Product Code: IFT256A
Highlights:
The global in-game advertising (IGA) market should reach $13.9 billion by 2027 from $7.8 billion in 2022 at a compound annual growth rate (CAGR) of 12.2% for the forecast period of 2022 to 2027.
Dynamic ads segment of the global IGA market is expected to grow from $3.9 billion in 2022 to $7.3 billion in 2027 at a CAGR of 13.6% for the forecast period of 2022 to 2027.
Static ads segment of the global IGA market is expected to grow from $2.7 billion in 2022 to $4.2 billion in 2027 at a CAGR of 9.6% for the forecast period of 2022 to 2027.
Report Scope:
This report provides an overview of the global market for IGA and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period of 2022 through 2027. This report also offers insights on the drivers, restraints and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including COVID-19 impact, Porter's Five Forces, PEST analysis and use case analysis.
This report has been prepared in a simple, easy-to-understand format, with tables and charts/figures. The report's scope includes a detailed study of global and regional markets by advertising type, device type and end user. The qualitative and quantitative data of all segments are provided in the report. The report examines each segment, determines its current market size and estimates its future market sizes with compound annual growth rates (CAGRs).
The report also provides profiles of the significant IGA players and their strategies for enhancing their market presence. The report also discusses the competitive landscape, with a ranking of the top IGA providers in 2021.
Report Includes:
- 42 data tables and 50 additional tables
- A comprehensive overview of the global market for in-game advertising (IGA)
- Analyses of the global market trends, with market revenue data for 2021, estimates for 2022, forecasts for 2023, and projections of compound annual growth rates (CAGRs) through 2027
- Estimation of the actual market size and revenue forecast for in-game advertising market, and corresponding market share analysis based on type of ads, device, end-user, and region
- Updated information on market opportunities and drivers, key shifts and regulations, industry specific challenges, and other region-specific macroeconomic factors that will shape this market demand in the coming years (2022-2027)
- Coverage of the technological, economic, and business considerations of the in-game advertising industry, and its vendor landscape
- Latest information on the recent market developments, merger and acquisition deals, partnerships, agreements, collaborations, and other strategic alliances within global in-game advertising market
- Market share analysis of the key market participants in global IGA market, their product portfolio, research priorities, and the company competitive landscape
- Descriptive company profiles of the market leading players, including Alphabet Inc., Dentsu Group Inc., FreakOut Holdings Inc., Meta Platforms Inc. and Vivendi SE
Table of Contents
Chapter 1 Introduction
- 1.1 Study Goals and Objectives
- 1.2 Reasons for Doing This Study
- 1.3 Scope of Report
- 1.4 Information Sources
- 1.5 Research Methodology
- 1.6 Intended Audience
- 1.7 Geographic Breakdown
- 1.8 Analyst's Credentials
- 1.9 BCC Custom Research
- 1.10 Related BCC Research Reports
Chapter 2 Summary and Highlights
Chapter 3 Market Overview
- 3.1 Introduction
- 3.1.1 Market Evolution/History
- 3.2 Market Factors
- 3.2.1 COVID-19 Impact
- 3.2.2 Porter's Five Forces Analysis
- 3.2.3 PEST Analysis
- 3.3 Use-Case Analysis
Chapter 4 Market Dynamics and Trends
- 4.1 Introduction
- 4.1.1 Market Drivers
- 4.1.2 Market Restraints
- 4.1.3 Market Challenges
- 4.1.4 Market Opportunities
- 4.2 Market Trends
- 4.2.1 Virtual Reality (VR)
- 4.2.2 Metaverse
- 4.2.3 5G Technology
- 4.2.4 Cloud Gaming
Chapter 5 Market Breakdown by Type of Ad
- 5.1 Introduction
- 5.2 Static Ads
- 5.2.1 Regional Markets for Static Ads
- 5.3 Dynamic Ads
- 5.3.1 Types of DIGA
- 5.3.2 Regional Markets for Dynamic Ads
- 5.4 Advergaming
- 5.4.1 Regional Markets for Advergaming
Chapter 6 Market Breakdown by Device Type
- 6.1 Introduction
- 6.2 PC/Laptop
- 6.2.1 Regional Markets for PC/Laptop Devices
- 6.3 Smartphones/Tablets
- 6.3.1 Regional Markets for Smartphone/Tablet Devices
Chapter 7 Market Breakdown by End User
- 7.1 Introduction
- 7.2 Gen X
- 7.2.1 Regional Markets for Gen X
- 7.3 Gen Y/Millennials
- 7.3.1 Regional Markets for Millennials
- 7.4 Gen Z
- 7.4.1 Regional Markets for Gen Z
Chapter 8 Market Breakdown by Region
- 8.1 Introduction
- 8.2 North American Market Outlook
- 8.2.1 North American Market, by Country
- 8.2.2 North American Market, by Segment
- 8.3 European Market Outlook
- 8.3.1 European Market, by Country
- 8.3.2 European Market, by Segments
- 8.4 Asia-Pacific Market Outlook
- 8.4.1 Asia-Pacific Market, by Country
- 8.4.2 Asia-Pacific Market, by Segment
- 8.5 Rest of the World Market Outlook
- 8.5.1 South America
- 8.5.2 RoW Market, by Segment
Chapter 9 Competitive Landscape
- 9.1 Top Companies
- 9.1.1 Market Ranking of IGA Players
- 9.2 IGA Pricing Models
- 9.3 Strategic Analysis
- 9.3.1 Product Launches and Developments
- 9.3.2 Agreements, Collaborations and Partnerships
- 9.3.3 Mergers and Acquisitions
- 9.3.4 Investments and Funding
Chapter 10 Company Profiles
- ACTIVISION BLIZZARD INC.
- ADVERTY AB
- ALPHABET INC.
- ANZU VIRTUAL REALITY LTD.
- BIDSTACK GROUP PLC
- DENTSU GROUP INC.
- ELECTRONIC ARTS INC.
- FRAMEPLAY
- FREAKOUT HOLDINGS INC.
- GADSME
- INMOBI
- IRONSOURCE LTD.
- LANDVAULT
- META PLATFORMS INC.
- NEXTPLAY TECHNOLOGIES INC.
- OVERWOLF LTD.
- RAPIDFIRE INC.
- SAYOLLO INC.
- VIANT TECHNOLOGY LLC
- VIVENDI SE
Chapter 11 Appendix: Abbreviations