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
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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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 176 |
Published | June 2022 |
Forecast Period | 2021 - 2030 |
Estimated Market Value ( USD | $ 6816.6 million |
Forecasted Market Value ( USD | $ 17591.6 million |
Compound Annual Growth Rate | 11.1% |
Regions Covered | Global |
No. of Companies Mentioned | 10 |