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In-Game Advertising Market by Platform and Geography - Forecast and Analysis 2021-2025

  • Published: May 2021
  • Pages: 120
  • SKU: IRTNTR43136
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The in-game advertising market share is expected to increase by USD 3.54 billion from 2020 to 2025, and the market's growth momentum will accelerate at a CAGR of 16%. This in-game advertising market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. The in-game advertising market report also offers information on several market vendors, including Alphabet Inc., Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc., ironSource Ltd., MediaSpike Inc., Motive Interactive Inc., Playwire LLC, RapidFire Inc., and WPP Plc among others. Furthermore, this report extensively covers in-game advertising market segmentation by geography (North America, APAC, Europe, MEA, and South America) and platform (mobile, computing, and console).

What will the In-game Advertising Market Size be During the Forecast Period?

In-Game Advertising Market Size

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In-game Advertising Market: Key Drivers, Trends, and Challenges

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The increase in the number of gamers and growing partnership between advertisers and video game companies are notably driving the in-game advertising market growth, although factors such as the growing use of advertisement blocking solutions may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the in-game advertising industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key In-game Advertising Market Driver

One of the key factors driving growth in the in-game advertising market is the increase in the number of gamers and the growing partnership between advertisers and video game companies. The gaming industry is growing rapidly with the increase in the availability of free-to-play online video games, such as Apex Legends and Fortnite. This industry is expected to grow to over $300 billion and more than 2.4 billion gamers around the world by 2025. This will encourage advertisers to invest in in-game advertising and will help them reach a larger audience with diversified demography and geography in less time. Also, the growth of the global in-game advertising market will be driven by the increasing number of partnerships between game publishing enterprises and advertisers (enterprises planning to advertise products through in-game advertising). This type of advertising helps in creating a high audio-visual impact that can result in a long-lasting and favorable product impression on viewers.

Key In-game Advertising Market Trend

The incorporation of NLP with in-game advertising is another factor supporting the in-game advertising market share growth. NLP integrates smart advertisement formats directly into the game-loops by identifying when a gamer is in an approachable mindset to engage with the advertisement before displaying it. NLP used for in-game advertising can help the advertiser in creating effective brand messaging by generating a positive connection with the gamer. With capabilities of NLP such as predictive analysis tools, big-data-based targeting, and emotional and behavioral recognition, in-game advertising can provide advertisers with both high quality and large-scale audiences, from which advertisers can target pick the highest value users for their advertisements. Also, a well-targeted advertisement using NLP that rewards gamers during gameplay helps in creating an affinity with the brand and a lasting impression. Hence, the incorporation of NLP with in-game advertising can lead to an increase in the demand for in-game advertising.

Key In-game Advertising Market Challenge

The growing use of advertisement blocking solutions will be a major challenge for the in-game advertising market during the forecast period. The increasing interruption of in-game advertising before the game starts and while playing games can affect the player experience. Some of the advertisements do not add value or have any relevance to gamers, which increases the level of frustration while playing. This encourages gamers to adopt advertisement blocking solutions that help them in blocking advertisements from being displayed while playing video games. The use of these advertisement blocking solutions leads to a loss to game publishers and advertisers since no revenue is generated from gamers using advertisement blocking solutions. Hence, the increasing use of advertisement blocking solutions will impact the growth of the market in focus.

This in-game advertising market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

Parent Market Analysis

Technavio categorizes the global in-game advertising market as a part of the global interactive home entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the in-game advertising market during the forecast period.

Who are the Major In-game Advertising Market Vendors?

The report analyzes the market's competitive landscape and offers information on several market vendors, including:

 

  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • Blizzard Entertainment Inc.
  • Electronic Arts Inc.
  • ironSource Ltd.
  • MediaSpike Inc.
  • Motive Interactive Inc.
  • Playwire LLC
  • RapidFire Inc.
  • WPP Plc

 

This statistical study of the in-game advertising market encompasses successful business strategies deployed by the key vendors. The in-game advertising market is concentrated and the vendors are deploying organic and inorganic growth strategies to compete in the market.

Product Insights and News

  • Anzu Virtual Reality Ltd. - The company offers native, creative, and dynamically updated advertising, video games and esports.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The in-game advertising market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

In-game Advertising Market Value Chain Analysis

Our report  provides extensive information on the value chain analysis for the in-game advertising market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chains is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

The value chain of the interactive home entertainment market includes the following core components:

  • Content origination
  • Application development
  • Hardware manufacturers
  • Publishing and aggregation
  • Wireless application service
  • Portal provisioning
  • Mobile delivery
  • User interactivity provisioning
  • Distribution and retailing of video games
  • Billing and customer care
  • Marketing and sales
  • Support activities
  • Innovations

The report has further elucidated on other innovative approaches being followed by manufacturers to ensure a sustainable market presence.

Which are the Key Regions for In-game Advertising Market?

In-Game Advertising Market Market segmentation by region

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34% of the market's growth will originate from APAC during the forecast period. China and Japan are the key markets for in-game advertising in APAC. Market growth in this region will be faster than the growth of the market in other regions.

The increasing penetration of broadband, as well as the rising use of smartphones, will facilitate the in-game advertising market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

Countries in APAC, such as India and Australia, have been severely hit by the COVID-19 pandemic. To limit the spread of the pandemic, governing bodies across APAC imposed a lockdown for several weeks in the first half of 2020. Amid the lockdown, schools and colleges were closed, which provided a boost to the mobile gaming segment in APAC, as most students and youth engaged in PC gaming. Moreover, as a large number of individuals were stranded at home amid the lockdown, the adoption of mobile and PC gaming grew, with an increase in the number of casual gamers. Therefore, the in-game advertising market in APAC witnessed growth in 2020.

What are the Revenue-generating Geography Segments in the In-game Advertising Market?

In-Game Advertising Market Segmentation

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The in-game advertising market share growth by the mobile segment will be significant during the forecast period. The availability of low-cost, large-screen mobile devices with high display resolution has enhanced the gaming experience of people, which is encouraging people to opt for mobile gaming.

This report provides an accurate prediction of the contribution of all the segments to the growth of the in-game advertising market size and actionable market insights on post COVID-19 impact on each segment.

 

In-game Advertising Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 16%

Market growth 2021-2025

$ 3.54 billion

Market structure

Concentrated

YoY growth (%)

9.34

Regional analysis

North America, APAC, Europe, MEA, and South America

Performing market contribution

APAC at 34%

Key consumer countries

US, China, Japan, Germany, and UK

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Alphabet Inc., Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc., ironSource Ltd., MediaSpike Inc., Motive Interactive Inc., Playwire LLC, RapidFire Inc., and WPP Plc

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the forecast period

Customization purview

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What are the Key Data Covered in this In-Game Advertising Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive in-game advertising market growth during the next five years
  • Precise estimation of the in-game advertising market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the in-game advertising industry across North America, APAC, Europe, MEA, and South America
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of in-game advertising market vendors

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1 Executive Summary

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis
    • Exhibit 03: Value chain: In-game advertising

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
  • 3.4 Market outlook: Forecast for 2020 - 2025
    • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
    • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

4 Five Forces Analysis

  • 4.1 Five forces summary
    • Exhibit 08: Five forces analysis 2020 & 2025
  • 4.2 Bargaining power of buyers
    • Exhibit 09: Bargaining power of buyers
  • 4.3 Bargaining power of suppliers
    • Exhibit 10: Bargaining power of suppliers
  • 4.4 Threat of new entrants
    • Exhibit 11: Threat of new entrants
  • 4.5 Threat of substitutes
    • Exhibit 12: Threat of substitutes
  • 4.6 Threat of rivalry
    • Exhibit 13: Threat of rivalry
  • 4.7 Market condition
    • Exhibit 14: Market condition - Five forces 2020

5 Market Segmentation by Platform

  • 5.1 Market segments
    • Exhibit 15: Platform - Market share 2020-2025 (%)
  • 5.2 Comparison by Platform
    • Exhibit 16: Comparison by Platform
  • 5.3 Mobile - Market size and forecast 2020-2025
    • Exhibit 17: Mobile - Market size and forecast 2020-2025 ($ million)
    • Exhibit 18: Mobile - Year-over-year growth 2020-2025 (%)
  • 5.4 Computing - Market size and forecast 2020-2025
    • Exhibit 19: Computing - Market size and forecast 2020-2025 ($ million)
    • Exhibit 20: Computing - Year-over-year growth 2020-2025 (%)
  • 5.5 Console - Market size and forecast 2020-2025
    • Exhibit 21: Console - Market size and forecast 2020-2025 ($ million)
    • Exhibit 22: Console - Year-over-year growth 2020-2025 (%)
  • 5.6 Market opportunity by Platform
    • Exhibit 23: Market opportunity by Platform

6 Customer landscape

  • 6.1 Customer landscape
    • Exhibit 24: Customer landscape

7 Geographic Landscape

  • 7.1 Geographic segmentation
    • Exhibit 25: Market share by geography 2020-2025 (%)
  • 7.2 Geographic comparison
    • Exhibit 26: Geographic comparison
  • 7.3 North America - Market size and forecast 2020-2025
    • Exhibit 27: North America - Market size and forecast 2020-2025 ($ million)
    • Exhibit 28: North America - Year-over-year growth 2020-2025 (%)
  • 7.4 APAC - Market size and forecast 2020-2025
    • Exhibit 29: APAC - Market size and forecast 2020-2025 ($ million)
    • Exhibit 30: APAC - Year-over-year growth 2020-2025 (%)
  • 7.5 Europe - Market size and forecast 2020-2025
    • Exhibit 31: Europe - Market size and forecast 2020-2025 ($ million)
    • Exhibit 32: Europe - Year-over-year growth 2020-2025 (%)
  • 7.6 MEA - Market size and forecast 2020-2025
    • Exhibit 33: MEA - Market size and forecast 2020-2025 ($ million)
    • Exhibit 34: MEA - Year-over-year growth 2020-2025 (%)
  • 7.7 South America - Market size and forecast 2020-2025
    • Exhibit 35: South America - Market size and forecast 2020-2025 ($ million)
    • Exhibit 36: South America - Year-over-year growth 2020-2025 (%)
  • 7.8 Key leading countries
    • Exhibit 37: Key leading countries
  • 7.9 Market opportunity by geography
    • Exhibit 38: Market opportunity by geography ($ million)

8 Drivers, Challenges, and Trends

  • 8.1 Market drivers
  • 8.2 Market challenges
    • Exhibit 39: Impact of drivers and challenges
  • 8.3 Market trends

9 Vendor Landscape

  • 9.1 Overview
    • Exhibit 40: Vendor landscape
  • 9.2 Landscape disruption
    • Exhibit 41: Landscape disruption
    • Exhibit 42: Industry risks

10 Vendor Analysis

  • 10.1 Vendors covered
  • 10.2 Market positioning of vendors
    • Exhibit 44: Market positioning of vendors
  • 10.3 Alphabet Inc.
    • Exhibit 45: Alphabet Inc. - Overview
    • Exhibit 46: Alphabet Inc. - Business segments
  • 10.4 Anzu Virtual Reality Ltd.
    • Exhibit 48: Anzu Virtual Reality Ltd. - Overview
    • Exhibit 49: Anzu Virtual Reality Ltd. - Product and service
    • Exhibit 50: Anzu Virtual Reality Ltd. - Key offerings
  • 10.5 Blizzard Entertainment Inc.
    • Exhibit 51: Blizzard Entertainment Inc. - Overview
    • Exhibit 52: Blizzard Entertainment Inc. - Product and service
    • Exhibit 53: Blizzard Entertainment Inc. - Key offerings
  • 10.6 Electronic Arts Inc.
    • Exhibit 54: Electronic Arts Inc. - Overview
    • Exhibit 55: Electronic Arts Inc. - Business segments
    • Exhibit 56: Electronic Arts Inc. - Key offerings
    • Exhibit 57: Electronic Arts Inc. - Segment focus
  • 10.7 ironSource Ltd.
    • Exhibit 58: ironSource Ltd. - Overview
    • Exhibit 59: ironSource Ltd. - Product and service
    • Exhibit 60: ironSource Ltd. - Key offerings
  • 10.8 MediaSpike Inc.
    • Exhibit 61: MediaSpike Inc. - Overview
    • Exhibit 62: MediaSpike Inc. - Product and service
    • Exhibit 63: MediaSpike Inc. - Key offerings
  • 10.9 Motive Interactive Inc.
    • Exhibit 64: Motive Interactive Inc. - Overview
    • Exhibit 65: Motive Interactive Inc. - Product and service
    • Exhibit 66: Motive Interactive Inc. - Key offerings
  • 10.10 Playwire LLC
    • Exhibit 67: Playwire LLC - Overview
    • Exhibit 68: Playwire LLC - Product and service
    • Exhibit 69: Playwire LLC - Key offerings
  • 10.11 RapidFire Inc.
    • Exhibit 70: RapidFire Inc. - Overview
    • Exhibit 71: RapidFire Inc. - Product and service
    • Exhibit 72: RapidFire Inc. - Key offerings
  • 10.12 WPP Plc
    • Exhibit 73: WPP Plc - Business segments
    • Exhibit 74: WPP Plc - Key offerings
    • Exhibit 75: WPP Plc - Segment focus

11 Appendix

  • 11.1 Scope of the report
  • 11.2 Currency conversion rates for US$
    • Exhibit 76: Currency conversion rates for US$
  • 11.3 Research methodology
    • Exhibit 77: Research Methodology
    • Exhibit 78: Validation techniques employed for market sizing
    • Exhibit 79: Information sources
  • 11.4 List of abbreviations
    • Exhibit 80: List of abbreviations

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

TechnavioINFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases
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TechnavioDATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts
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TechnavioREPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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In-Game Advertising Market market growth will increase by $3.54 billion during 2021-2025.
The in-game advertising market market is expected to grow at a CAGR of 16% during 2021-2025.
Technavio has segmented the in-game advertising market market by material (Mobile, Computing, and Console) and geographic (North America, APAC, Europe, South America, North America, APAC, Europe, and South America).
Alphabet Inc., Anzu Ltd., Electronic Arts Inc., engage, MediaSpike Inc., Motive Interactive Inc., Playwire Media LLC, RapidFire Inc. are a few of the key vendors in the in-game advertising market market.
APAC will register the highest growth rate of 34% among the other regions. Therefore, the in-game advertising market market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
The key factors driving the in-game advertising market market growth are:
  • increase in the number of gamers and growing partnership between advertisers and video game companies
  • Incorporation of NLP with in-game advertising
The in-game advertising market market vendors should focus on grabbing business opportunities from the mobile segment as it accounted for the largest market share in the base year.
  • What are the key global market and the regional market share?
  • What are the revenue-generating key market segments?
  • What are the key factors driving and challenging this market’s growth?
  • Who are the key market vendors and their growth strategies?
  • What are the latest trends influencing the growth of this market?
  • What are the variables influencing the market growth in the primary regions?
  • What are the factors influencing the growth of the parent market?
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