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Asia Pacific In-Game Advertising Market Size, Share & Industry Trends Analysis Report By Device Type (PC/Laptop, and Smartphone/Tablet), By Type (Static Ads, Dynamic Ads, and Averaging), By Country and Growth Forecast, 2022 - 2028

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    Report

  • 65 Pages
  • June 2022
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5636333
The Asia Pacific In-Game Advertising Market is expected to witness market growth of 10.6% CAGR during the forecast period (2022-2028).

The in-game advertising market is expected to be driven by different advantages such as decreased advertising costs, increased reach and ROI, fast unification, and the simple setting of ads in social gaming. In addition, the integration of effective gaming payment mechanisms decreases fraud, which might help move the market forward over the forecast period. In-Game advertising is benefited by the increasing availability of free smartphone games that bring revenue through in-game advertising.

Owing to the rising availability of free mobile/PC games that use in-game advertising to improve income. Location and tracking functions are provided via in-game advertising coupled with mobile/PC games. This is because of the growing number of online gaming players, developing nations such as India and China are likely to experience rapid market expansion. In the Asia-Pacific area, there are numerous lucrative options for in-game advertising. In-game advertising gives marketers a variety of options, such as developing the own content or establishing own advergames.

A growing number of companies are creating gaming cellphones, tablets, PCs, and laptops. Over the forecast period, rising domestic income and spending power of the population will promote market expansion. Also, increasing interest of mobile gaming within the young population is making this market more lucrative for the advertising agencies as well as game developers in the region. Therefore, due to increasing number of free mobile and PC gaming, the regional In-Game Advertising market is likely to propel in the forecast period.

The China market is leading the Asia Pacific In-Game Advertising Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $1,053.1 million by 2028. The Japan market is experiencing a CAGR of 10% during (2022-2028). Additionally, The India market is exhibiting a CAGR of 11.3% during (2022-2028).

Based on Device Type, the market is segmented into PC/Laptop, and Smartphone/Tablet. Based on Type, the market is segmented into Static Ads, Dynamic Ads, and Averaging. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google LLC, Electronic Arts, Inc., Activision Blizzard, Inc., ironSource Ltd., WPP Plc, Motive Interactive, Inc., Playwire LLC, RapidFire, Inc., and Anzu Virtual Reality Ltd.

Scope of the Study


Market Segments Covered in the Report:


By Device Type
  • PC/Laptop
  • Smartphone/Tablet
By Type
  • Static Ads
  • Dynamic Ads
  • Advergaming
By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players


List of Companies Profiled in the Report:

  • Google LLC
  • Electronic Arts, Inc.
  • Activision Blizzard, Inc.
  • ironSource Ltd.
  • WPP Plc
  • Motive Interactive, Inc.
  • Playwire LLC
  • RapidFire, Inc.
  • Anzu Virtual Reality Ltd.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific In-Game Advertising Market, by Device Type
1.4.2 Asia Pacific In-Game Advertising Market, by Type
1.4.3 Asia Pacific In-Game Advertising Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies deployed in In-Game Advertising Market
Chapter 4. Asia Pacific In-Game Advertising Market by Device Type
4.1 Asia Pacific PC/Laptop Market by Country
4.2 Asia Pacific Smartphone/Tablet Market by Country
Chapter 5. Asia Pacific In-Game Advertising Market by Type
5.1 Asia Pacific Static Ads Market by Country
5.2 Asia Pacific Dynamic Ads Market by Country
5.3 Asia Pacific Advergaming Market by Country
Chapter 6. Asia Pacific In-Game Advertising Market by Country
6.1 China In-Game Advertising Market
6.1.1 China In-Game Advertising Market by Device Type
6.1.2 China In-Game Advertising Market by Type
6.2 Japan In-Game Advertising Market
6.2.1 Japan In-Game Advertising Market by Device Type
6.2.2 Japan In-Game Advertising Market by Type
6.3 India In-Game Advertising Market
6.3.1 India In-Game Advertising Market by Device Type
6.3.2 India In-Game Advertising Market by Type
6.4 South Korea In-Game Advertising Market
6.4.1 South Korea In-Game Advertising Market by Device Type
6.4.2 South Korea In-Game Advertising Market by Type
6.5 Singapore In-Game Advertising Market
6.5.1 Singapore In-Game Advertising Market by Device Type
6.5.2 Singapore In-Game Advertising Market by Type
6.6 Malaysia In-Game Advertising Market
6.6.1 Malaysia In-Game Advertising Market by Device Type
6.6.2 Malaysia In-Game Advertising Market by Type
6.7 Rest of Asia Pacific In-Game Advertising Market
6.7.1 Rest of Asia Pacific In-Game Advertising Market by Device Type
6.7.2 Rest of Asia Pacific In-Game Advertising Market by Type
Chapter 7. Company Profiles
7.1 Google LLC
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expense
7.1.5 Recent strategies and developments
7.1.5.1 Partnerships, Collaborations, and Agreements
7.2 Electronic Arts, Inc.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Research & Development Expenses
7.2.4 Recent strategies and developments
7.2.4.1 Partnerships, Collaborations, and Agreements
7.3 Activision Blizzard, Inc.
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments
7.3.4.1 Partnerships, Collaborations, and Agreements
7.4 ironSource Ltd.
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Regional Analysis
7.4.4 Research & Development Expense
7.5 WPP Plc
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Segmental and Regional Analysis
7.5.4 Recent strategies and developments
7.5.4.1 Partnerships, Collaborations, and Agreements
7.6 Motive Interactive, Inc.
7.6.1 Company Overview
7.7 Playwire LLC
7.7.1 Company Overview
7.8 RapidFire, Inc.
7.8.1 Company Overview
7.9 Anzu Virtual Reality Ltd.
7.9.1 Company Overview
7.9.2 Recent strategies and developments
7.9.2.1 Partnerships, Collaborations, and Agreements

Companies Mentioned

  • Google LLC
  • Electronic Arts, Inc.
  • Activision Blizzard, Inc.
  • ironSource Ltd.
  • WPP Plc
  • Motive Interactive, Inc.
  • Playwire LLC
  • RapidFire, Inc.
  • Anzu Virtual Reality Ltd.

Methodology

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