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The global in-game advertising market size reached approximately USD 8.49 billion in 2023. The market is further projected to grow at a CAGR of 10.4% between 2024 and 2032, reaching a value of USD 21.09 billion by 2032.
In-game advertising refers to integration of advertisement elements into the contents of the game, whether explicitly or subtly. The advertisements can take various forms including embedded video ads, virtual billboards, brand partnerships, and product placement within the game, among others. The aim of such advertisements is to maximise brand visibility and reach players in a targeted manner.
On the basis of type, the market is divided into static ads, advergaming, and dynamic ads. Based on device type, the market is bifurcated into PC/ laptop and smartphone/ tablet.
On the basis of region, the in-game advertising market segmentation includes North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the market, covering their competitive landscape and latest developments like mergers, acquisitions, investments, and expansion plans.
PC/ laptop is anticipated to account for a significant in-game advertising market share over the forecast period. This growth can be attributed to the availability of high graphic resolutions of these devices that aid in providing enhanced user experience. The flexibility offered by laptops is further bolstering their utilisation for gaming. PCs/ laptops also contain powerful consoles and large keyboards and can be customised, that further enhance the gaming experience.
North America accounts for a significant share of the market owing to the strong presence of various key market players in the region including Blizzard Entertainment, Inc., Unity Technologies (ironSource Ltd.), and RapidFire, Inc., among others. The rapid sale of laptops, smartphones, and PCs, among other electronic devices is North America is further aiding the market expansion. The non-intrusive nature of the ads allows the player to view the game while playing, bolstering the in-game advertising market demand.
Blizzard Entertainment, Inc., headquartered in California, United States, is one of the leading video game publishers and developers. The products provided by the company include hearthstone, diablo series, overwatch series, warcraft series, and StarCraft series, among others.
Unity Technologies (ironSource Ltd.) is a software and video game development company that is based in San Francisco, United States. The company is best known for the development of unity, a licensed game engine that is used for creating video games.
RapidFire, Inc. is an advertising services company that was founded in 2010 and is headquartered in Vancouver, British Columbia, Canada. The company specialises in static in-gaming advertising, advergaming, and dynamic in-game advertising, among others.
Other in-game advertising market key players include Gadsme, AdlnMo Ltd., AdSparc Pty Ltd. (Iion), Anzu Virtual Reality Ltd., Adverty AB, Bidstack Ltd., and Frameplay Corporation, among others.
REPORT FEATURES | DETAILS |
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Type |
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Breakup by Device Type |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global In-Game Advertising Market Analysis
8.1 Key Industry Highlights
8.2 Global In-Game Advertising Historical Market (2018-2023)
8.3 Global In-Game Advertising Market Forecast (2024-2032)
8.4 Global In-Game Advertising Market by Type
8.4.1 Static Ads
8.4.1.1 Historical Trend (2018-2023)
8.4.1.2 Forecast Trend (2024-2032)
8.4.2 Advergaming
8.4.2.1 Historical Trend (2018-2023)
8.4.2.2 Forecast Trend (2024-2032)
8.4.3 Dynamic Ads
8.4.3.1 Historical Trend (2018-2023)
8.4.3.2 Forecast Trend (2024-2032)
8.5 Global In-Game Advertising Market by Device Type
8.5.1 PC/Laptop
8.5.1.1 Historical Trend (2018-2023)
8.5.1.2 Forecast Trend (2024-2032)
8.5.2 Smartphone/Tablet
8.5.2.1 Historical Trend (2018-2023)
8.5.2.2 Forecast Trend (2024-2032)
8.6 Global In-Game Advertising Market by Region
8.6.1 North America
8.6.1.1 Historical Trend (2018-2023)
8.6.1.2 Forecast Trend (2024-2032)
8.6.2 Europe
8.6.2.1 Historical Trend (2018-2023)
8.6.2.2 Forecast Trend (2024-2032)
8.6.3 Asia Pacific
8.6.3.1 Historical Trend (2018-2023)
8.6.3.2 Forecast Trend (2024-2032)
8.6.4 Latin America
8.6.4.1 Historical Trend (2018-2023)
8.6.4.2 Forecast Trend (2024-2032)
8.6.5 Middle East and Africa
8.6.5.1 Historical Trend (2018-2023)
8.6.5.2 Forecast Trend (2024-2032)
9 North America In-Game Advertising Market Analysis
9.1 United States of America
9.1.1 Historical Trend (2018-2023)
9.1.2 Forecast Trend (2024-2032)
9.2 Canada
9.2.1 Historical Trend (2018-2023)
9.2.2 Forecast Trend (2024-2032)
10 Europe In-Game Advertising Market Analysis
10.1 United Kingdom
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 Germany
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 France
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
10.4 Italy
10.4.1 Historical Trend (2018-2023)
10.4.2 Forecast Trend (2024-2032)
10.5 Others
11 Asia Pacific In-Game Advertising Market Analysis
11.1 China
11.1.1 Historical Trend (2018-2023)
11.1.2 Forecast Trend (2024-2032)
11.2 Japan
11.2.1 Historical Trend (2018-2023)
11.2.2 Forecast Trend (2024-2032)
11.3 India
11.3.1 Historical Trend (2018-2023)
11.3.2 Forecast Trend (2024-2032)
11.4 ASEAN
11.4.1 Historical Trend (2018-2023)
11.4.2 Forecast Trend (2024-2032)
11.5 Australia
11.5.1 Historical Trend (2018-2023)
11.5.2 Forecast Trend (2024-2032)
11.6 Others
12 Latin America In-Game Advertising Market Analysis
12.1 Brazil
12.1.1 Historical Trend (2018-2023)
12.1.2 Forecast Trend (2024-2032)
12.2 Argentina
12.2.1 Historical Trend (2018-2023)
12.2.2 Forecast Trend (2024-2032)
12.3 Mexico
12.3.1 Historical Trend (2018-2023)
12.3.2 Forecast Trend (2024-2032)
12.4 Others
13 Middle East and Africa In-Game Advertising Market Analysis
13.1 Saudi Arabia
13.1.1 Historical Trend (2018-2023)
13.1.2 Forecast Trend (2024-2032)
13.2 United Arab Emirates
13.2.1 Historical Trend (2018-2023)
13.2.2 Forecast Trend (2024-2032)
13.3 Nigeria
13.3.1 Historical Trend (2018-2023)
13.3.2 Forecast Trend (2024-2032)
13.4 South Africa
13.4.1 Historical Trend (2018-2023)
13.4.2 Forecast Trend (2024-2032)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Blizzard Entertainment, Inc.
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 Unity Technologies (ironSource Ltd.)
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 RapidFire, Inc.
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 Gadsme
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 AdlnMo Ltd.
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 AdSparc Pty Ltd. (Iion)
15.2.6.1 Company Overview
15.2.6.2 Product Portfolio
15.2.6.3 Demographic Reach and Achievements
15.2.6.4 Certifications
15.2.7 Anzu Virtual Reality Ltd.
15.2.7.1 Company Overview
15.2.7.2 Product Portfolio
15.2.7.3 Demographic Reach and Achievements
15.2.7.4 Certifications
15.2.8 Adverty AB
15.2.8.1 Company Overview
15.2.8.2 Product Portfolio
15.2.8.3 Demographic Reach and Achievements
15.2.8.4 Certifications
15.2.9 Bidstack Ltd.
15.2.9.1 Company Overview
15.2.9.2 Product Portfolio
15.2.9.3 Demographic Reach and Achievements
15.2.9.4 Certifications
15.2.10 Frameplay Corporation
15.2.10.1 Company Overview
15.2.10.2 Product Portfolio
15.2.10.3 Demographic Reach and Achievements
15.2.10.4 Certifications
15.2.11 Others
16 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global In-Game Advertising Market: Key Industry Highlights, 2018 and 2032
2. Global In-Game Advertising Historical Market: Breakup by Type (USD Billion), 2018-2023
3. Global In-Game Advertising Market Forecast: Breakup by Type (USD Billion), 2024-2032
4. Global In-Game Advertising Historical Market: Breakup by Device Type (USD Billion), 2018-2023
5. Global In-Game Advertising Market Forecast: Breakup by Device Type (USD Billion), 2024-2032
6. Global In-Game Advertising Historical Market: Breakup by Region (USD Billion), 2018-2023
7. Global In-Game Advertising Market Forecast: Breakup by Region (USD Billion), 2024-2032
8. North America In-Game Advertising Historical Market: Breakup by Country (USD Billion), 2018-2023
9. North America In-Game Advertising Market Forecast: Breakup by Country (USD Billion), 2024-2032
10. Europe In-Game Advertising Historical Market: Breakup by Country (USD Billion), 2018-2023
11. Europe In-Game Advertising Market Forecast: Breakup by Country (USD Billion), 2024-2032
12. Asia Pacific In-Game Advertising Historical Market: Breakup by Country (USD Billion), 2018-2023
13. Asia Pacific In-Game Advertising Market Forecast: Breakup by Country (USD Billion), 2024-2032
14. Latin America In-Game Advertising Historical Market: Breakup by Country (USD Billion), 2018-2023
15. Latin America In-Game Advertising Market Forecast: Breakup by Country (USD Billion), 2024-2032
16. Middle East and Africa In-Game Advertising Historical Market: Breakup by Country (USD Billion), 2018-2023
17. Middle East and Africa In-Game Advertising Market Forecast: Breakup by Country (USD Billion), 2024-2032
18. Global In-Game Advertising Market Structure
The market reached a value of approximately USD 8.49 billion in 2023.
The market is projected to grow at a CAGR of 10.4% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach USD 21.09 billion by 2032.
The major market drivers include growing awareness about the various benefits offered by in-game advertisements and provision of both subtle and explicit adverts.
The key trends fuelling the growth of the market include increasing popularity of gaming owing to rising influence of social media and easy to scale and flexible nature of dynamic in-game advertisements.
The major regions in the market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The significant types include static ads, advergaming, and dynamic ads.
The key players in the market are Blizzard Entertainment, Inc., Unity Technologies (ironSource Ltd.), RapidFire, Inc., Gadsme, AdlnMo Ltd., AdSparc Pty Ltd. (Iion), Anzu Virtual Reality Ltd., Adverty AB, Bidstack Ltd., and Frameplay Corporation, among others.
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