FUN.G.I™ · For brands
Your audience, already gathered.
reach, 18–45 — across the three audiences that decide what culture families adopt next.
Families
“74% of parents game with their kids — up 9% in two years.”
Family entertainment has moved into the games, where parents and children already laugh, compete and make memories together.
Gen Z
“85% of Gen Z want brands to enable connection, not interruption.”
Values-driven, allergic to advertising that shouts — loyal to brands that create experiences they can share.
Gamers
“The average gamer is now 37 years old.”
They reward authenticity and joy. Becoming a favourite here is a market share of its own — and can decide who leads the category.
The invitation
One seat per category. Yours is still open.
A limited number of annual anchor partnerships with full category exclusivity. The partner is never an interruption around the experience — it is the enabler of it.
1. Love
Access is granted
Family-friendly games, tournaments and physical events — experiences families want to be part of.
2. Fame
Attention is earned
The FUN.G.I studio: live broadcasts, creators and stories that carry it into culture.
3. Action
Action is inspired
Invitations, participation and measurable activity — delivered personally through Supertext.
Guaranteed KPIs
Thousands of families
participating, season over season
Millions of views
at a proven 5-minute average
Measurable action
delivered, or made good
All of it in 100% positive context: curated family co-play, professionally produced, never adjacent to user-generated chaos. Communication that feels like culture, lands like culture, and scales like media.
- 750,000
- potential participants
- 10,000,000
- views across planned activations
- 95 years
- of shared family time*
*10,000,000 views × 5 minutes average view time — the engagement standard proven in season one.
The inventory
FUN.G.I is a full year of family entertainment, delivered as media: 40 live Friday broadcasts. Four family tournaments across the games families already love. One celebrity flagship for Rädda Barnen. A national roadshow. One grand finale at Vaxholms Kastell. Delivered through our own community — the largest for family entertainment in the Nordics: 750,000 users, on our platform with Supertext — where a personal invitation replaces the impression.
You buy a seat: full category exclusivity, presence inside every format, personal invitations no media plan can reach, and guaranteed outcomes — participation, minutes of attention, measurable action. Turnkey. One buy. 100% positive context.
Presented by Brands People Love. Eight seats. One per category.
Taken- TelecomOpen
- Retail & TechOpen
- BankingOpen
- MobilityOpen
- Food & GroceryOpen
- Health & InsuranceOpen
- Entertainment & StreamingOpen
One partner per category. One year. Your competitors locked out.
Built in the games families already love — EA SPORTS FC, Mario Kart, Rocket League, Fortnite and Roblox — adapted for parent–child, sibling and multi-generation teams.
Reach and audience figures: BPL audience analysis, 2026. Forward-looking figures (750,000 potential participants; 10,000,000 views; 95 years) are targets across planned activations, not delivered results.
© 2026 Brands People Love