Online video for betting brands: why seconds watched matter
Recall and consideration rise with seconds actually watched, not impressions. How to plan in-stream and out-stream video for adult sports audiences.
By Oliwer Brewitz, Head of Marketing · · 7 min read
The short version: online video works for betting and casino brands when people actually watch it. A served impression or a 'viewable' one tells you little. The research on attention keeps finding the same thing. Recall, awareness and, further down the funnel, consideration go up with the number of seconds a person really spends looking at the ad [1, 2]. Online video also pays back over time, not just in the week it runs [3]. A licensed casino campaign in Ontario points the same way: brand lift was highest among viewers who passed an attention threshold [4]. So plan and buy video around completed, attentive seconds, and judge it on brand outcomes as well as cost per view.
One caveat first. There is very little published, independent video-effectiveness research specific to gambling. Most of the evidence below is general advertising research covering many categories, and we say where that is the case. The one iGaming case we use covers display and video together.
What online video does in the funnel
In most betting and casino media plans, video carries the brand work. It builds the memory structures that make later search, affiliate and CRM activity convert better. We cover that balance in more depth in our article on brand vs performance in iGaming (/insights/brand-vs-performance-igaming). Here we focus on what makes the video part of the plan work.
Video is expected to do three jobs: reach the right adult audience, get remembered (ad recall and brand awareness), and move people towards considering the brand. Teads and Lumen Research's meta-analysis found that online ad recall predicted lower-funnel metrics. In other words, getting remembered is the base that consideration builds on [1]. It follows that a video plan which buys cheap impressions nobody looks at fails at the first step, however good the reach figure looks.
The attention thresholds: what the research finds
Two large studies put numbers on the link between seconds watched and outcomes. Neither is about gambling, and neither covers video only, but both give media planners thresholds they can use.
Teads and Lumen: consideration needs nine or more attentive seconds
Teads and Lumen Research combined Lumen's attention measurement with Dynata brand-lift data across 16 campaigns from 14 advertisers in North America, APAC and EMEA. The campaigns came from categories such as CPG, retail, financial services and travel. Gambling was not one of them [1]. The study found a direct link between attention and brand outcomes. Results got stronger as people engaged for longer. Significant effects on consideration and purchase intent needed 9+ and 8+ attentive seconds respectively [1]. It also found that attention predicted business outcomes much better than viewability did [1].
dentsu: recall roughly doubles from under one second to over ten
dentsu Japan International Brands measured the attention and emotional reactions of more than 8,000 mobile users in Japan. The users saw 45+ creatives across seven ad formats, including display, rich media and social [2]. People who looked at an ad for less than one second had a recall rate of 21%. For people who looked for more than ten seconds, it was 41% [2]. The study found 1–3 seconds and 3–6 seconds to be efficient viewing durations, raising brand recall by 14 and 29 points respectively [2].
41%
The dentsu study also bears directly on how you choose formats. Ads that drew voluntary attention, where users could choose whether to watch, scored higher on recall and brand choice than forced formats such as non-skippable video [2]. People who chose to watch for more than ten seconds recalled 79% more than people made to watch for the same time [2]. The study did not conclude that forced formats are bad, though. They raised response rates across formats, and dentsu says the two kinds of viewing need to be balanced [2].
The profit case for online video
Attention studies tell you what drives recall. Econometrics tells you whether it pays. Profit Ability 2 is a UK meta-analysis of econometric studies from 141 brands. It covers £1.8 billion of media spend across 10 channels, with data from 2021–2023 [3]. Its definition of online video includes all pre-, mid- and post-roll formats, YouTube among them [3].
£3.86
Online video accounts for 3.4% of full advertising-generated profit in the dataset. For comparison, linear TV returns an average full profit ROI of £5.94 [3]. Across all channels, average profit ROI goes up from £1.87 in the short term to £4.11 once sustained effects are counted [3]. The lesson for betting brands: if you judge video only on first-week deposits, you will undervalue it. Gambling is not one of the sectors Profit Ability 2 reports separately, so treat these as cross-category benchmarks, not iGaming norms.
Planning video for sports audiences
Sports fans watch a lot of video, but much of it is short, on mobile and often with the sound off: highlights, clips and match-day news. That shapes how in-stream and out-stream should each be used.
In-stream: the long seconds
Pre- and mid-roll before highlights and long-form sports content is where you are most likely to earn the 9+ seconds linked to consideration [1]. Use skippable in-stream to tell the brand story. Put the brand and the main message in the first few seconds, because the efficient recall gains in the dentsu data came at 1–3 and 3–6 seconds [2]. Keep short non-skippable bumpers for frequency, not for persuasion. Since forced views recalled less than voluntary ones over long durations [2], forcing long spots on viewers is a poor trade.
Out-stream: reach and voluntary attention
Out-stream units sit within editorial content such as match reports, fixtures and transfer news. They extend reach beyond video platforms, and the viewer decides whether to keep watching. Plan for silent viewing: brand from the first frame, subtitles or supers for any message, and an end card that works without sound. Buy out-stream with attention or completion signals so you are not paying for units that scroll past in a fraction of a second.
Context: look beyond pure sports environments
GumGum's case with Betty, an Ontario-licensed online casino, ran in Q1 2026 across high-impact display and video formats. It reached audiences in gaming, entertainment, sports and technology environments [4]. Aided awareness rose 12% among attentive viewers, against 8% across everyone exposed [4]. Familiarity rose 9% among attentive viewers against 5% overall [4]. Sports environments engaged well on their own. Attention and brand lift were higher where sports content overlapped with lifestyle segments and mindsets [4]. Reported lifts by age covered adult bands, for example a 16% aided-awareness increase among 45–54s [4]. Remember this result covers display and video together, not video alone.
Audience and responsibility controls
Sports content has a mixed-age audience, so age assurance and inventory selection matter more in video than in most channels. Use age-verified first-party data, contextual and inventory exclusions for content that appeals to young people, and suppression lists for self-excluded players. Include safer-gambling messages in the creative, not only on the landing page. Rules on audience composition, scheduling around live sport, and messaging differ by market. See our market regulation briefs and our guide to compliant programmatic campaigns (/insights/igaming-compliance) rather than relying on one set of rules for every market.
What this means for your plan
- Change the buying currency. Report and optimise on completed views and attentive seconds, not impressions or basic viewability. Attention predicts outcomes better than viewability does [1].
- Set duration goals by objective. For recall, make sure the brand appears within the first few seconds [2]. For consideration, plan in-stream and placements that can hold 9+ attentive seconds [1].
- Split roles across formats. Use skippable in-stream for story and consideration, short bumpers for frequency, and out-stream for extra reach where viewers choose to watch [2].
- Build sound-off creative for out-stream and mobile sports inventory: early branding, supers and a clear end card. Our article on dynamic creative covers how to version this without losing control (/insights/dco-performance).
- Test contexts next to sports. Lifestyle and entertainment environments that overlap with sports audiences can lift attention and brand metrics [4].
- Measure brand lift and long-term return, not just first-week deposits. Most of online video's profit comes after the immediate effect [3].
- Keep age controls, suppression and safer-gambling messages in every video line item. Rules differ by market, so check our market regulation briefs before launch.
The evidence base for gambling-specific video is still thin. If you have run brand-lift or attention studies on your own video campaigns, we would like to compare notes. Sharing first-party results is the quickest way for the category to build its own benchmarks.
References
- 1.Findings From Largest Global Meta-Analysis Of Combined Third-Party Attention And Brand Lift Metrics — Teads, 2023-08-15
- 2.Dentsu Japan International Brands Launches Introducing the Attention Economy, an Attention Research Report Based on Eye Tracking Data of Ad Viewing — dentsu (Dentsu Japan International Brands), 2024-10-28
- 3.Profit Ability 2: The new business case for advertising — Thinkbox (conducted by Ebiquity, EssenceMediacom, Gain Theory, Mindshare and Wavemaker UK), 2024-05-30
- 4.Online Casino Betty Drives 12% Uplift in Brand Awareness with Attentive Lift, Outperforming Standard Exposure by 4 Points — GumGum, 2026
This article is general information for marketers, not legal advice. Advertising rules differ by market; see our market regulation briefs.