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In-Game Advertising Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5790772
The in-game advertising market size has grown rapidly in recent years. It will grow from $11.03 billion in 2025 to $12.5 billion in 2026 at a compound annual growth rate (CAGR) of 13.3%. The growth in the historic period can be attributed to growth of mobile gaming adoption, expansion of free-to-play game models, increasing advertiser interest in gaming audiences, rising smartphone penetration, growth of digital advertising spend.

The in-game advertising market size is expected to see rapid growth in the next few years. It will grow to $20.7 billion in 2030 at a compound annual growth rate (CAGR) of 13.5%. The growth in the forecast period can be attributed to increasing use of ai-driven ad targeting, expansion of metaverse-based advertising, rising demand for immersive brand experiences, growing integration of blockchain-based ad tracking, increasing adoption across console and pc platforms. Major trends in the forecast period include increasing adoption of programmatic in-game advertising, rising demand for dynamic and interactive ad formats, growing integration of real-time analytics, expansion of reward-based advertising models, enhanced focus on player engagement.

The increasing number of gamers is expected to further propel the growth of the in-game advertising market. The term 'gamer' refers to individuals engaging in various forms of electronic gaming, spanning from casual smartphone games to immersive console and PC gaming experiences. The expanding gamer community presents lucrative opportunities for in-game advertising, with advertisers leveraging this growing audience to implement innovative and engaging promotional strategies. According to the Australia Plays 2023 report by the Interactive Games and Entertainment Association, 81% of Australians are currently involved in video games, marking a 14% increase from the Digital Australia 2022 report two years prior. Hence, the rising number of gamers serves as a driving force for the in-game advertising market.

Leading companies in the in-game advertising market are embracing strategic partnerships, enabling advertisers to place ads within Gameloft's open-world action-adventure game Gangstar Vegas. Strategic partnerships involve leveraging the strengths and resources of collaborating companies for mutual success. For instance, in August 2023, Anzu.io, an Israel-based in-game advertising platform, announced a partnership with Gameloft SE, a France-based mobile game developer. Anzu’s non-intrusive, intrinsic in-game ads will be integrated into Gangstar Vegas, appearing in realistic locations within the virtual city, such as building sides, bus stops, and billboards. This approach enhances gameplay while preserving the player experience, offering advertisers access to a highly engaged and diverse player base on both iOS and Android versions of the game.

In March 2024, GameSquare, a US-based gaming and media company, acquired FaZe Clan for an undisclosed amount. This acquisition is intended to bolster GameSquare’s portfolio in digital media and solidify its competitive stance in both the in-game advertising and esports sectors. FaZe Clan is a US-based company specializing in in-game advertising.

Major companies operating in the in-game advertising market include Anzu Virtual Reality LTD, Electronic Arts Inc., MediaSpike Inc., ironSource LTD, Motive Interactive Inc, Playwire LLC, WPP Plc., Activision Blizzard Media LTD, Blizzard Entertainment Inc, AdInMo LTD, Flurry Inc., Bidstack LTD, HotPlay Co. LTD, Giftgaming LTD, Adscape International LLC, Admix Foods Private Limited, Adverty AB, Azerion Group N.V., GameInfluencer, Gameloft S. A., Google Inc., mKhoj Solutions Private Limited, Kargo Global LTD, Kool Things, Tracxn Technologies Private Limited, LoopMe Ltd., MobileFuse LLC, Nativex LLC.

North America was the largest region in the in-game advertising market share in 2025. The regions covered in the in-game advertising market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the in-game advertising market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The in-game advertising market includes revenues earned by entities by providing services such as interstitial ads, native banners, contextual ads, and rewarded ads to generate more mobile games and revenue by enhancing user experience. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. in-Game Advertising Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global in-Game Advertising Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. in-Game Advertising Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global in-Game Advertising Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Digitalization, Cloud, Big Data & Cybersecurity
4.1.2 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.3 Artificial Intelligence & Autonomous Intelligence
4.1.4 Fintech, Blockchain, Regtech & Digital Finance
4.1.5 Industry 4.0 & Intelligent Manufacturing
4.2. Major Trends
4.2.1 Increasing Adoption of Programmatic in-Game Advertising
4.2.2 Rising Demand for Dynamic and Interactive Ad Formats
4.2.3 Growing Integration of Real-Time Analytics
4.2.4 Expansion of Reward-Based Advertising Models
4.2.5 Enhanced Focus on Player Engagement
5. in-Game Advertising Market Analysis of End Use Industries
5.1 Game Developers
5.2 Mobile Game Publishers
5.3 Advertising Agencies
5.4 Brand Marketers
5.5 Media and Entertainment Companies
6. in-Game Advertising Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global in-Game Advertising Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global in-Game Advertising PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global in-Game Advertising Market Size, Comparisons and Growth Rate Analysis
7.3. Global in-Game Advertising Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global in-Game Advertising Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global in-Game Advertising Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. in-Game Advertising Market Segmentation
9.1. Global in-Game Advertising Market, Segmentation by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Static Ads, Dynamic Ads, Advergaming
9.2. Global in-Game Advertising Market, Segmentation by Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Mobile, Computing, Console
9.3. Global in-Game Advertising Market, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Online, Standalone
9.4. Global in-Game Advertising Market, Sub-Segmentation of Static Ads, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Billboards, Posters, Product Placement
9.5. Global in-Game Advertising Market, Sub-Segmentation of Dynamic Ads, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Video Ads, Interactive Ads, Real-Time Bidding Ads
9.6. Global in-Game Advertising Market, Sub-Segmentation of Advergaming, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Branded Games, Sponsorship of Existing Games, Custom Game Development
10. in-Game Advertising Market Regional and Country Analysis
10.1. Global in-Game Advertising Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global in-Game Advertising Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific in-Game Advertising Market
11.1. Asia-Pacific in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China in-Game Advertising Market
12.1. China in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India in-Game Advertising Market
13.1. India in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan in-Game Advertising Market
14.1. Japan in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia in-Game Advertising Market
15.1. Australia in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia in-Game Advertising Market
16.1. Indonesia in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea in-Game Advertising Market
17.1. South Korea in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan in-Game Advertising Market
18.1. Taiwan in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia in-Game Advertising Market
19.1. South East Asia in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe in-Game Advertising Market
20.1. Western Europe in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK in-Game Advertising Market
21.1. UK in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany in-Game Advertising Market
22.1. Germany in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France in-Game Advertising Market
23.1. France in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy in-Game Advertising Market
24.1. Italy in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain in-Game Advertising Market
25.1. Spain in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe in-Game Advertising Market
26.1. Eastern Europe in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia in-Game Advertising Market
27.1. Russia in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America in-Game Advertising Market
28.1. North America in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA in-Game Advertising Market
29.1. USA in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada in-Game Advertising Market
30.1. Canada in-Game Advertising Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America in-Game Advertising Market
31.1. South America in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil in-Game Advertising Market
32.1. Brazil in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East in-Game Advertising Market
33.1. Middle East in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa in-Game Advertising Market
34.1. Africa in-Game Advertising Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa in-Game Advertising Market, Segmentation by Type, Segmentation by Platform, Segmentation by Applications, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. in-Game Advertising Market Regulatory and Investment Landscape
36. in-Game Advertising Market Competitive Landscape and Company Profiles
36.1. in-Game Advertising Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. in-Game Advertising Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. in-Game Advertising Market Company Profiles
36.3.1. Anzu Virtual Reality Ltd Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. MediaSpike Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.4. ironSource Ltd Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Motive Interactive Inc Overview, Products and Services, Strategy and Financial Analysis
37. in-Game Advertising Market Other Major and Innovative Companies
Playwire LLC, WPP Plc., Activision Blizzard Media Ltd, Blizzard Entertainment Inc, AdInMo Ltd, Flurry Inc., Bidstack Ltd, HotPlay Co. Ltd, Giftgaming Ltd, Adscape International LLC, Adverty AB, Azerion Group N.V., GameInfluencer, Gameloft S. A., Google Inc.
38. Global in-Game Advertising Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the in-Game Advertising Market
40. in-Game Advertising Market High Potential Countries, Segments and Strategies
40.1 in-Game Advertising Market in 2030 - Countries Offering Most New Opportunities
40.2 in-Game Advertising Market in 2030 - Segments Offering Most New Opportunities
40.3 in-Game Advertising Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

in-Game Advertising Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses in-game advertising market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for in-game advertising? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The in-game advertising market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Type: Static Ads; Dynamic Ads; Advergaming
2) By Platform: Mobile; Computing; Console
3) By Applications: Online; Standalone

Subsegments:

1) By Static Ads: Billboards; Posters; Product Placement
2) By Dynamic Ads: Video Ads; Interactive Ads; Real-Time Bidding Ads
3) By Advergaming: Branded Games; Sponsorship of Existing Games; Custom Game Development

Companies Mentioned: Anzu Virtual Reality LTD; Electronic Arts Inc.; MediaSpike Inc.; ironSource LTD; Motive Interactive Inc; Playwire LLC; WPP Plc.; Activision Blizzard Media LTD; Blizzard Entertainment Inc; AdInMo LTD; Flurry Inc.; Bidstack LTD; HotPlay Co. LTD; Giftgaming LTD; Adscape International LLC; Adverty AB; Azerion Group N.V.; GameInfluencer; Gameloft S. a.; Google Inc.; Kargo Global LTD; LoopMe Ltd.; MobileFuse LLC; Nativex LLC

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this In-Game Advertising market report include:
  • Anzu Virtual Reality LTD
  • Electronic Arts Inc.
  • MediaSpike Inc.
  • ironSource LTD
  • Motive Interactive Inc
  • Playwire LLC
  • WPP Plc.
  • Activision Blizzard Media LTD
  • Blizzard Entertainment Inc
  • AdInMo LTD
  • Flurry Inc.
  • Bidstack LTD
  • HotPlay Co. LTD
  • Giftgaming LTD
  • Adscape International LLC
  • Adverty AB
  • Azerion Group N.V.
  • GameInfluencer
  • Gameloft S. A.
  • Google Inc.
  • Kargo Global LTD
  • LoopMe Ltd.
  • MobileFuse LLC
  • Nativex LLC

Table Information