The growing popularity of streams and video games is creating new marketing opportunities. Therefore, this paper examines the relationship of product placement (PP) familiarity to visual attention, recognition and recall in streaming video. The experiment has three sources of data gathering – eye-tracking (AOI), questionnaires with Likert scales and semi-structured interviews. The participants were chosen according to the largest group – males aged between 20-25 years old. The results indicated better-unaided recall of familiar placement although the aided recall was found to be similar, as visual attention. The visual attention for other factors differs for PP size and the respondents’ experiences. The order of PP did not affect the visual metrics. Interviews complemented a picture of how and why respondents consume video games and streams and how mediums differ. Marketing opportunities could be seen in the growing video games industry and streaming platforms. However, some product placement might be more suitable to be implemented than others.