North America In-Game Advertising Market Size, Share & Industry Trends Analysis Report By Device Type (PC/Laptop, and Smartphone/Tablet), By Type (Static Ads, Dynamic Ads, and Averaging), By Country and Growth Forecast, 2022 - 2028
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Market Report Description
The North America In-Game Advertising Market would witness market growth of 9.5% CAGR during the forecast period (2022-2028).
Technology has improved to the point that many games now use or demand an online connection. As a result, even after the game has been released, adverts might be dynamic or altered. Dynamic in-game advertising (DIGA) has a lot of advantages. The amount of times an advertisement is seen, for example, can be recorded, and the advertisement can be replaced with something more useful at the time.
The advertising that appears during the games is similarly non-interruptive, allowing users to continue playing their games without interruption. In addition, because of their larger audio-visual impact on viewers, these forms of advertising are seen to be more effective in terms of leaving long-lasting impressions on viewers. Furthermore, these sorts of marketing are thought to be less expensive than traditional mediums and are likely to provide higher conversion rates to businesses, which is anticipated to be a key driver in their adoption across numerous industries.
Digital gaming in this region has grown to be one of the most popular forms of entertainment, making it a more appealing medium for advertisers. As a result, the use of advertising messages in digital games, often known as in-game advertising (IGA), is likely to increase substantially in the coming years in the region. Considerable efforts are needed to be done in order to enhance IGA's usefulness. The aim of the regional government is to contribute to the field of IGA effectiveness research by examining the effects of two elements on IGA processing in terms of brand awareness.
Also, the goal is to see how a person's perception of involvement affected the controlling and motion mechanisms in a game, which is called kinesthetic involvement. The control above a racing game is altered by modifying the game controller type in a within-subjects experiment, leading to two experimental situations (symbolic versus mimetic controller). Therefore, due to increasing popularity of digital gaming within the population, the regional In-Game Advertising market is expected to grow in the forecast period.
The US market dominated the North America In-Game Advertising Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,165.9 million by 2028. The Canada market would witness a CAGR of 12% during (2022 - 2028). Additionally, The Mexico market is poised to grow a CAGR of 11% during (2022 - 2028).
Based on Device Type, the market is segmented into PC/Laptop, and Smartphone/Tablet. Based on Type, the market is segmented into Static Ads, Dynamic Ads, and Averaging. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The Global In-Game Advertising Market is Estimated to reach $12.2 Billion by 2028, at a CAGR of 10.1%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google LLC, Electronic Arts, Inc., Activision Blizzard, Inc., ironSource Ltd., WPP Plc, Motive Interactive, Inc., Playwire LLC, RapidFire, Inc., and Anzu Virtual Reality Ltd.
Scope of the Study
Market Segments Covered in the Report:
By Device Type
- Static Ads
- Dynamic Ads
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Google LLC
- Electronic Arts, Inc.
- Activision Blizzard, Inc.
- ironSource Ltd.
- WPP Plc
- Motive Interactive, Inc.
- Playwire LLC
- RapidFire, Inc.
- Anzu Virtual Reality Ltd.
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