FUN.G.I™ · For brands

Your audience, already gathered.

94%

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.

  • OLW cheez™ cup — seat takenTaken
  • 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.

← FUN.G.I

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