封面
市场调查报告书
商品编码
1139909

游戏中的广告市场:各类型(静态广告,动态广告,Advergaming),各设备类型(PC/Laptop,Smartphone/Tablet):全球机会分析及产业预测,2021-2030年

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

出版日期: | 出版商: Allied Market Research | 英文 176 Pages | 商品交期: 2-3个工作天内

价格

全球游戏中的广告市场,2021年达到68亿1660万美元,预计2030年达175亿9160万美元,从2022年到2030年以11.0%的年复合成长率成长。

冠状病毒的大流行,几乎在全部国家带给许多人的生活大幅影响。COVID-19大流行,引起包含数位广告的各种产业大混乱。对品牌来说,透过智慧型手机广告理解消费者的兴趣,影响购买决策变得重要,这个要素预期促进游戏中的广告市场成长。

由于智慧型手机的普及与高速网际网路的普及,游戏设计者变得着重提高应用程式的设计性。还有供应商,在游戏的最初关卡是独立的,而用户必须付费才能进入更高关卡,具有免费增值设计。由于这些要素,终端用户对手机游戏的需求大幅度增加。其他,游戏人口增加,及广告主和游戏公司伙伴关係的强化等,牵引在预测期间内的游戏中广告市场。

目录

第1章 简介

第2章 摘要整理

第3章 市场概要

  • 市场定义和范围
  • 主要调查结果
    • 主要的投资口袋
  • 波特的五力分析
  • 主要企业的定位
  • 市场动态
    • 促进因素
    • 阻碍因素
    • 机会
  • COVID-19 影响分析
  • 价值链分析
  • 主要的法规的分析
  • 专利形势
  • 市场占有率分析
  • 法规指南

第4章 游戏中的广告市场:各类型

  • 概要
    • 市场规模、预测
  • 静止画面广告
    • 主要的市场趋势,成长要素,机会
    • 市场规模、预测:各地区
    • 市场分析:各国
  • 动态广告
    • 主要的市场趋势,成长要素,机会
    • 市场规模、预测:各地区
    • 市场分析:各国
  • 广告游戏
    • 主要的市场趋势,成长要素,机会
    • 市场规模、预测:各地区
    • 市场分析:各国

第5章 游戏中的广告市场:各设备类型

  • 概要
    • 市场规模、预测
  • PC/笔记型电脑
    • 主要的市场趋势,成长要素与机会
    • 市场规模、预测:各地区
    • 市场分析:各国分析
  • 智慧型手机/平板电脑
    • 主要的市场趋势,成长要素,机会
    • 市场规模、预测:各地区
    • 市场分析:各国

第6章 游戏中的广告市场:各地区

  • 概要
    • 市场规模、预测
  • 北美
    • 主要趋势和机会
    • 北美市场规模变化、预测:各类型
    • 北美市场规模、预测:各设备类型
    • 北美市场规模、预测:各国
      • 美国
      • 加拿大
      • 墨西哥
  • 欧洲
    • 主要趋势和机会
    • 欧洲的市场规模、预测:各类型
    • 欧洲市场规模、预测:各设备类型
    • 欧洲市场规模、预测:各国
      • 英国
      • 德国
      • 法国
      • 瑞典
      • 俄罗斯
      • 其他的欧洲地区
  • 亚太地区
    • 主要趋势和机会
    • 亚太地区的市场规模、预测:各类型
    • 亚太地区的市场规模、预测:各设备类型
    • 亚太地区的市场规模、预测:各国
      • 中国
      • 印度
      • 日本
      • 韩国
      • 澳洲
      • 其他亚太地区
  • LAMEA
    • 主要趋势和机会
    • LAMEA的市场规模、预测:各类型
    • LAMEA的市场规模、预测:各设备类型
    • LAMEA的市场规模、预测:各国
      • 巴西
      • 沙乌地阿拉伯
      • UAE
      • 南非
      • LAMEA的残余的地区

第7章 企业形势

  • 简介
  • 主要成功策略
  • 主要十大公司的产品製图
  • 竞争仪表板
  • 竞争热图
  • 主要的发展

第8章 企业简介

  • 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.
Product Code: A16542

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
  • UK
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • South Africa
  • Rest of LAMEA

LIST OF KEY PLAYERS PROFILED IN THE REPORT

  • 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.

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)