Global InGame Advertising Market By Overview
In-game advertising allows running of advertising components in a real-time advertising campaign inside video games similar to any other digital channel, using standard IAB creatives. In-game advertising has gained momentum in the present market. In-game advertising is a way of promotion of products via video games. Advertisers can pay and have their products featured in digital games. It allows marketers to have their name or products featured in digital games. Advertisement style and depiction differs from game to game, as in some 3D games in-game ads will appear on posters and billboard in the virtual game world. In some 2D games, ads will appear in the form of a branded product. The content of games becomes a feature rather than a distraction. This form of advertising enables high engagement and marketers deliver their messages in the game rather than bombarding gamers with logos or slogans.In-Game Advertising Market size accounted for US$ 6.8 billion in 2022 and is estimated to be US$ 20.8 billion by 2032 and is anticipated to register a CAGR of 11.8%.
Global InGame Advertising Market By Dynamics
The global in-game advertising market is driven by the growing number of gamers across demographic divisions and meteoric rise in the popularity of mobile games across the globe. In addition, evolution of technology, specifically virtual reality and augmented reality, has improved the quality of video games and generated new level of interest among gamers. Moreover, various benefits such as reduced advertising expenses, increased reach and return on investments, rapid integration, and easy configuration of advertisements in social gaming are anticipated to drive the target market over the forecast period. Increasing time and cost of developing new games coupled with reducing product lifecycle is expected to hamper market growth. Growing unwillingness of gaming companies resulting from decreasing advertising revenues is anticipated to pose a challenge to the in-game advertising market. In-game advertising offers a number of advantages, and games are connected to emotions and a moving environment which requires keen focus on the screen.
Global InGame Advertising Market By Segmentation
Source: Prophecy Market Insights
Disclaimer: This data is only a representation. Actual data may vary and will be available in the report.
Global In-Game Advertising market has been segmented on the basis of type, device, and region.
Based on the type, the target market is classified as static ads, and dynamic ads, advergaming. On the basis of device, the global in-game advertising market includes PC-based online games, mobile games, connected console games.
Regional Insights:
Disclaimer: This data is only a representation. Actual data may vary and will be available in the report.
On basis of region the Global In-Game Advertising Market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. North America dominates the global in-game advertising market in terms of income. The market in Asia Pacific is predictable to record fastest growth with highest CAGR, owing to increasing implementation of games and high Internet diffusion. Also, Asia Pacific id owing to surge in mobile gaming users and social gaming. This is expectable to boost growth of the global in-game advertising market over the forecast period. India has witnessed a surge in mobile game players due to increasing percentage of young population and is expected to contribute a considerable share to market growth.
Report Scope:
Attribute |
Details |
Base year for estimation |
2020 |
Forecast period |
2020– 2030 |
Market representation |
Revenue in USD Billion & CAGR from 2020 to 2030 |
Market Segmentation |
By Type – Static Ads and Dynamic Ads. By Device – PC-Based Online Games, Mobile Games, and Connected Console Games. |
Regional scope |
North America - U.S., Canada Europe - UK, Germany, Spain, France, Italy, Russia, Rest of Europe Asia Pacific - Japan, India, China, South Korea, Australia, Rest of Asia-Pacific Latin America - Brazil, Mexico, Argentina, Rest of Latin America Middle East & Africa - South Africa, Saudi Arabia, UAE, Rest of Middle East & Africa |
Report coverage |
Revenue forecast, company share, competitive landscape, growth factors, and trends |
Segments Covered in the Report:
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2019 to 2029. For the purpose of this study, has segmented the Global In-Game Advertising report based on test, application, and region.
Global In-Game Advertising Market, By Type:
- Static Ads
- Dynamic Ads
Global In-Game Advertising Market, By Device:
- PC-Based Online Games
- Mobile Games
- Connected Console Games
Global In-Game Advertising Market, By Region:
-
-
- North America
-
- U.S.
- Canada
-
- Europe
-
- Germany
- UK
- France
- Russia
- Italy
- Rest of Europe
-
- Asia Pacific
-
- China
- India
- Japan
- South Korea
- Rest of Asia Pacific
-
- Latin America
-
- Brazil
- Mexico
- Rest of Latin America
-
- Middle East & Africa
-
- GCC
- Israel
- South Africa
- Rest of Middle East & Africa
-
- North America
-
Global InGame Advertising Market By Key Players
The key players operating the Global In-Game Advertising Market includes Electronic Arts Inc., Media Spike Inc., RapidFire, Inc., Social Growth Technologies, Inc., Playwire Media Inc., Social Tokens Ltd., and Gamelin Advergames, Double Fusion, Engage Advertising, Giftgaming.
Global InGame Advertising Market By Company Profile
- Electronic Arts Inc. *
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Media Spike Inc.
- RapidFire, Inc.
- Social Growth Technologies, Inc.
- Playwire Media Inc.
- Social Tokens Ltd.
- Gamelin Advergames
- Double Fusion
- Engage Advertising
- Giftgaming
“*” marked represents similar segmentation in other categories in the respective section
Global InGame Advertising Market By Table of Contents
Research Objective and Assumption
- Preface
- Research Objectives
- Study Scope
- Years Considered for the study
- Assumptions
- Abbreviations
Research Methodology
- Research data
- Primary Data
- Primary Interviews
- Primary Breakdown
- Key data from Primary Sources
- Key Thickness Insights
- Secondary Data
- Major Secondary Sources
- Secondary Sources
- Market Estimation
- Top-Down Approach
- Approach for estimating Market Share by Top-Down Analysis (Supply Side)
- Bottom-Up Approach
- Approach for estimating market share by Bottom-up Analysis (Demand Side)
- Market Breakdown and Data Triangulation
- Research Assumptions
Market Preview
- Executive Summary
- Key Findings—Global Outlook for medical carts Strategies
- Key Questions this Study will Answer
- Market Snippet, By Type
- Market Snippet, By Application
- Market Snippet, By Region
- Opportunity Map Analysis
- Executive Summary—3 Big Predictions
Market Dynamics, Regulations, and Trends Analysis
- Market Dynamics
- Drivers
- Restrains
- Market Opportunities
- Market Trends
- DR Impact Analysis
- PEST Analysis
- Porter’s Five Forces Analysis
- Opportunity Orbit
- Market Investment Feasibility Index
- Macroeconomic Factor Analysis
In-Game Advertising Market, By Type, Forecast Period up to 10 Years, (US$ Bn)
- Overview
- Market Value and Forecast (US$ Bn), and Share Analysis (%), Forecast Period up to 10 Years
- Y-o-Y Growth Analysis (%), Forecast Period up to 10 Years
- Segment Trends
- Static Ads
- Overview
- Market Size and Forecast (US$ Bn), and Y-o-Y Growth (%), Forecast Period up to 10 Years
- Dynamic Ads
- Overview
- Market Size and Forecast (US$ Bn), and Y-o-Y Growth (%), Forecast Period up to 10 Years
In-Game Advertising Market, By Application, Forecast Period up to 10 Years, (US$ Bn)
- Overview
- Market Value and Forecast (US$ Bn), and Share Analysis (%), Forecast Period up to 10 Years
- Y-o-Y Growth Analysis (%), Forecast Period up to 10 Years
- Segment Trends
- PC-Based Online Games
- Overview
- Market Size and Forecast (US$ Bn), and Y-o-Y Growth (%), Forecast Period up to 10 Years
- Mobile Games
- Overview
- Market Size and Forecast (US$ Bn), and Y-o-Y Growth (%), Forecast Period up to 10 Years
- Connected Console Games
- Overview
- Market Size and Forecast (US$ Bn), and Y-o-Y Growth (%), Forecast Period up to 10 Years
In-Game Advertising Market, By Region, Forecast Period up to 10 Years, (US$ Bn)
- Overview
- Market Value and Forecast (US$ Bn), and Share Analysis (%), Forecast Period up to 10 Years
- Y-o-Y Growth Analysis (%), Forecast Period up to 10 Years
- Regional Trends
- North America
- Market Size and Forecast (US$ Bn), By Type, Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Application , Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Country, Forecast Period up to 10 Years
- U.S.
- Canada
- Europe
- Market Size and Forecast (US$ Bn), By Type, Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Application , Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Country, Forecast Period up to 10 Years
- UK
- France
- Germany
- Russia
- Italy
- Rest of Europe
- Asia Pacific
- Market Size and Forecast (US$ Bn), By Type, Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Application , Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Country, Forecast Period up to 10 Years
- India
- Japan
- South Korea
- China
- Rest of Asia Pacific
- Latin America
- Market Size and Forecast (US$ Bn), By Type, Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Application , Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Country, Forecast Period up to 10 Years
- Brazil
- Mexico
- Rest of Latin America
- Middle East & Africa
- Market Size and Forecast (US$ Bn), By Type, Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Application , Forecast Period up to 10 Years
- Market Size and Forecast (US$ Bn), By Country, Forecast Period up to 10 Years
- GCC
- Israel
- South Africa
- Rest of Middle East
Competitive Landscape
- Heat Map Analysis
- Market Presence and Specificity Analysis
Company Profiles
- Electronic Arts Inc
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Media Spike Inc
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- RapidFire, Inc
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Social Growth Technologies, Inc
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Playwire Media Inc
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Social Tokens Ltd
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Gamelin Advergames
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Double Fusion
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Engage Advertising
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
- Giftgaming
- Company Overview
- Product Portfolio
- Key Highlights
- Financial Performance
- Business Strategies
The Last Word
- Future Impact
- About Us
- Contact
Global InGame Advertising Market By Highlights
FAQs
The Global In-Game Advertising Market is segmented into type, device, and region.
The global in-game advertising market is driven by the growing number of gamers across demographic divisions and meteoric rise in the popularity of mobile games across the globe.
North America dominates the global in-game advertising market in terms of income.
The Key players contributing to the global in-game advertising market are Electronic Arts Inc., Media Spike Inc., RapidFire, Inc., Social Growth Technologies, Inc., Playwire Media Inc., Social Tokens Ltd., and Gamelin Advergames, Double Fusion, Engage Advertising, Giftgaming.