The Global In-Game Advertising Market is Predict to reach $12.2 Billion by 2028, at a CAGR of 10.1%

Published Date: 28-Jul-2022

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In-Game Advertising Market Growth, Trends and Report Highlights

According to a new report, published by KBV research, The Global In-Game Advertising Market size is expected to reach $12.2 billion by 2028, rising at a market growth of 10.1% CAGR during the forecast period.

The PC/Laptop market is leading the Global In-Game Advertising Market by Device Type in 2021, thereby, achieving a market value of $7.2 billion by 2028. Steam, the PC game platform, has broken concurrent user records on multiple occasions. One of the reasons for the PC/laptop sub-dominance segments is because online games have high graphic resolutions and are available on PC/laptops, resulting in a large number of PC/laptop games being played by gamers across the world with superior user experiences.

The Dynamic Ads market would exhibit the growth rate of 10.3% during (2022 - 2028). Dynamic IGA, which enables the game manufacturer or its advertisement vendor to send adverts remotely, modify advertisements after the game is released, and target advertisements depending on time or geography, has grown in popularity as Internet access and capacity have improved. This is because most in-game adverts do not connect to a website outside of the game, this solution combines the customization of web banners with the functionality of conventional billboards and posters.

North America is the fastest growing region in the Global In-Game Advertising Market by Region in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $4.4 billion by 2028, growing at a CAGR of 9.5 % during the forecast period. The Asia Pacific market is anticipated to grow at a CAGR of 10.6% during (2022 - 2028). Additionally, The Europe market would experience a CAGR of 9.9% during (2022 - 2028).

Full Report: https://www.kbvresearch.com/in-game-advertising-market/

The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of Google LLC, Electronic Arts, Inc., Activision Blizzard, Inc., ironSource Ltd., WPP Plc, Motive Interactive, Inc., Playwire LLC, RapidFire, Inc., and Anzu Virtual Reality Ltd.

Global In-Game Advertising Market Segmentation

By Device Type

  • PC/Laptop
  • Smartphone/Tablet

By Type

  • Static Ads
  • Dynamic Ads
  • Advergaming

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Companies Profiled

  • Google LLC
  • Electronic Arts, Inc.
  • Activision Blizzard, Inc.
  • ironSource Ltd.
  • WPP Plc
  • Motive Interactive, Inc.
  • Playwire LLC
  • RapidFire, Inc.
  • Anzu Virtual Reality Ltd.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
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  • Assured post sales research support with 10% customization free

Related Reports:

North America In-Game Advertising Market Future Scope & Opportunities 2022-2028

Europe In-Game Advertising Market Size & Growth Forecast 2022-2028

Asia Pacific In-Game Advertising Market Size, Share & Industry Outlook to 2028

LAMEA In-Game Advertising Market Growth, Trends & Forecasts 2022-2028

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