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
- 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