To monetize a gaming YouTube channel, apply to the YouTube Partner Program at 1,000 subscribers plus 4,000 public watch hours in 12 months, or 10 million Shorts views in 90 days, switch on ads, and keep roughly 55 percent of the ad revenue. Everything that pays properly sits on top of that: sponsorships, affiliate links, fan funding and merchandise.
Ad revenue alone almost never carries a gaming channel. One breakdown of creator earnings puts ad revenue at 20 to 40 percent of a gaming creator’s income, sponsorships at 40 to 60 percent, and memberships and merchandise covering the rest. The order you add those streams in matters more than any single trick.
Gaming is also the most policy-exposed category on the platform, because most of what you upload is footage you do not own. Get that part right first and the rest is arithmetic.
Table of Contents
- What You Need
- Step-by-Step: How to Monetize a Gaming YouTube Channel
- Step 1: Choose a Profitable Gaming Niche
- Step 2: Build a Channel That Reaches Monetization Milestones
- Step 3: Apply for the YouTube Partner Program
- Step 4: Turn On Ads and Configure Your Channel
- Step 5: Add Memberships, Supers, and Community Revenue
- Step 6: Monetize Influence With Sponsorships and Affiliates
- Step 7: Track Revenue and Protect the Business
- Common Mistakes
- Frequently Asked Questions
- Can a gaming channel be monetized on YouTube?
- How much does YouTube pay per 1,000 views on a gaming channel?
- How many views do I need to make money on YouTube?
- What gaming content makes the most money on YouTube?
- How do I monetize a gaming channel before 1,000 subscribers?
- Do I have to disclose brand sponsorships?
- Conclusion: Start With One Clear Monetization Path
What You Need
Before you apply for anything you need four things, and only the first two are actual requirements.
A channel with one clear promise. A focused channel, not a general gaming dumping ground. Reviewers and advertisers both read the channel page before they decide whether you are worth paying.
Audience signals. Either 1,000 subscribers and 4,000 public watch hours in the last 12 months, or 10 million Shorts views in the last 90 days. Private and unlisted videos do not count toward watch hours. You also need to be 18 or over, live in a supported country, and have no active Community Guidelines strikes.
An AdSense for YouTube account. You cannot hold ad revenue and a separate AdSense account at the same time, and monetization is off if your AdSense account is suspended. Payments require reaching the threshold, which is 100 dollars in the US before AdSense pays out, then rolling over the remainder monthly.
Optional business tools. None of these get you monetized. A bookkeeping spreadsheet, a one-page media kit, a contract template for sponsors, a business email address, and a payments account for merchandise are what you add once money starts arriving.
Equally important is what you do not need. You do not need a capture card, a second channel, a custom intro or a business registration to apply. Buy gear when the channel is paying for it.
Step-by-Step: How to Monetize a Gaming YouTube Channel

Step 1: Choose a Profitable Gaming Niche
Your niche decides your RPM ceiling, and RPM is what every later step multiplies.
Content with a buying intent behind it, tutorials, reviews, build guides and boss walkthroughs, pays noticeably more than content people watch passively. A viewer searching for how to beat a boss is one second away from buying a guide, a controller or a game. A viewer watching a Let’s Play for company is not.
Compare your options honestly before you commit:
- Game reviews and retrospectives – highest RPM, slowest to grow, and the format most dependent on your own voice.
- Tutorials, guides and challenge runs – high RPM plus strong search traffic, so old videos keep working.
- Esports commentary and news – middle RPM, and heavily dependent on the calendar of the competitive season.
- Minecraft and Roblox – decent volume, moderate RPM, and extra rules around child-directed content.
- Let’s Play and compilations – the easiest audience to grow and the hardest to monetize well.
- Mobile and free-to-play – the lowest RPM on the platform, and the most advertiser-unfriendly.
Pick the format you can sustain for a year, not the one with the highest number. A gaming creator who reviews mobile gacha games weekly will out-earn a gaming creator who reviews AAA releases twice a year.
Step 2: Build a Channel That Reaches Monetization Milestones
Milestone progress is what the review looks at, so diagnose it in YouTube Studio rather than guessing.
Watch hours and Shorts views. These are the two hard gates. Check the Earn tab, which shows exactly which one you are closer to and how far off you are.
Impressions click-through rate. Gaming thumbnails compete with every reaction meme on the platform. If impressions are healthy and clicks are not, the thumbnail is the problem, not the topic.
Average view duration. For a tutorial, high duration is the whole game. For a review, a strong figure is roughly 40 to 50 percent of runtime, because people leave to decide.
Retention curve. Look for where the line drops. A cliff in the first 30 seconds is usually a cold open with no reason to stay. A cliff at 40 percent is usually a slow middle.
The pattern that works for most gaming channels: hook the specific promise in the first 10 seconds, deliver useful content early, and cut anything that does not move the game forward. One creator who documented reaching monetization in r/NewTubers credits a What, Why, How structure for retention, audio quality over video quality, and thumbnails of four or five words maximum. He also warns that clickbait collapses retention right after the click, which costs you more than the extra view earned.
Expect this to take time. Another r/NewTubers creator took about three years to reach monetization on a gaming channel and finished at roughly 1,300 subscribers. Subscribers are a vanity number here; watch hours are the goal.
Use playlists to keep sessions long, answer every comment in the first hour, and publish on a schedule you can hold for months.
Step 3: Apply for the YouTube Partner Program
Apply from YouTube Studio, Earn tab, once you hit either eligibility route. The review looks at your whole channel, not your last upload.
What the reviewers are checking, in practice:
- Every video demonstrates meaningful editing and original commentary or education.
- Your most-viewed videos are representative of the channel, not a one-off.
- No active Community Guidelines strikes, and no reused or inauthentic content.
- An accurate public audience, country and traffic source description, and a real person behind the channel.
- No AdSense policy issues on the linked account.
The reused and inauthentic content policy is the one that catches gaming creators out. Raw or lightly cut gameplay, cutscene uploads, mass compilations of clips you did not record, and template videos with the same intro and structure can all be rejected. The top-ranking thread on the question says cut gameplay can pass if the effort is obvious, but that is describing what the reviewer saw in that one channel, not a rule you can rely on.
Before you submit, go through your back catalogue. Creators on r/NewTubers repeatedly report being advised to delete or privatise copyrighted gameplay before applying, and a claim or strike during review is a rejection. Once you have videos with no music or gameplay claims, upload replacement uploads on the same themes so the channel is not defined by its weakest uploads.
Review typically takes a few weeks, and rejections can be appealed once through the same screen. Most rejected gaming applications come down to the same three things: a channel that reads as a compilation, a channel with active strikes, and a public description that does not match what the videos actually are.
Step 4: Turn On Ads and Configure Your Channel
Accept the terms, sign the AdSense for YouTube agreement, and your videos become eligible for ads.
You control three things in the Monetization tab. Ad formats decide whether overlay, skippable and non-skippable in-stream ads run. Ad placement controls where mid-roll ads appear, and on shorter videos the platform handles placement for you. Audience and ad-blocking tells advertisers whether your viewers use blockers, which affects the rates you are offered.
You keep 55 percent of the ad revenue after YouTube’s share, and 70 percent of channel membership revenue. In YouTube Studio, the Revenue analytics tab shows earnings by day, month, source and geography, plus RPM, the actual revenue you earned per 1,000 views.
Protect the sponsor read when you set this up. Ads before a paid recommendation, or an ad break in the middle of a disclosure, reads as a bait and switch. If you run sponsored segments, keep the check on those videos switched on and let the ad break fall where the platform puts it.
Step 5: Add Memberships, Supers, and Community Revenue
Fan funding is the revenue line that does not depend on advertisers or brand budgets.
Channel memberships give you tiers, with badges, emoji and members-only posts. Keep three tiers maximum and make the difference obvious. Around 2 dollars, 5 dollars and 10 dollars per month is the pattern most gaming channels settle on, and you keep 70 percent.
Super Chat and Super Stickers only work on livestreams, and Super Thanks works on any video. Price them to the room. A Super Chat during a boss rush is a fifteen dollar joke between you and the chat, not a two dollar tip.
Community posts look like feed posts but reach only your subscribers, which makes them a cheap way to test a video idea before you produce it.
Set the tier so the free tier still feels worth watching. If members-only content is better than your public videos, your best audience is being paid to not see the video they came for.
Step 6: Monetize Influence With Sponsorships and Affiliates
This is where a gaming channel with real money is made. A sponsor pays per video, not per view, so your rates are negotiated against your audience and your average view duration, not your subscriber count alone.
Build a media kit first: one page with your average views over the last 10 uploads, watch time, audience age and country split, the categories you will not take, and a contact email. Brands that already sell products in your game genre are the easiest first clients. Ask your viewers what they already own before you pitch anyone.
Rough planning ranges for a single dedicated integration, based on what gaming creators report charging, and varying widely by category and by how much creative control the brand wants:
| Subscribers | Typical range per dedicated sponsored video |
|---|---|
| Under 10,000 | Hard to sell on subscriber count alone; sell on a tight niche and a high-engagement audience instead |
| 10,000 to 50,000 | 500 to 1,500 dollars |
| 50,000 to 250,000 | 2,000 to 7,500 dollars |
| 250,000 to 1,000,000 | 7,500 to 30,000 dollars |
| Over 1,000,000 | 30,000 dollars and up, negotiated per campaign |
For affiliates, start with programs that pay for the thing your audience is already buying: game keys and bundles through Humble Bundle and Fanatical, hardware through the Amazon Associates program, and peripherals through the direct programs run by brands like SteelSeries, Razer and Corsair. Add the link in the description, say the product out loud, and disclose the relationship.
Be careful with gray-market key marketplaces. r/NewTubers threads keep warning about the buyer-bans and chargebacks that come with them, and a single complaint on a sponsor’s product is your problem, not theirs.
Disclosure is not optional. Turn on the paid promotion setting in YouTube Studio, say clearly in the first 30 seconds that the video is sponsored, and describe the product honestly. FTC endorsement guides expect the disclosure to be clear and upfront, and brands check for it during the campaign.
Ask for two things in writing before you record: the approval process, and what happens if the product is faulty on camera. Contracts for a few thousand dollars are cheap next to a retraction video.
Step 7: Track Revenue and Protect the Business
Keep one simple system: a spreadsheet with a column per revenue stream, monthly totals, and the rate card for anything that is hourly or per placement.
Track two RPM numbers. Ad RPM is what ads paid per 1,000 views. Total RPM is everything divided by views, which is the number that actually tells you whether the channel is growing. They diverge fast on gaming channels, and creators quote the wrong one constantly.
Understand the difference between CPM and RPM before you negotiate. CPM is what advertisers pay per 1,000 impressions. RPM is what reaches your pocket after YouTube’s cut, skipped ads and unmonetized views. Your RPM is always lower than the CPM advertisers discuss.
On tax, set aside money from the first payment. Ad revenue, membership income, affiliate commission and sponsorship fees are all taxable in most countries, usually as self-employment income, and the rules and rates change. Talk to an accountant once you are consistently earning, and keep every invoice from the start.
On copyright, treat it as an operating cost. Content ID claims on background music drain revenue even when nothing is removed. Use licensed music, keep a reference log of assets with their licences, and check a claim’s status in the Content ID section of Studio before you appeal. Appeals only work on incorrect claims, so check first and then appeal once, clearly.
Finally, test one new offer per quarter and keep going if it fails. A revenue line that nobody wants is a distraction, and a channel that depends on a single volatile payout is a channel that stalls the month that payout drops.
Common Mistakes
Buying views or subscribers. Fake traffic drags your retention curve down, and advertisers check quality before they check numbers. The fix: never buy traffic, and delete any bought subscriber spike before you apply, because it changes the analytics the reviewer sees.
Treating ads as the whole business. Reaching 1,000 subscribers and earning almost nothing is the most common gaming outcome, and it is what most small creators describe on r/NewTubers. The fix: apply, but plan the next two revenue streams the same month you are accepted.
Uploading gameplay you do not have the rights to. Raw clips, cutscenes and compilations invite claims, and claims during review mean rejection. The fix: record it yourself, and delete or privatise old uploads before you submit an application.
Accepting a sponsorship with no contract. Verbal deals, unclear deliverables and vague payment terms are how creators end up unpaid or making a video they regret. The fix: deliverables, usage rights, timeline and payment terms in writing before you record.
Skipping the disclosure. No disclosure, a late disclosure, or no paid promotion toggle. The fix: toggle it in Studio, say it in the first 30 seconds, and put it in the description too.
Making videos for advertisers instead of viewers. A channel that reads as a product catalogue gets low retention and weak sponsor interest. The fix: the sponsor fits inside your normal format, and the video is still worth watching if you delete every sponsor mention.
Paying for schemes that promise instant monetization. The video carousel on this topic is full of them. The fix: no legitimate path to monetization is faster than the review process, so anything selling a shortcut is selling nothing.
Frequently Asked Questions
Can a gaming channel be monetized on YouTube?
Yes, but only if the videos show meaningful original work. You need 1,000 subscribers with 4,000 public watch hours in 12 months, or 10 million Shorts views in 90 days, then approval. Heavily cut gameplay can pass when the effort is obvious, but raw clips, cutscene uploads and mass compilations are regularly rejected under the reused and inauthentic content policy. A reviewer reads your whole channel, not your last upload.
How much does YouTube pay per 1,000 views on a gaming channel?
Most gaming channels land between 1 and 8 dollars per 1,000 views, which is why the ad RPM figure is quoted as a range and not a rate. Reviews and tutorials sit at the top of that range, Let’s Play and mobile gaming at the bottom. You keep about 55 percent of what advertisers pay. Season, audience country and advertiser demand move the number more than subscriber count does.
How many views do I need to make money on YouTube?
It depends on your RPM and whether you mean ad revenue only. At 2 dollars RPM you need 500,000 views a month for 1,000 dollars, 1,000,000 for 2,000 dollars and 5,000,000 for 10,000 dollars. At 4 dollars RPM those numbers halve. Most gaming creators who reach a real income add sponsorships, affiliates and memberships, which is why total RPM matters more than ad RPM.
What gaming content makes the most money on YouTube?
Tutorials, guides, walkthroughs and game reviews earn the most, because the viewer is actively looking to buy or to solve something. Let’s Play, compilations and free-to-play mobile gaming earn the least per view even when the audience is larger. Esports commentary sits in the middle and follows the tournament calendar. Pick the highest-earning format you can publish consistently for a year.
How do I monetize a gaming channel before 1,000 subscribers?
You cannot run ads yet, but three routes work. Affiliate links on hardware, games and bundles in your description earn from the views you already have. Small digital products, such as a difficulty-5 walkthrough PDF or a loadout guide, need no audience beyond your existing one. A Patreon or a Discord with paid channels works once people know the channel exists, which is why consistent uploads still come first.
Do I have to disclose brand sponsorships?
Yes. Turn on the paid promotion toggle in YouTube Studio, say clearly in the first 30 seconds that the video is sponsored, and repeat it in the description. FTC endorsement guides expect the disclosure to be clear and to appear with the endorsement, not buried below the fold. Brands also check for the disclosure during a campaign, and undisclosed sponsorship is a fast way to lose the relationships you built.
Conclusion: Start With One Clear Monetization Path
Do one thing before you read another monetization guide: pick the format you can publish every week for a year, and make each video worth more than the last one. Watch hours are the gate, retention is the lever, and the format sets the RPM everything else multiplies.
Then apply for the Partner Program the moment you clear either threshold, with a clean back catalogue and no active claims. Ads are the starting line, not the finish. Add fan funding, then a small affiliate program you genuinely use, then sponsorships once you have a media kit with real numbers behind it. Track each stream separately so no single payout decides whether the channel is working.


