Edo
@edocreator· YouTube·Gaming· data refreshed 2026-11-04View channel ↗- Subscribers
- 688K
- Average views
- 564.7K last 25 videos
- 90-day growth
- +4.9%
- Brand partners seen
- 0
The least a brand should pay for a dedicated video here:
$•,•••| Integration (60–90 s) | $••• |
|---|---|
| Short / Reel | $••• |
- ☐ Owns the channel
- ☐ Reach matches real views
- ☐ No fraud record
- ☐ Category is accurate
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About Edo
Edo (@edocreator) is a gaming creator on YouTube, with 688K subscribers, 155.2M total views and 317 videos.
SUBSCRIBE FOR A ROBUX!!
The channel focuses on gaming content, with a stated emphasis on Robux-related incentives in the channel bio. Edo's subscriber base places the channel in the mid-tier gaming creator segment on YouTube. Gaming remains one of the largest content categories on YouTube, with audiences spanning casual players, competitive gaming enthusiasts, and in-game economy participants. Edo's positioning within this ecosystem suggests an audience interested in gaming mechanics, in-game currency systems, and related gaming culture. The channel's growth trajectory and content strategy reflect the broader trend of gaming creators leveraging platform-specific incentives and mechanics to drive subscriptions.
Who should partner with Edo?
Robux is the virtual currency of Roblox, a user-generated gaming platform with a global player base skewing toward younger audiences and casual gamers. This positioning suggests Edo's audience likely includes Roblox players, in-game monetization enthusiasts, and gaming-culture followers. Brand categories with natural alignment include gaming platforms (Roblox, other UGC games), in-game item marketplaces, gaming hardware and peripherals, mobile gaming apps, and gaming-adjacent services such as VPN and streaming software. Fintech and payment platforms targeting younger demographics—particularly those offering virtual-currency or gaming-related payment solutions—may also find audience overlap. Molang YouTuber and DOFLANICO operate at similar scales but may serve broader gaming audiences. Without geographic or language metadata, audience composition by region and primary language remains unspecified.