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North America 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

  • 58 Pages
  • June 2022
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5636758
The North America In-Game Advertising Market is expected to witness market growth of 9.5% CAGR during the forecast period (2022-2028).

Technology has improved to the point that many games now use or demand an online connection. As a result, even after the game has been released, adverts might be dynamic or altered. Dynamic in-game advertising (DIGA) has a lot of advantages. The amount of times an advertisement is seen, for example, can be recorded, and the advertisement can be replaced with something more useful at the time.

The advertising that appears during the games is similarly non-interruptive, allowing users to continue playing their games without interruption. In addition, because of their larger audio-visual impact on viewers, these forms of advertising are seen to be more effective in terms of leaving long-lasting impressions on viewers. Furthermore, these sorts of marketing are thought to be less expensive than traditional mediums and are likely to provide higher conversion rates to businesses, which is anticipated to be a key driver in their adoption across numerous industries.

Digital gaming in this region has grown to be one of the most popular forms of entertainment, making it a more appealing medium for advertisers. As a result, the use of advertising messages in digital games, often known as in-game advertising (IGA), is likely to increase substantially in the coming years in the region. Considerable efforts are needed to be done in order to enhance IGA's usefulness. The aim of the regional government is to contribute to the field of IGA effectiveness research by examining the effects of two elements on IGA processing in terms of brand awareness.

Also, the goal is to see how a person's perception of involvement affected the controlling and motion mechanisms in a game, which is called kinesthetic involvement. The control above a racing game is altered by modifying the game controller type in a within-subjects experiment, leading to two experimental situations (symbolic versus mimetic controller). Therefore, due to increasing popularity of digital gaming within the population, the regional In-Game Advertising market is expected to grow in the forecast period.

The US market dominated the North America 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 $3,165.9 million by 2028. The Canada market is expected to witness a CAGR of 12% during (2022-2028). Additionally, The Mexico market is poised to grow a CAGR of 11% 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 U.S., Mexico, Canada, and Rest of North America.

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
  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America In-Game Advertising Market, by Device Type
1.4.2 North America In-Game Advertising Market, by Type
1.4.3 North America 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. North America In-Game Advertising Market by Device Type
4.1 North America PC/Laptop Market by Country
4.2 North America Smartphone/Tablet Market by Country
Chapter 5. North America In-Game Advertising Market by Type
5.1 North America Static Ads Market by Country
5.2 North America Dynamic Ads Market by Country
5.3 North America Advergaming Market by Country
Chapter 6. North America In-Game Advertising Market by Country
6.1 US In-Game Advertising Market
6.1.1 US In-Game Advertising Market by Device Type
6.1.2 US In-Game Advertising Market by Type
6.2 Canada In-Game Advertising Market
6.2.1 Canada In-Game Advertising Market by Device Type
6.2.2 Canada In-Game Advertising Market by Type
6.3 Mexico In-Game Advertising Market
6.3.1 Mexico In-Game Advertising Market by Device Type
6.3.2 Mexico In-Game Advertising Market by Type
6.4 Rest of North America In-Game Advertising Market
6.4.1 Rest of North America In-Game Advertising Market by Device Type
6.4.2 Rest of North America 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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