enforcement of regulations, and platforms are required to remove prohibited content. For example, social networks and media platforms — VK, Odnoklassniki, Zen, Rutube; marketplaces and services — Ozon, Wildberries, Yandex Market; messengers — Telegram, WhatsApp.

Western providers have limited payments, but alternative payment schemes through third-party countries are used. For example, through China (UnionPay, CIPS system), Turkey, Kazakhstan, Armenia, Kyrgyzstan and other EAEU countries.

Educational programs, subsidies, and grants are being developed, along with support for exports to BRICS countries such as China, India and Brazil.

Some disciplines are no longer held officially: in 2024 the Russian Esports Federation stopped holding League of Legends tournaments, citing the game's LGBT characters.

Games increasingly feature historical and folklore themes that are in demand within the country.

After the departure of global platforms, the role of local platforms such as VK Play, RuStore, and "Yandex Games" has grown.

The main platforms for game streams are Twitch and VK Video Live (formerly VK Play Live, renamed in November 2024), and their audience is very large. The monetization of Russian streamers largely depends on direct donations from viewers and advertising integrations, while the subscription model is less developed. This makes the format of native advertising in streams highly effective.

The monetization models of streamers show significant regional differences due to cultural and economic factors: Russia/CIS. Basic income: direct donations (70-80%). Platforms: Twitch, VK Video Live. Features: a culture of instant streamer support. Asia (China, Korea, Japan, Southeast Asia). Main income: virtual gifts and premium features. Platforms: DouYu, SOOP (formerly AfreecaTV), Bigo Live. Features: advanced gamification system, social status through donations. West. Main income: subscriptions (50-60%) and affiliate programs. Platforms: Twitch, YouTube. Features: systematized affiliate programs, brand integrations. The key difference: the Russian model is closer to the Asian one in terms of direct payments from viewers, but it is characterized by a less structured virtual economy compared to Asia and a less developed subscription system compared to the West.

Esports in Russia is a dynamically growing industry with an audience of over 20 million people. The government supports the industry through the organization of international tournaments, such as the Games of the Future, and the official recognition of esports as a sport. Big business (VK Play, MTS, Yandex) sponsors teams and events. A striking example of international success is Team Spirit's victory at The International 2026 (Dota 2), the first team ever to win the tournament three times, which confirms the high level of Russian esports players on the world stage.

Successful promotion of online games in Russia requires an integrated approach focused on local digital ecosystems. The key channels are: Targeted advertising on VK is the main hub for creating gaming communities and targeting the audience by interests. Contextual advertising in Yandex Direct — to attract users who are actively looking for games, guides, and reviews through Yandex search. Collaboration with influencers — reviews and streams on VK Video and Telegram from local gaming bloggers give maximum conversion and trust. Publication and ASO optimization in Russian marketplaces — mandatory placement in RuStore and the VK Play ecosystem with A/B testing of icons and descriptions. Deep localization is the adaptation of not only text, but also advertising creatives to cultural features and local memes.

Niches have been created to replace foreign games in esports and to promote exports to friendly countries.

No regional preferences exist. Gaming is popular across all age and regional segments, with the core audience being youth aged 18–35.

It combines official channels and widespread use of workarounds to access global services.

PC (48%), mobile (44%), consoles (8%), according to Strategy Partners' 2024 estimate. PC remains the most stable segment, supported by a wide audience.

The mobile segment is steadily growing by 6% annually, due to mass accessibility.

Consoles account for about 8% of the market. Manufacturers no longer ship to Russia officially, so consoles arrive through parallel imports, which limits sales.

Esports in Russia brings together millions of players, and tournaments have become part of the advertising industry. Bright examples of such events include: Games of the Future, Warface PRO, Point Blank League, "CyberEast."

The development of cloud gaming is supported by the growth of 5G and high-speed internet.

Due to restrictions on mobile platforms, there has been an increase in web-based games.

Popular genres include shooters (CS2, Warface), tank battles (WoT), MOBA (Dota 2), and strategy games.

Lesta Games (₽35 billion revenue in 2024, +40%), Astrum Entertainment (₽10 billion in 2023), Innova (₽2.8 billion in 2023), as well as SoftClub and Buka.

AI tools, cloud services, 5G, and portable gaming.

VR/AR remain niche due to hardware and distribution limitations.

Export is becoming a strategic focus for Russian studios. The main target markets are the countries of Asia, BRICS and the CIS. Success in these markets is often based on the same principles as in Russia: deep localization, partnership with local publishers, and adaptation to distribution specifics.

Growth of microtransactions, subscriptions, and in-game advertising.

Macroeconomic risks, sanctions, limited access to technologies and payments. The key barrier is limited access to international payment systems. We need to focus on integrating local payment methods (Mir cards, the Faster Payments System (SBP), mobile operator billing) and a flexible strategy that combines performance marketing with organic growth through community building.

Sanctions have freed up niches, and small studios are receiving support and opportunities to enter local platforms.

Players want local storylines, high-quality graphics, and accessibility through local services.

Export support programs, educational initiatives, grants, and positive rhetoric from the highest leadership.