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In-Game Advertising Market by Type (Static Ads, Dynamic Ads, Advergaming), by Device Type (PC/Laptop, Smartphone/Tablet): Global Opportunity Analysis and Industry Forecast, 2021-2030

A16542

Pages: 176

Charts: 61

Tables: 80

In-Game Advertising Market Statistics: 2030

The global in-game advertising market was valued at $6.8 billion in 2021, and is projected to reach $17.6 billion by 2030, growing at a CAGR of 11% from 2022 to 2030.

Growing interest in social and mobile gaming is expected to have a positive impact in-game advertising market share growth. Advertisements can be integrated into desktop and mobile games via commercials, cut-scenes, billboards, and background displays with in-game advertising. Furthermore, these advertisements are non-interruptive, allowing players to have a more seamless experience. In-game advertisements are expected to have a greater audio-visual impact, leaving viewers with favorable and long-lasting product impressions.

In-game advertising appears in computers and video games. According to IGA, advertisements are being integrated into mobile and computer games. Examples include pop-up messages, on-screen advertisements, cut-scenes, billboards, and background displays. Static (non-changeable) ads, dynamic (changeable ads), and advergaming are all types of in-game advertising (a game built as an advertisement). One of the major factors driving in-game advertising market size is the increasing global internet penetration.

Various benefits such as lower advertising costs, increased reach and ROI, rapid integration, and simple configuration of adverts in social gaming are supposed to drive the in-game advertising market. Furthermore, the integration of effective gaming payment schemes reduces fraud, which might also propel the market over the forecast period. The growing availability of free smartphone games that generate revenue through in-game advertising is expected to drive market growth.

The increasing time and cost of developing new games, combined with a shorter product lifecycle, are expected to stymie market growth. The increasing reluctance of gaming companies as a result of declining advertising revenues is expected to pose a challenge to the in-game advertising market growth.

Furthermore, the need to limit poorly designed advertisements with low consumer impact may impede market growth. An increase in the number of unrelated and distracting advertisements for online and social gaming is expected to have a negative impact on market growth.

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.

[TYPEGRAPH]

By type, the market has been divided into static ads, dynamic ads, and advergaming. The static ads sub-segment is expected to have the largest share in in-gaming market. Static advertisements are those that do not change. Simply put, static ads are used by promoters when they want to raise brand awareness and reach a large audience. When a static ad includes a banner or ads in video games, it can be mistaken for a dynamic ad.

[DEVICETYPEGRAPH]

By device type, the market has been divided into PC/laptop and smartphone/tablet. The PC/laptop sub-segment is expected to have a dominant share of global in-game advertising market. Steam, the PC game platform, has several times reported breaking global concurrent user records. Due to online games having high graphic resolutions and being available on PC/laptop, there is a large number of PC/laptop games being played by players all over the world with enhanced users' experience, which is one of the reasons of the PC/laptop sub-segment to be dominant.

[REGIONGRAPH]

By region, North America dominated the global in-game advertising market in 2021 and is forecasted to remain the dominant region during the forecast period. The North American region is expected to expand due to the rapid sales of smartphones, PCs, laptops, and other electronic devices. The release of high-quality new games for smartphones, tablets, and consoles is increasing as developers increasingly use games as a medium of advertisement. Several developers use in-game advertising because it is non-intrusive and can be displayed while the game is being played. Developers can reach a large number of users and increase their market presence by using in-game advertising. Such factors are likely to accelerate the growth of in-game advertising market size in the anticipated time frame.

Key Benefits for Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the in-game advertising market analysis from 2021 to 2030 to identify the prevailing in-game advertising market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the in-game advertising market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global in-game advertising market trends, key players, market segments, application areas, and market growth strategies.

Imapct of Covid-19

  • The 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-19 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.
  • The in-game advertisement market is expected to be driven by increasing technological advancements, as well as increased consumer time spent on internet gaming.

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
      • U.K.
      • Germany
      • France
      • Sweden
      • Russia
      • Rest of Europe
    • 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

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

      • 1.4.2. Secondary research

      • 1.4.3. Analyst tools and models

  • CHAPTER 2: EXECUTIVE SUMMARY

    • 2.1. CXO Perspective

  • CHAPTER 3: MARKET OVERVIEW

    • 3.1. Market definition and scope

    • 3.2. Key findings

      • 3.2.1. Top impacting factors

      • 3.2.2. Top investment pockets

    • 3.3. Porter’s five forces analysis

    • 3.4. Market dynamics

      • 3.4.1. Drivers

      • 3.4.2. Restraints

      • 3.4.3. Opportunities

    • 3.5. COVID-19 Impact Analysis on the market

    • 3.6. Key Regulation Analysis

    • 3.7. Market Share Analysis

    • 3.8. Patent Landscape

    • 3.9. Regulatory Guidelines

    • 3.10. Value Chain Analysis

  • 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 share 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 share 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 share 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 share 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 share analysis by country

  • CHAPTER 6: IN-GAME ADVERTISING MARKET, BY REGION

    • 6.1. Overview

      • 6.1.1. Market size and forecast By Region

    • 6.2. North America

      • 6.2.1. Key trends and opportunities

      • 6.2.2. Market size and forecast, by Type

      • 6.2.3. Market size and forecast, by Device Type

      • 6.2.4. Market size and forecast, by country

        • 6.2.4.1. U.S.
          • 6.2.4.1.1. Key market trends, growth factors and opportunities
          • 6.2.4.1.2. Market size and forecast, by Type
          • 6.2.4.1.3. Market size and forecast, by Device Type
        • 6.2.4.2. Canada
          • 6.2.4.2.1. Key market trends, growth factors and opportunities
          • 6.2.4.2.2. Market size and forecast, by Type
          • 6.2.4.2.3. Market size and forecast, by Device Type
        • 6.2.4.3. Mexico
          • 6.2.4.3.1. Key market trends, growth factors and opportunities
          • 6.2.4.3.2. Market size and forecast, by Type
          • 6.2.4.3.3. Market size and forecast, by Device Type
    • 6.3. Europe

      • 6.3.1. Key trends and opportunities

      • 6.3.2. Market size and forecast, by Type

      • 6.3.3. Market size and forecast, by Device Type

      • 6.3.4. Market size and forecast, by country

        • 6.3.4.1. U.K.
          • 6.3.4.1.1. Key market trends, growth factors and opportunities
          • 6.3.4.1.2. Market size and forecast, by Type
          • 6.3.4.1.3. Market size and forecast, by Device Type
        • 6.3.4.2. Germany
          • 6.3.4.2.1. Key market trends, growth factors and opportunities
          • 6.3.4.2.2. Market size and forecast, by Type
          • 6.3.4.2.3. Market size and forecast, by Device Type
        • 6.3.4.3. France
          • 6.3.4.3.1. Key market trends, growth factors and opportunities
          • 6.3.4.3.2. Market size and forecast, by Type
          • 6.3.4.3.3. Market size and forecast, by Device Type
        • 6.3.4.4. Sweden
          • 6.3.4.4.1. Key market trends, growth factors and opportunities
          • 6.3.4.4.2. Market size and forecast, by Type
          • 6.3.4.4.3. Market size and forecast, by Device Type
        • 6.3.4.5. Russia
          • 6.3.4.5.1. Key market trends, growth factors and opportunities
          • 6.3.4.5.2. Market size and forecast, by Type
          • 6.3.4.5.3. Market size and forecast, by Device Type
        • 6.3.4.6. Rest of Europe
          • 6.3.4.6.1. Key market trends, growth factors and opportunities
          • 6.3.4.6.2. Market size and forecast, by Type
          • 6.3.4.6.3. Market size and forecast, by Device Type
    • 6.4. Asia-Pacific

      • 6.4.1. Key trends and opportunities

      • 6.4.2. Market size and forecast, by Type

      • 6.4.3. Market size and forecast, by Device Type

      • 6.4.4. Market size and forecast, by country

        • 6.4.4.1. China
          • 6.4.4.1.1. Key market trends, growth factors and opportunities
          • 6.4.4.1.2. Market size and forecast, by Type
          • 6.4.4.1.3. Market size and forecast, by Device Type
        • 6.4.4.2. India
          • 6.4.4.2.1. Key market trends, growth factors and opportunities
          • 6.4.4.2.2. Market size and forecast, by Type
          • 6.4.4.2.3. Market size and forecast, by Device Type
        • 6.4.4.3. Japan
          • 6.4.4.3.1. Key market trends, growth factors and opportunities
          • 6.4.4.3.2. Market size and forecast, by Type
          • 6.4.4.3.3. Market size and forecast, by Device Type
        • 6.4.4.4. South Korea
          • 6.4.4.4.1. Key market trends, growth factors and opportunities
          • 6.4.4.4.2. Market size and forecast, by Type
          • 6.4.4.4.3. Market size and forecast, by Device Type
        • 6.4.4.5. Australia
          • 6.4.4.5.1. Key market trends, growth factors and opportunities
          • 6.4.4.5.2. Market size and forecast, by Type
          • 6.4.4.5.3. Market size and forecast, by Device Type
        • 6.4.4.6. Rest of Asia-Pacific
          • 6.4.4.6.1. Key market trends, growth factors and opportunities
          • 6.4.4.6.2. Market size and forecast, by Type
          • 6.4.4.6.3. Market size and forecast, by Device Type
    • 6.5. LAMEA

      • 6.5.1. Key trends and opportunities

      • 6.5.2. Market size and forecast, by Type

      • 6.5.3. Market size and forecast, by Device Type

      • 6.5.4. Market size and forecast, by country

        • 6.5.4.1. Brazil
          • 6.5.4.1.1. Key market trends, growth factors and opportunities
          • 6.5.4.1.2. Market size and forecast, by Type
          • 6.5.4.1.3. Market size and forecast, by Device Type
        • 6.5.4.2. Saudi Arabia
          • 6.5.4.2.1. Key market trends, growth factors and opportunities
          • 6.5.4.2.2. Market size and forecast, by Type
          • 6.5.4.2.3. Market size and forecast, by Device Type
        • 6.5.4.3. UAE
          • 6.5.4.3.1. Key market trends, growth factors and opportunities
          • 6.5.4.3.2. Market size and forecast, by Type
          • 6.5.4.3.3. Market size and forecast, by Device Type
        • 6.5.4.4. South Africa
          • 6.5.4.4.1. Key market trends, growth factors and opportunities
          • 6.5.4.4.2. Market size and forecast, by Type
          • 6.5.4.4.3. Market size and forecast, by Device Type
        • 6.5.4.5. Rest of LAMEA
          • 6.5.4.5.1. Key market trends, growth factors and opportunities
          • 6.5.4.5.2. Market size and forecast, by Type
          • 6.5.4.5.3. Market size and forecast, by Device Type
  • CHAPTER 7: COMPETITIVE 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. Top player positioning, 2021

  • CHAPTER 8: COMPANY PROFILES

    • 8.1. Alphabet Inc.

      • 8.1.1. Company overview

      • 8.1.2. Key Executives

      • 8.1.3. Company snapshot

    • 8.2. Anzu Virtual Reality Ltd.

      • 8.2.1. Company overview

      • 8.2.2. Key Executives

      • 8.2.3. Company snapshot

    • 8.3. Blizzard Entertainment Inc.

      • 8.3.1. Company overview

      • 8.3.2. Key Executives

      • 8.3.3. Company snapshot

    • 8.4. Electronic Arts Inc.

      • 8.4.1. Company overview

      • 8.4.2. Key Executives

      • 8.4.3. Company snapshot

    • 8.5. MediaSpike Inc.

      • 8.5.1. Company overview

      • 8.5.2. Key Executives

      • 8.5.3. Company snapshot

    • 8.6. ironSource Ltd.

      • 8.6.1. Company overview

      • 8.6.2. Key Executives

      • 8.6.3. Company snapshot

    • 8.7. Motive Interactive Inc.

      • 8.7.1. Company overview

      • 8.7.2. Key Executives

      • 8.7.3. Company snapshot

    • 8.8. Playwire LLC.

      • 8.8.1. Company overview

      • 8.8.2. Key Executives

      • 8.8.3. Company snapshot

    • 8.9. RapidFire Inc.

      • 8.9.1. Company overview

      • 8.9.2. Key Executives

      • 8.9.3. Company snapshot

    • 8.10. WPP Plc.

      • 8.10.1. Company overview

      • 8.10.2. Key Executives

      • 8.10.3. Company snapshot

  • LIST OF TABLES

  • TABLE 01. GLOBAL IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 02. IN-GAME ADVERTISING MARKET FOR STATIC ADS, BY REGION, 2021-2030 ($MILLION)
    TABLE 03. IN-GAME ADVERTISING MARKET FOR DYNAMIC ADS, BY REGION, 2021-2030 ($MILLION)
    TABLE 04. IN-GAME ADVERTISING MARKET FOR ADVERGAMING, BY REGION, 2021-2030 ($MILLION)
    TABLE 05. GLOBAL IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 06. IN-GAME ADVERTISING MARKET FOR PC/LAPTOP, BY REGION, 2021-2030 ($MILLION)
    TABLE 07. IN-GAME ADVERTISING MARKET FOR SMARTPHONE/TABLET, BY REGION, 2021-2030 ($MILLION)
    TABLE 08. IN-GAME ADVERTISING MARKET, BY REGION, 2021-2030 ($MILLION)
    TABLE 09. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 10. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 11. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030 ($MILLION)
    TABLE 12. U.S. IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 13. U.S. IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 14. CANADA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 15. CANADA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 16. MEXICO IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 17. MEXICO IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 18. EUROPE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 19. EUROPE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 20. EUROPE IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030 ($MILLION)
    TABLE 21. U.K. IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 22. U.K. IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 23. GERMANY IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 24. GERMANY IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 25. FRANCE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 26. FRANCE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 27. SWEDEN IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 28. SWEDEN IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 29. RUSSIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 30. RUSSIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 31. REST OF EUROPE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 32. REST OF EUROPE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 33. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 34. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 35. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030 ($MILLION)
    TABLE 36. CHINA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 37. CHINA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 38. INDIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 39. INDIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 40. JAPAN IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 41. JAPAN IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 42. SOUTH KOREA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 43. SOUTH KOREA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 44. AUSTRALIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 45. AUSTRALIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 46. REST OF ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 47. REST OF ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 48. LAMEA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 49. LAMEA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 50. LAMEA IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030 ($MILLION)
    TABLE 51. BRAZIL IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 52. BRAZIL IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 53. SAUDI ARABIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 54. SAUDI ARABIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 55. UAE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 56. UAE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 57. SOUTH AFRICA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 58. SOUTH AFRICA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 59. REST OF LAMEA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030 ($MILLION)
    TABLE 60. REST OF LAMEA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030 ($MILLION)
    TABLE 61. ALPHABET INC.: KEY EXECUTIVES
    TABLE 62. ALPHABET INC.: COMPANY SNAPSHOT
    TABLE 63. ANZU VIRTUAL REALITY LTD.: KEY EXECUTIVES
    TABLE 64. ANZU VIRTUAL REALITY LTD.: COMPANY SNAPSHOT
    TABLE 65. BLIZZARD ENTERTAINMENT INC.: KEY EXECUTIVES
    TABLE 66. BLIZZARD ENTERTAINMENT INC.: COMPANY SNAPSHOT
    TABLE 67. ELECTRONIC ARTS INC.: KEY EXECUTIVES
    TABLE 68. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
    TABLE 69. MEDIASPIKE INC.: KEY EXECUTIVES
    TABLE 70. MEDIASPIKE INC.: COMPANY SNAPSHOT
    TABLE 71. IRONSOURCE LTD.: KEY EXECUTIVES
    TABLE 72. IRONSOURCE LTD.: COMPANY SNAPSHOT
    TABLE 73. MOTIVE INTERACTIVE INC.: KEY EXECUTIVES
    TABLE 74. MOTIVE INTERACTIVE INC.: COMPANY SNAPSHOT
    TABLE 75. PLAYWIRE LLC.: KEY EXECUTIVES
    TABLE 76. PLAYWIRE LLC.: COMPANY SNAPSHOT
    TABLE 77. RAPIDFIRE INC.: KEY EXECUTIVES
    TABLE 78. RAPIDFIRE INC.: COMPANY SNAPSHOT
    TABLE 79. WPP PLC.: KEY EXECUTIVES
    TABLE 80. WPP PLC.: COMPANY SNAPSHOT
  • 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)

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In-Game Advertising Market

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