2026-2030年全球游戏内广告(IGA)市场
市场调查报告书
商品编码
1937147

2026-2030年全球游戏内广告(IGA)市场

Global In-Game Advertising (IGA) Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 300 Pages | 订单完成后即时交付

价格
简介目录

全球游戏内广告 (IGA) 市场预计将从 2025 年到 2030 年将成长 850.169 亿美元,预测期内复合年增长率为 11.2%。

本报告对约 25 家公司进行了全面的分析,包括市场规模和预测、趋势、成长要素、挑战以及供应商分析。

该报告对当前市场格局、最新趋势和驱动因素以及整体市场环境进行了最新分析,而整体市场环境的驱动因素包括:本质上非侵入式广告形式的普及、激励影片和价值交换模式的快速增长,以及程序化技术和人工智慧的融合。

本研究采用客观的方法,结合一手和二手资料,并参考了主要行业相关人员的意见。报告分析了主要企业,提供了全面的市场规模数据、区域细分市场分析以及供应商格局。报告同时提供了历史数据和预测数据。

市场覆盖范围
基准年 2026
目标年份 2030
预测期 2026-2030
成长势头 加速度
2026 年与前一年相比 10.3%
复合年增长率 11.2%
增量 850.169亿美元

该研究指出,程序化游戏内广告和自动即时竞价的兴起是未来几年推动全球游戏内广告 (IGA) 市场成长的关键因素之一,而基于元宇宙的广告和身临其境型品牌世界的扩张,以及电子竞技作为拥有高度活跃受众的高端管道的主导地位,预计将在市场中产生巨大的需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 价格、生命週期、顾客购买篮、采用率和购买标准分析
  • 投入与差异化因素的重要性
  • 混淆来源
  • 驱动因素和挑战的影响

第三章 市场情势

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场定义
  • 市场区隔分析
  • 2025年市场规模
  • 2025-2030年市场展望

第五章 市场规模表现

  • 2020-2024年全球游戏内广告(IGA)市场
  • 平台区隔市场分析,2020-2024 年
  • 类型細項分析,2020-2024 年
  • 2020-2024年价格细分市场分析
  • 区域区隔市场分析,2020-2024 年
  • 国家细分市场分析,2020-2024 年

第六章 定性分析

  • 人工智慧的影响:全球游戏内广告 (IGA) 市场

第七章五力分析

  • 五力分析概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

8. 按平台分類的市场区隔

  • 按平台比较
  • 移动的
  • 计算
  • 主机
  • 平台市场机会

第九章 按类型分類的市场细分

  • 比较:按类型
  • 静态广告
  • 动态广告
  • 游戏式广告
  • 按类型分類的市场机会

第十章 依定价结构进行市场细分

  • 比较:依价格结构
  • 广告曝光率成本
  • 混合模式或按绩效付费
  • 完整视图费用
  • 每次点击成本
  • 每次行动成本
  • 按定价结构分類的市场机会

第十一章 客户情况

第十二章 区域情势

  • 区域细分
  • 区域比较
  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 亚太地区
    • 中国
    • 日本
    • 韩国
    • 印度
    • 印尼
    • 澳洲
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 荷兰
  • 中东和非洲
    • 南非
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 埃及
    • 奈及利亚
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥伦比亚
  • 各区域的市场机会

第十三章:驱动因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 驱动因素和挑战的影响
  • 市场机会

第十四章 竞争格局

  • 概述
  • 竞争格局
  • 令人困惑的局面
  • 产业风险

第十五章 竞争分析

  • 公司简介
  • 企业排名指数
  • 公司市场定位
  • Activision Blizzard Inc.
  • AdInMo Ltd.
  • Adverty AB
  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • AppLovin Corp.
  • AppsFlyer Ltd.
  • Azerion Group NV
  • Bidstack Ltd.
  • Chartboost Inc.
  • Frameplay
  • Gadsme
  • InMobi Pte. Ltd.
  • Unity Technologies Inc.
  • Verve Group SE

第十六章附录

简介目录
Product Code: IRTNTR43136

The global in-game advertising (iga) market is forecasted to grow by USD 85016.9 mn during 2025-2030, accelerating at a CAGR of 11.2% during the forecast period. The report on the global in-game advertising (iga) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of intrinsic and non-intrusive advertising formats, rapid growth of rewarded video and value-exchange model, integration of programmatic technology and artificial intelligence.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.3%
CAGR11.2%
Incremental Value$85016.9 mn

Technavio's global in-game advertising (iga) market is segmented as below:

By Platform

  • Mobile
  • Computing
  • Console

By Type

  • Static ads
  • Dynamic ads
  • Advergaming

By Pricing Scheme

  • Cost per mille
  • Hybrid or outcome-based
  • Cost per completed view
  • Cost per click
  • Cost per action

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Indonesia
    • Australia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the rise of programmatic in-game advertising and automated real-time bidding as one of the prime reasons driving the global in-game advertising (iga) market growth during the next few years. Also, expansion of metaverse-based advertising and immersive brand worlds and dominance of esports as premium channel for highly engaged audiences will lead to sizable demand in the market.

The report on the global in-game advertising (iga) market covers the following areas:

  • Global in-game advertising (iga) market sizing
  • Global in-game advertising (iga) market forecast
  • Global in-game advertising (iga) market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global in-game advertising (iga) market vendors that include Activision Blizzard Inc., AdInMo Ltd., AdMaven, Adverty AB, Alphabet Inc., Anzu Virtual Reality Ltd., AppLovin Corp., AppsFlyer Ltd., Azerion Group N.V, Bidstack Ltd., Chartboost Inc., Frameplay, Gadsme, InMobi Pte. Ltd., Liftoff Inc., Mistplay Inc., PubScale, Unity Technologies Inc., Verve Group SE. Also, the global in-game advertising (iga) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Pricing Scheme
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global In-Game Advertising (IGA) Market 2020 - 2024
    • Historic Market Size - Data Table on Global In-Game Advertising (IGA) Market 2020 - 2024 ($ million)
  • 5.2 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.4 Pricing Scheme segment analysis 2020 - 2024
    • Historic Market Size - Pricing Scheme Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global in-game advertising (IGA) market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Platform

  • 8.1 Market segments
  • 8.2 Comparison by Platform
  • 8.3 Mobile - Market size and forecast 2025-2030
  • 8.4 Computing - Market size and forecast 2025-2030
  • 8.5 Console - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Static ads - Market size and forecast 2025-2030
  • 9.4 Dynamic ads - Market size and forecast 2025-2030
  • 9.5 Advergaming - Market size and forecast 2025-2030
  • 9.6 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Market Segmentation by Pricing Scheme

  • 10.1 Market segments
  • 10.2 Comparison by Pricing Scheme
  • 10.3 Cost per mille - Market size and forecast 2025-2030
  • 10.4 Hybrid or outcome-based - Market size and forecast 2025-2030
  • 10.5 Cost per completed view - Market size and forecast 2025-2030
  • 10.6 Cost per click - Market size and forecast 2025-2030
  • 10.7 Cost per action - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Pricing Scheme
    • Market opportunity by Pricing Scheme ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 South Korea - Market size and forecast 2025-2030
    • 12.4.4 India - Market size and forecast 2025-2030
    • 12.4.5 Indonesia - Market size and forecast 2025-2030
    • 12.4.6 Australia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Nigeria - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Proliferation of intrinsic and non-intrusive advertising formats
    • Rapid growth of rewarded video and value-exchange model
    • Integration of programmatic technology and artificial intelligence
  • 13.2 Market challenges
    • Fragmented attribution standards and difficulty of cross-platform measurement
    • Critical balance between monetization and player immersion
    • Regulatory compression and complexities of data privacy compliance
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Rise of programmatic in-game advertising and automated real-time bidding
    • Expansion of metaverse-based advertising and immersive brand worlds
    • Dominance of esports as premium channel for highly engaged audiences

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Activision Blizzard Inc.
    • Activision Blizzard Inc. - Overview
    • Activision Blizzard Inc. - Product / Service
    • Activision Blizzard Inc. - Key offerings
    • SWOT
  • 15.5 AdInMo Ltd.
    • AdInMo Ltd. - Overview
    • AdInMo Ltd. - Product / Service
    • AdInMo Ltd. - Key offerings
    • SWOT
  • 15.6 Adverty AB
    • Adverty AB - Overview
    • Adverty AB - Product / Service
    • Adverty AB - Key offerings
    • SWOT
  • 15.7 Alphabet Inc.
    • Alphabet Inc. - Overview
    • Alphabet Inc. - Business segments
    • Alphabet Inc. - Key offerings
    • Alphabet Inc. - Segment focus
    • SWOT
  • 15.8 Anzu Virtual Reality Ltd.
    • Anzu Virtual Reality Ltd. - Overview
    • Anzu Virtual Reality Ltd. - Product / Service
    • Anzu Virtual Reality Ltd. - Key offerings
    • SWOT
  • 15.9 AppLovin Corp.
    • AppLovin Corp. - Overview
    • AppLovin Corp. - Business segments
    • AppLovin Corp. - Key offerings
    • AppLovin Corp. - Segment focus
    • SWOT
  • 15.10 AppsFlyer Ltd.
    • AppsFlyer Ltd. - Overview
    • AppsFlyer Ltd. - Product / Service
    • AppsFlyer Ltd. - Key offerings
    • SWOT
  • 15.11 Azerion Group N.V
    • Azerion Group N.V - Overview
    • Azerion Group N.V - Business segments
    • Azerion Group N.V - Key offerings
    • Azerion Group N.V - Segment focus
    • SWOT
  • 15.12 Bidstack Ltd.
    • Bidstack Ltd. - Overview
    • Bidstack Ltd. - Product / Service
    • Bidstack Ltd. - Key offerings
    • SWOT
  • 15.13 Chartboost Inc.
    • Chartboost Inc. - Overview
    • Chartboost Inc. - Product / Service
    • Chartboost Inc. - Key offerings
    • SWOT
  • 15.14 Frameplay
    • Frameplay - Overview
    • Frameplay - Product / Service
    • Frameplay - Key offerings
    • SWOT
  • 15.15 Gadsme
    • Gadsme - Overview
    • Gadsme - Product / Service
    • Gadsme - Key offerings
    • SWOT
  • 15.16 InMobi Pte. Ltd.
    • InMobi Pte. Ltd. - Overview
    • InMobi Pte. Ltd. - Product / Service
    • InMobi Pte. Ltd. - Key offerings
    • SWOT
  • 15.17 Unity Technologies Inc.
    • Unity Technologies Inc. - Overview
    • Unity Technologies Inc. - Business segments
    • Unity Technologies Inc. - Key news
    • Unity Technologies Inc. - Key offerings
    • Unity Technologies Inc. - Segment focus
    • SWOT
  • 15.18 Verve Group SE
    • Verve Group SE - Overview
    • Verve Group SE - Business segments
    • Verve Group SE - Key offerings
    • Verve Group SE - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations