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In-Game Advertising Market By Type, By Device Type: Global Opportunity Analysis and Industry Forecast, 2021-2030

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    Report

  • 176 Pages
  • June 2022
  • Region: Global
  • Allied Market Research
  • ID: 5670994
The global in-game advertising market was valued at $6,816.6 million in 2021 and is projected to reach $17,591.6 million by 2030, growing at a CAGR of 11.0% from 2022 to 2030.
The coronavirus pandemic has a significant impact on many people's lives in nearly all countries. The COVID-19 pandemic is causing havoc in a variety of industries, including digital advertising. With the COVID-19 pandemic, business owners are reconsidering their marketing strategies and debating whether now is the best time to run online ads. The effect of covid on Smartphone use has increased rapidly, and the way consumers interact with various brands or sellers has changed as a result of the availability of high-speed internet on smartphones. This factor is expected to fuel the growth of the in-game advertising market, as it has become critical for brands to understand consumers' interests through smartphone advertisements and to influence their purchasing decisions.

Because of the increasing growth of smartphones and the increased availability of high-speed internet, game designers have put greater emphasis on improving app design. Moreover, vendors are adopting freemium designs, where first level of a game is independent, but users must pay to access the elevated stages. These factors have resulted in a significant increase in end-user demand for mobile games. Other factors, such as an increase in the number of gamers and an increasing partnership between advertisers and video game companies, are expected to drive the in-game advertising market during the forecast period.

The global in-game advertising market is segmented on the basis of type, device type, and region. By type, the market has been divided into static ads, dynamic ads, and advergaming. By device type, the analysis has been divided into PC/laptop and smartphone/tablet. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in this report include Alphabet Inc., Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc., MediaSpike Inc., ironSource Ltd., Motive Interactive Inc., Playwire LLC, RapidFire Inc., WPP Plc.

Key Market Segments

By Type

  • Static Ads
  • Dynamic Ads
  • Advergaming

By Device Type

  • PC/Laptop
  • Smartphone/Tablet

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • Sweden
  • Russia
  • Rest of Europe
  • U.K.
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • UAE
  • South Africa
  • Rest of LAMEA

Key Market Players

  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • Blizzard Entertainment Inc.
  • Electronic Arts Inc.
  • MediaSpike Inc.
  • ironSource Ltd.
  • Motive Interactive Inc.
  • Playwire LLC.
  • RapidFire Inc.
  • WPP Plc.

 

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
3.7.Value Chain Analysis
3.8.Key Regulation Analysis
3.9.Patent Landscape
3.10.Market Share Analysis
3.11.Regulatory Guidelines
CHAPTER 4: IN-GAME ADVERTISING MARKET, BY TYPE
4.1 Overview
4.1.1 Market size and forecast
4.2 Static Ads
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Dynamic Ads
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
4.4 Advergaming
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market analysis by country
CHAPTER 5: IN-GAME ADVERTISING MARKET, BY DEVICE TYPE
5.1 Overview
5.1.1 Market size and forecast
5.2 PC/Laptop
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Smartphone/Tablet
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: IN-GAME ADVERTISING MARKET, BY REGION
6.1 Overview
6.1.1 Market size and forecast
6.2 North America
6.2.1 Key trends and opportunities
6.2.2 North America Market size and forecast, by Type
6.2.3 North America Market size and forecast, by Device Type
6.2.4 North America Market size and forecast, by country
6.2.4.1 U.S.
6.2.4.1.1 Market size and forecast, by Type
6.2.4.1.2 Market size and forecast, by Device Type
6.2.4.2 Canada
6.2.4.2.1 Market size and forecast, by Type
6.2.4.2.2 Market size and forecast, by Device Type
6.2.4.3 Mexico
6.2.4.3.1 Market size and forecast, by Type
6.2.4.3.2 Market size and forecast, by Device Type
6.3 Europe
6.3.1 Key trends and opportunities
6.3.2 Europe Market size and forecast, by Type
6.3.3 Europe Market size and forecast, by Device Type
6.3.4 Europe Market size and forecast, by country
6.3.4.1 U.K.
6.3.4.1.1 Market size and forecast, by Type
6.3.4.1.2 Market size and forecast, by Device Type
6.3.4.2 Germany
6.3.4.2.1 Market size and forecast, by Type
6.3.4.2.2 Market size and forecast, by Device Type
6.3.4.3 France
6.3.4.3.1 Market size and forecast, by Type
6.3.4.3.2 Market size and forecast, by Device Type
6.3.4.4 Sweden
6.3.4.4.1 Market size and forecast, by Type
6.3.4.4.2 Market size and forecast, by Device Type
6.3.4.5 Russia
6.3.4.5.1 Market size and forecast, by Type
6.3.4.5.2 Market size and forecast, by Device Type
6.3.4.6 Rest of Europe
6.3.4.6.1 Market size and forecast, by Type
6.3.4.6.2 Market size and forecast, by Device Type
6.4 Asia-Pacific
6.4.1 Key trends and opportunities
6.4.2 Asia-Pacific Market size and forecast, by Type
6.4.3 Asia-Pacific Market size and forecast, by Device Type
6.4.4 Asia-Pacific Market size and forecast, by country
6.4.4.1 China
6.4.4.1.1 Market size and forecast, by Type
6.4.4.1.2 Market size and forecast, by Device Type
6.4.4.2 India
6.4.4.2.1 Market size and forecast, by Type
6.4.4.2.2 Market size and forecast, by Device Type
6.4.4.3 Japan
6.4.4.3.1 Market size and forecast, by Type
6.4.4.3.2 Market size and forecast, by Device Type
6.4.4.4 South Korea
6.4.4.4.1 Market size and forecast, by Type
6.4.4.4.2 Market size and forecast, by Device Type
6.4.4.5 Australia
6.4.4.5.1 Market size and forecast, by Type
6.4.4.5.2 Market size and forecast, by Device Type
6.4.4.6 Rest of Asia-Pacific
6.4.4.6.1 Market size and forecast, by Type
6.4.4.6.2 Market size and forecast, by Device Type
6.5 LAMEA
6.5.1 Key trends and opportunities
6.5.2 LAMEA Market size and forecast, by Type
6.5.3 LAMEA Market size and forecast, by Device Type
6.5.4 LAMEA Market size and forecast, by country
6.5.4.1 Brazil
6.5.4.1.1 Market size and forecast, by Type
6.5.4.1.2 Market size and forecast, by Device Type
6.5.4.2 Saudi Arabia
6.5.4.2.1 Market size and forecast, by Type
6.5.4.2.2 Market size and forecast, by Device Type
6.5.4.3 UAE
6.5.4.3.1 Market size and forecast, by Type
6.5.4.3.2 Market size and forecast, by Device Type
6.5.4.4 South Africa
6.5.4.4.1 Market size and forecast, by Type
6.5.4.4.2 Market size and forecast, by Device Type
6.5.4.5 Rest of LAMEA
6.5.4.5.1 Market size and forecast, by Type
6.5.4.5.2 Market size and forecast, by Device Type
CHAPTER 7: COMPANY LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Key developments
CHAPTER 8: COMPANY PROFILES
8.1 Alphabet Inc.
8.1.1 Company overview
8.1.2 Company snapshot
8.1.3 Operating business segments
8.1.4 Product portfolio
8.1.5 Business performance
8.1.6 Key strategic moves and developments
8.2 Anzu Virtual Reality Ltd.
8.2.1 Company overview
8.2.2 Company snapshot
8.2.3 Operating business segments
8.2.4 Product portfolio
8.2.5 Business performance
8.2.6 Key strategic moves and developments
8.3 Blizzard Entertainment Inc.
8.3.1 Company overview
8.3.2 Company snapshot
8.3.3 Operating business segments
8.3.4 Product portfolio
8.3.5 Business performance
8.3.6 Key strategic moves and developments
8.4 Electronic Arts Inc.
8.4.1 Company overview
8.4.2 Company snapshot
8.4.3 Operating business segments
8.4.4 Product portfolio
8.4.5 Business performance
8.4.6 Key strategic moves and developments
8.5 MediaSpike Inc.
8.5.1 Company overview
8.5.2 Company snapshot
8.5.3 Operating business segments
8.5.4 Product portfolio
8.5.5 Business performance
8.5.6 Key strategic moves and developments
8.6 ironSource Ltd.
8.6.1 Company overview
8.6.2 Company snapshot
8.6.3 Operating business segments
8.6.4 Product portfolio
8.6.5 Business performance
8.6.6 Key strategic moves and developments
8.7 Motive Interactive Inc.
8.7.1 Company overview
8.7.2 Company snapshot
8.7.3 Operating business segments
8.7.4 Product portfolio
8.7.5 Business performance
8.7.6 Key strategic moves and developments
8.8 Playwire LLC.
8.8.1 Company overview
8.8.2 Company snapshot
8.8.3 Operating business segments
8.8.4 Product portfolio
8.8.5 Business performance
8.8.6 Key strategic moves and developments
8.9 RapidFire Inc.
8.9.1 Company overview
8.9.2 Company snapshot
8.9.3 Operating business segments
8.9.4 Product portfolio
8.9.5 Business performance
8.9.6 Key strategic moves and developments
8.10 WPP Plc.
8.10.1 Company overview
8.10.2 Company snapshot
8.10.3 Operating business segments
8.10.4 Product portfolio
8.10.5 Business performance
8.10.6 Key strategic moves and developments
List of Tables
Table 1. Global In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 2. In-Game Advertising Market Revenue, for Static Ads, by Region , 2021-2030,($Million)
Table 3. In-Game Advertising Market for Static Ads by Country, 2021-2030,($Million)
Table 4. In-Game Advertising Market Revenue, for Dynamic Ads, by Region , 2021-2030,($Million)
Table 5. In-Game Advertising Market for Dynamic Ads by Country, 2021-2030,($Million)
Table 6. In-Game Advertising Market Revenue, for Advergaming, by Region , 2021-2030,($Million)
Table 7. In-Game Advertising Market for Advergaming by Country, 2021-2030,($Million)
Table 8. Global In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 9. In-Game Advertising Market Revenue, for Pc/Laptop, by Region , 2021-2030,($Million)
Table 10. In-Game Advertising Market for Pc/Laptop by Country, 2021-2030,($Million)
Table 11. In-Game Advertising Market Revenue, for Smartphone/Tablet, by Region , 2021-2030,($Million)
Table 12. In-Game Advertising Market for Smartphone/Tablet by Country, 2021-2030,($Million)
Table 13. In-Game Advertising Market, by Region, 2021-2030,($Million)
Table 14. North America In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 15. North America In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 16. North America In-Game Advertising Market, by Country, 2021-2030,($Million)
Table 17. U.S. In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 18. U.S. In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 19. Canada In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 20. Canada In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 21. Mexico In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 22. Mexico In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 23. Europe In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 24. Europe In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 25. Europe In-Game Advertising Market, by Country, 2021-2030,($Million)
Table 26. U.K. In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 27. U.K. In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 28. Germany In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 29. Germany In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 30. France In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 31. France In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 32. Sweden In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 33. Sweden In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 34. Russia In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 35. Russia In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 36. Rest of Europe In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 37. Rest of Europe In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 38. Asia-Pacific In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 39. Asia-Pacific In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 40. Asia-Pacific In-Game Advertising Market, by Country, 2021-2030,($Million)
Table 41. China In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 42. China In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 43. India In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 44. India In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 45. Japan In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 46. Japan In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 47. South Korea In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 48. South Korea In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 49. Australia In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 50. Australia In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 51. Rest of Asia-Pacific In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 52. Rest of Asia-Pacific In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 53. LAMEA In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 54. LAMEA In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 55. LAMEA In-Game Advertising Market, by Country, 2021-2030,($Million)
Table 56. Brazil In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 57. Brazil In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 58. Saudi Arabia In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 59. Saudi Arabia In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 60. UAE In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 61. UAE In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 62. South Africa In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 63. South Africa In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 64. Rest of LAMEA In-Game Advertising Market, by Type, 2021-2030,($Million)
Table 65. Rest of LAMEA In-Game Advertising Market, by Device Type, 2021-2030,($Million)
Table 66. Alphabet Inc.: Company Snapshot
Table 67. Alphabet Inc.: Operating Segments
Table 68. Alphabet Inc.: Product Portfolio
Table 69. Alphabet Inc.: Net Sales
Table 70. Alphabet Inc.: Key Stratergies
Table 71. Anzu Virtual Reality Ltd.: Company Snapshot
Table 72. Anzu Virtual Reality Ltd.: Operating Segments
Table 73. Anzu Virtual Reality Ltd.: Product Portfolio
Table 74. Anzu Virtual Reality Ltd.: Net Sales
Table 75. Anzu Virtual Reality Ltd.: Key Stratergies
Table 76. Blizzard Entertainment Inc.: Company Snapshot
Table 77. Blizzard Entertainment Inc.: Operating Segments
Table 78. Blizzard Entertainment Inc.: Product Portfolio
Table 79. Blizzard Entertainment Inc.: Net Sales
Table 80. Blizzard Entertainment Inc.: Key Stratergies
Table 81. Electronic Arts Inc.: Company Snapshot
Table 82. Electronic Arts Inc.: Operating Segments
Table 83. Electronic Arts Inc.: Product Portfolio
Table 84. Electronic Arts Inc.: Net Sales
Table 85. Electronic Arts Inc.: Key Stratergies
Table 86. Mediaspike Inc.: Company Snapshot
Table 87. Mediaspike Inc.: Operating Segments
Table 88. Mediaspike Inc.: Product Portfolio
Table 89. Mediaspike Inc.: Net Sales
Table 90. Mediaspike Inc.: Key Stratergies
Table 91. Ironsource Ltd.: Company Snapshot
Table 92. Ironsource Ltd.: Operating Segments
Table 93. Ironsource Ltd.: Product Portfolio
Table 94. Ironsource Ltd.: Net Sales
Table 95. Ironsource Ltd.: Key Stratergies
Table 96. Motive Interactive Inc.: Company Snapshot
Table 97. Motive Interactive Inc.: Operating Segments
Table 98. Motive Interactive Inc.: Product Portfolio
Table 99. Motive Interactive Inc.: Net Sales
Table 100. Motive Interactive Inc.: Key Stratergies
Table 101. Playwire LLC.: Company Snapshot
Table 102. Playwire LLC.: Operating Segments
Table 103. Playwire LLC.: Product Portfolio
Table 104. Playwire LLC.: Net Sales
Table 105. Playwire LLC.: Key Stratergies
Table 106. Rapidfire Inc.: Company Snapshot
Table 107. Rapidfire Inc.: Operating Segments
Table 108. Rapidfire Inc.: Product Portfolio
Table 109. Rapidfire Inc.: Net Sales
Table 110. Rapidfire Inc.: Key Stratergies
Table 111. Wpp plc.: Company Snapshot
Table 112. Wpp plc.: Operating Segments
Table 113. Wpp plc.: Product Portfolio
Table 114. Wpp plc.: Net Sales
Table 115. Wpp plc.: Key Stratergies
List of Figures
Figure 1. In-Game Advertising Market Segmentation
Figure 2. In-Game Advertising Market,2021-2030
Figure 3. In-Game Advertising Market,2021-2030
Figure 4. Top Investment Pockets, by Region
Figure 5. Porter Five-1
Figure 6. Porter Five-2
Figure 7. Porter Five-3
Figure 8. Porter Five-4
Figure 9. Porter Five-5
Figure 10. Top Player Positioning
Figure 11. In-Game Advertising Market:Drivers, Restraints and Opportunities
Figure 12. Value Chain Analysis
Figure 13. Key Regulation Analysis
Figure 14. Patent Analysis by Company
Figure 15. Patent Analysis by Country
Figure 16. Market Share Analysis
Figure 17. Regulatory Guidelines
Figure 18. In-Game Advertising Market,By Type,2021(%)
Figure 19. Comparative Share Analysis of Static Ads In-Game Advertising Market,2021-2030(%)
Figure 20. Comparative Share Analysis of Dynamic Ads In-Game Advertising Market,2021-2030(%)
Figure 21. Comparative Share Analysis of Advergaming In-Game Advertising Market,2021-2030(%)
Figure 22. In-Game Advertising Market,By Device Type,2021(%)
Figure 23. Comparative Share Analysis of Pc/Laptop In-Game Advertising Market,2021-2030(%)
Figure 24. Comparative Share Analysis of Smartphone/Tablet In-Game Advertising Market,2021-2030(%)
Figure 25. In-Game Advertising Market by Region,2021
Figure 26. U.S. In-Game Advertising Market,2021-2030($Million)
Figure 27. Canada In-Game Advertising Market,2021-2030($Million)
Figure 28. Mexico In-Game Advertising Market,2021-2030($Million)
Figure 29. U.K. In-Game Advertising Market,2021-2030($Million)
Figure 30. Germany In-Game Advertising Market,2021-2030($Million)
Figure 31. France In-Game Advertising Market,2021-2030($Million)
Figure 32. Sweden In-Game Advertising Market,2021-2030($Million)
Figure 33. Russia In-Game Advertising Market,2021-2030($Million)
Figure 34. Rest of Europe In-Game Advertising Market,2021-2030($Million)
Figure 35. China In-Game Advertising Market,2021-2030($Million)
Figure 36. India In-Game Advertising Market,2021-2030($Million)
Figure 37. Japan In-Game Advertising Market,2021-2030($Million)
Figure 38. South Korea In-Game Advertising Market,2021-2030($Million)
Figure 39. Australia In-Game Advertising Market,2021-2030($Million)
Figure 40. Rest of Asia-Pacific In-Game Advertising Market,2021-2030($Million)
Figure 41. Brazil In-Game Advertising Market,2021-2030($Million)
Figure 42. Saudi Arabia In-Game Advertising Market,2021-2030($Million)
Figure 43. Uae In-Game Advertising Market,2021-2030($Million)
Figure 44. South Africa In-Game Advertising Market,2021-2030($Million)
Figure 45. Rest of LAMEA In-Game Advertising Market,2021-2030($Million)
Figure 46. Top Winning Strategies, by Year
Figure 47. Top Winning Strategies, by Development
Figure 48. Top Winning Strategies, by Company
Figure 49. Product Mapping of Top 10 Players
Figure 50. Competitive Dashboard
Figure 51. Competitive Heatmap of Top 10 Key Players
Figure 52. Alphabet Inc..: Net Sales ,($Million)
Figure 53. Anzu Virtual Reality Ltd..: Net Sales ,($Million)
Figure 54. Blizzard Entertainment Inc..: Net Sales ,($Million)
Figure 55. Electronic Arts Inc..: Net Sales ,($Million)
Figure 56. Mediaspike Inc..: Net Sales ,($Million)
Figure 57. Ironsource Ltd..: Net Sales ,($Million)
Figure 58. Motive Interactive Inc..: Net Sales ,($Million)
Figure 59. Playwire LLC..: Net Sales ,($Million)
Figure 60. Rapidfire Inc..: Net Sales ,($Million)
Figure 61. Wpp PLC..: Net Sales ,($Million)

Executive Summary

According to the report, titled, “In-Game Advertising Market," the in-game advertising market was valued at $6.8 billion in 2021, and is estimated to reach $17.6 billion by 2030, growing at a CAGR of 11% from 2022 to 2030.

Demand for in-game advertising is growing in a variety of industries. The growing number of internet users and the widespread adoption of smartphones and other portable devices are the primary factors driving in-game advertising market. Because user awareness is growing on a daily basis and the market is saturated, it is critical to target the right audience. Market growth opportunities abound, and as technology advances, advertisers will find it much easier to identify a potential or prospective customer or client. Advertisers can reach a larger pool of prospects at a lower cost with in-game online advertising than with trivial print media advertising. Such factors are likely to provide tremendous growth opportunities for in-game advertising market share.

The main restraining factor is that frequent ads in the game can distract users from the game and may even let them quit the game.

The global in-game advertising market is segmented on the basis of type, device type, and region. By type, the market has been divided into static ads, dynamic ads, and advergaming. By device type, the analysis has been divided into PC/laptop and smartphone/tablet. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in this report include Alphabet Inc., Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc., MediaSpike Inc., ironSource Ltd., Motive Interactive Inc., Playwire LLC, RapidFire Inc., WPP Plc.

The report focuses on the global in-game advertising market analysis and the major products & applications, where digital advertising is deployed. It further highlights numerous factors that influence the market growth, such as forecast, trends, drivers, restraints, opportunities, and roles of different key players that shape the market. The report focuses on the overall demand for in-game advertising in various countries, presenting data in terms of both value and volume. The revenue is calculated by proliferating the volume by region-specific prices, considering the region-wise differentiated prices.

IMPACT OF COVID-19 ON THE GLOBAL IN-GAME ADVERTISING MARKET

  • The global coronavirus pandemic has had a significant impact on many people's lives in nearly every country. The COVID-19 pandemic is causing havoc in a variety of industries, including digital advertising. With the COVID-19 pandemic, business owners are reconsidering their marketing strategies and debating whether now is the best time to run online ads.
  • The impact of covid on the in-game advertising market is positive because most end users are now operating online with digital devices, and with the end of the pandemic uncertain, many organizations are planning to shift their advertising investment to digital platforms.

Key Findings of the Study

  • On the basis of type, the static ads sub-segment emerged as the global leader in 2021 and is anticipated to have the largest market share during the forecast period.
  • On the basis of device, the PC/laptop sub-segment emerged as the global leader in 2021 and is anticipated to have the largest market share during the forecast period.
  • On the basis of region, North America is projected to have a dominant share in the global market during the forecast period.

Companies Mentioned

  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • Blizzard Entertainment Inc.
  • Electronic Arts Inc.
  • Mediaspike Inc.
  • Ironsource Ltd.
  • Motive Interactive Inc.
  • Playwire LLC.
  • Rapidfire Inc.
  • Wpp plc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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