MarketResearch.biz, in its upcoming report titled, “Global In-Game Advertising Market Trends, Applications, Analysis, Growth, and Forecast: 2018 to 2027”, offers in-depth insights, revenue details, and other vital information regarding the global in-game advertising market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2027. The report also offers insightful and detailed information regarding the various key players operating in the global in-game advertising market, and their financials, apart from strategies, acquisitions & mergers, and market footprint. The global in-game advertising market has been segmented on the basis of type, device, and region. Revenue from the global in-game advertising market is projected to expand at a CAGR of X.X% from 2018 to 2027, and is expected to reach US$ XXX million by the end of 2027.
In-game advertising allows running of advertising components in a real-time advertising campaign inside video games similar to any other digital channel, using standard IAB creatives. In-game advertising allows marketers to have their name or products featured in digital games. Advertisement style and depiction differs from game to game, as in some 3D games in-game ads will appear on posters and billboard in the virtual game world. In some 2D games, ads will appear in the form of a branded product. The content of games becomes a feature rather than a distraction. This form of advertising enables high engagement and marketers deliver their messages in the game rather than bombarding gamers with logos or slogans.
Various communicative methods have been introduced by marketers to increase their sales. In a highly competitive world of marketing and consumer engagement, many transitions have been witnessed in the advertisement industry. From the word of mouth form of advertisement, to print, electronic and social media, and currently in-game advertising. The gaming market has witnessed tremendous growth in the past few years.
In-game advertising offers a number of advantages, and games are connected to emotions and a moving environment which requires keen focus on the screen. During this period, a message or product promoted is easily noticed by the player. It offers high rate of acceptance, as it also offers a wide variety of ways for consumers to interact with a brand, with propositions such as social share, participate in a poll, purchase intent, coupon, and app installation.
Additionally, technological advancements resulting in emergence of platforms that enable brands to monetize social gaming. Big data, which can be effectively used to personalize the gamer’s experience. Furthermore, the app developer community has been growing exponentially in the recent decade, and are assisting game making companies to promote and market their products, which is expected to fuel growth of the global in-game advertising market over the forecast period.
However, game piracy is the biggest threat expected to hamper growth of the market. The channels used by producers for engagement and in-games dynamics are often pirated. Increasing time for development process and scalability with a low lifecycle is another factor expected to hamper market growth.
Value exchange model is the ongoing trend observed in in-game advertisement market, which is expected to support market growth in the near future. This optional model allows players to engage with an ad in exchange for in-game content and rewards such as a new game level, in-game currency, branded items, etc. They are then able to seamlessly return to their game.
Currently, North America dominates the global in-game advertising market in terms of revenue. The market in Asia Pacific is projected to register fastest growth with highest CAGR, owing to increasing adoption of games and high Internet penetration, which is expected to boost growth of the global in-game advertising market over the forecast period.
Segmentation on the basis of type:
- Dynamic Ads
Segmentation on the basis of device:
- PC-based Online Games
- Mobile Games
- Connected Console Games
Segmentation on the basis of region:
- North America
- Asia Pacific
- Latin America
- Middle East & Africa
Particular Scope Region
- North America
- Rest of Europe
- Asia Pacific
- South Korea
- Rest of Asia Pacific
- Latin America
- Rest of Latin America
- Middle East and Africa
- South Africa
- Rest of Middle East and Africa
Actual Year 2017 Estimated Year 2018 Forecast Period 2018–2027 Revenue in US$
- Playwire Media
- Electronic Arts Inc.
- Double Fusion
- Engage Advertising
- Media Spike Inc.
- Motive Interative Inc.
- Google Adscape Media
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