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Global In-Game Advertising Market to reach USD 18.41 billion by 2027.

Global In-Game Advertising Market Size study, by Ad Type (Static Ads, Dynamic Ads, and Advergaming), Game Type (Laptop/PC Games, Console Games, and Smart Phone/Tablet games) and Regional Forecasts 2021-2027

Product Code: OIRIGAS_48516122
Publish Date: 13-02-2021
Page: 200

Global In-Game Advertising Market is valued approximately USD 5.29 billion in 2020 and is anticipated to grow with a healthy growth rate of more than 19.5 % over the forecast period 2021-2027. In-game ads uses typical IAB creatives to run advertising components in a real-time advertising campaign within video games, equivalent to any other digital medium. Marketers may get their name or brands advertised in interactive games by in-game advertisements. Increasing demand for social and mobile gaming, increasing internet penetration, growing reach and return on investments and easy configuration of advertisements in social gaming are expected to drive the market growth. Also, these advertisements are non-intrusive and enable players to have a more enjoyable experience and this service may also generate added revenues for game developers which has led the adoption of In-Game Advertising across the forecast period. According to the article published by Frontiers in Psychology in 2019, time spent playing video games has gradually increased, from 5.1 hours a week in 2011 to 6.5 hours per week in 2017. As per the journal released by Website Setup, in 2019, there are 7.83 billion people around the world, with 4.66 billion actively using the Internet. However, producers’ platforms for engagement and in-game dynamics are often pirated, Over-interrupting and unrelated advertisements, the stretched development process and scalability with a short lifecycle is likely to stifle demand growth of the market over the forecast period of 2021-2027. Also, value exchange model and audio-visual influence on viewers which creates long lasting impact are likely to increase the adoption & demand for In-Game advertising market during the forecast period.

The key regions of Asia Pacific, North America, Europe, Latin America, and the Rest of the World are considered in the geographical study of the global In-Game Advertising industry.North America is the dominating region across the world in terms of market share due to early technological adoption and the presence of cutting-edge gaming infrastructure. Whereas, Asia-Pacific is also anticipated to exhibit the highest growth rate over the forecast period 2021-2027. Factors such as adoption of games and high internet penetration would create lucrative growth prospects for the In-Game Advertising market across Asia-Pacific region.

Major market player included in this report are:
RapidFire Inc.
Playwire Media LLC
Atlas Alpha Inc.
Audiencly GmbH
Social Tokens Ltd.
FreakOut Holdings, Inc.
Viral Nation Inc.
Gamelin Advergames
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Ad Type:
Static Ads
Dynamic Ads
By Game Type:
Laptop/PC Games
Console Games
Smart Phone/Tablet games
By Region:
North America

Asia Pacific
South Korea
Latin America
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019
Base year – 2020
Forecast period – 2021 to 2027

Target Audience of the Global In-Game Advertising Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. In-Game Advertising Market, by Region, 2019-2027 (USD Billion)
1.2.2. In-Game Advertising Market, by Ad Type, 2019-2027 (USD Billion)
1.2.3. In-Game Advertising Market, by Game Type, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global In-Game Advertising Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global In-Game Advertising Market Dynamics
3.1. In-Game Advertising Market Impact Analysis (2019-2027)
3.1.1. Market Drivers Easy configuration of advertisements in social gaming Added revenues for game developers Increasing demand for social and mobile gaming

3.1.2. Market Challenges Producers’ platforms are often pirated Over-interrupting and unrelated advertisements

3.1.3. Market Opportunities Audio-visual influence on viewers Value exchange model

Chapter 4. Global In-Game Advertising Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global In-Game Advertising Market, by Ad Type
5.1. Market Snapshot
5.2. Global In-Game Advertising Market by Ad Type, Performance – Potential Analysis
5.3. Global In-Game Advertising Market Estimates & Forecasts by Ad Type 2018-2027 (USD Billion)
5.4. In-Game Advertising Market, Sub Segment Analysis
5.4.1. Static Ads
5.4.2. Dynamic Ads
5.4.3. Advergaming
Chapter 6. Global In-Game Advertising Market, by Game Type
6.1. Market Snapshot
6.2. Global In-Game Advertising Market by Game Type, Performance – Potential Analysis
6.3. Global In-Game Advertising Market Estimates & Forecasts by Game Type 2018-2027 (USD Billion)
6.4. In-Game Advertising Market, Sub Segment Analysis
6.4.1. Laptop/PC Games
6.4.2. Console Games
6.4.3. Smart Phone/Tablet games
Chapter 7. Global In-Game Advertising Market, Regional Analysis
7.1. In-Game Advertising Market, Regional Market Snapshot
7.2. North America In-Game Advertising Market
7.2.1. U.S. In-Game Advertising Market Ad Type breakdown estimates & forecasts, 2018-2027 Game Type breakdown estimates & forecasts, 2018-2027
7.2.2. Canada In-Game Advertising Market
7.3. Europe In-Game Advertising Market Snapshot
7.3.1. U.K. In-Game Advertising Market
7.3.2. Germany In-Game Advertising Market
7.3.3. France In-Game Advertising Market
7.3.4. Spain In-Game Advertising Market
7.3.5. Italy In-Game Advertising Market
7.3.6. Rest of Europe In-Game Advertising Market
7.4. Asia-Pacific In-Game Advertising Market Snapshot
7.4.1. China In-Game Advertising Market
7.4.2. India In-Game Advertising Market
7.4.3. Japan In-Game Advertising Market
7.4.4. Australia In-Game Advertising Market
7.4.5. South Korea In-Game Advertising Market
7.4.6. Rest of Asia Pacific In-Game Advertising Market
7.5. Latin America In-Game Advertising Market Snapshot
7.5.1. Brazil In-Game Advertising Market
7.5.2. Mexico In-Game Advertising Market
7.6. Rest of The World In-Game Advertising Market

Chapter 8. Competitive Intelligence
8.1. Top Market Strategies
8.2. Company Profiles
8.2.1. RapidFire Inc. Key Information Overview Financial (Subject to Data Availability) Product Summary Recent Developments
8.2.2. Playwire Media LLC
8.2.3. Atlas Alpha Inc.
8.2.4. Engage
8.2.5. Audiencly GmbH
8.2.6. Social Tokens Ltd.
8.2.7. FreakOut Holdings, Inc.
8.2.8. ironSource
8.2.9. Viral Nation Inc.
8.2.10. Gamelin Advergames
Chapter 9. Research Process
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
9.3. Research Assumption

The study of the market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geographies to provide a better regional outlook. In the report, country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. Our analysts contact company executives, managers, key opinion leaders, and industry experts. This enables our analyst to derive the closest possible figures without any major deviations in the actual number.

Primary Research Sources:

  • Interview conducted with raw material suppliers & manufacturers.
  • Interview conducted with manufacturers, suppliers & distributors, researchers, & representatives of regulatory bodies.
  • Interview conducted with market players, industry experts, & independent consultants.
  • Secondary Research Sources:
  • Purchased Database: D&B Hoovers, Bloomberg, Inc., Business Information Industry Association, NAICS Association.
  • Internal Database: White papers, Certified Publications, Articles by Recognized Authors and Regulatory Bodies.
  • Government Databases: Food and Agriculture Organization (FAO), European Industrial Hemp Association (EIHA), World Health Organization (WHO), Food and Drug Administration (FDA), International Telecommunication Union (ITU), United States Department of Agriculture (USDA), International organization of Motor Vehicle Manufacturers (OICA).

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