Report Description
The global in-game advertising market is projected to expand at a robust CAGR during the forecast period, 2021 – 2028. The growth of the market is attributed to rising demand for mobile and social gaming.
In-game advertising allows advertisers to incorporate advertisements in mobile and desktop games through cut-scenes, commercials, background displays, and billboards.

In-Game Advertising Market Trends, Drivers, Restraints, and Opportunities:
- In-game advertisements are estimated to have an audio-visual influence on viewers, causing long lasting and favorable impact on them.
- In-game advertisements enable seamless experience and non-interruption for players.
- Factors such as minimized advertising expenses, increased reach and return on investments, easy configuration, and rapid integration of advertisements in social games are projected to boost the market.
- Incorporation of several payment schemes for gaming minimizes frauds, which is estimated to drive the market.
- Growing availability of free mobile games that monetize through in-game ads is expected to drive the market.
- In-game advertisements help game developers to generate extra revenue, which is anticipated to drive the market.
- In-game advertisements have tracking and location features, which provide location-specific advertisements to consumers.
- Increasing usage of smartphone users in emerging countries and increasing number of active online players are expected to drive the market.
- Decreasing product lifecycle along with rising time and cost of development of new games is projected to hinder the market growth.
- Decreasing interest of gaming companies due to decreased revenues is estimated to hamper the market growth.
- Advertisements with low consumer impact are difficult to restrict, which acts a challenge to the market growth.
- Over-interrupting and unrelated advertisements are expected to hamper the market growth.
Scope of the In-Game Advertising Market Report:
The report on the global in-game advertising market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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In-Game Advertising Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2020
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Historic Data
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2018–2019
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Forecast Period
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2021–2028
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Segmentation
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Devices (Desktop, Tablets, and Mobile), Applications (Online and Standalone), and Regions
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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Media Spike Inc., RapidFire, Giftgaming, PlaywireMedia, Engage Advertising, Electronic Arts Inc., and Double Fusion
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In-Game Advertising Market Segment Insights:
The online segment is projected to hold a major market share
Based on applications, the global in-game advertising market is bifurcated into online and standalone. The online segment is expected to expand at a rapid pace during the forecast period, due to rapid integration and high consumer reach. Increasing usage of smartphones, growing internet penetration, and rising popularity of online games is projected to boost the market. Standalone gaming integration is costly and permanent. This source of advertising has a great impact on consumers in lesser time.
The mobile game segment is attributed to expand at a substantial CAGR during the forecast period
On the basis of devices, the global in-game advertising market is fragmented as desktop, tablets, and mobile games. Dynamic real time in-game advertisements, displayed as hoardings or posters during a play, are expected to boost the market. The mobile game segment is expected to hold a major market share, owing to launch of several online games and rising usage of smart phones. Increasing middle class population and rising disposal income is anticipated to propel the market.
The desktop segment is projected to expand at a considerable rate during the forecast period, attributed to large number of PC game players worldwide. Desktop provides high graphic resolutions for games. This is anticipated to enhance the consumer experience and drive the market.
The market in Asia Pacific is anticipated to hold a major market share
In terms of regions, the global in-game advertising market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. The market in Asia Pacific is expected to expand at a robust CAGR during the forecast period, due to surging social gaming and mobile gaming users. India is expected to account for a high market share, owing to surging mobile game players, due to rising young population.
The market in North America is expected to expand at a substantial CAGR during the forecast period. The growth of the market is attributed to early adoption of technology and presence of state-of-art gaming infrastructure in countries such as Canada and the US.
Segments
The global in-game advertising market has been segmented on the basis of
Devices
Applications
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Key Players
Competitive Landscape
Key players in the global in-game advertising market include Media Spike Inc., RapidFire, Giftgaming, PlaywireMedia, Engage Advertising, Electronic Arts Inc., and Double Fusion.
In May 2014, Rapidfire obtained IGA Worldwide’s Radial Networks technology. The company is projected to account for a major market share, owing to its wide tie-ups with video games developers. Double Fusion is estimated to emerge as a leading player in in-game advertising, attributed to its web-based advertising services. In 2015, Google launched a player analytics advertisement tool for developers. This tool allows developers to boost in-app purchases, set revenue goals, develop custom advertisements, and analyze player spending. Electronic Arts Inc. is estimated to make in-game advertisements automated and scalable.

Table Of Content
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. In-Game Advertising Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. In-Game Advertising Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. In-Game Advertising Market - Supply Chain
4.5. Global In-Game Advertising Market Forecast
4.5.1. In-Game Advertising Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. In-Game Advertising Market Size (000’ Units) and Y-o-Y Growth
4.5.3. In-Game Advertising Market Absolute $ Opportunity
5. Global In-Game Advertising Market Analysis and Forecast by Applications
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Applications
5.2.2. Y-o-Y Growth Projections by Applications
5.3. In-Game Advertising Market Size and Volume Forecast by Applications
5.3.1. Online
5.3.2.
Standalone
5.4. Absolute $ Opportunity Assessment by Applications
5.5. Market Attractiveness/Growth Potential Analysis by Applications
6. Global In-Game Advertising Market Analysis and Forecast by Region
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Region
6.2.2. Y-o-Y Growth Projections by Region
6.3. In-Game Advertising Market Size and Volume Forecast by Region
6.3.1. North America
6.3.2. Latin America
6.3.3. Europe
6.3.4. Asia Pacific
6.3.5. Middle East and Africa (MEA)
6.4. Absolute $ Opportunity Assessment by Region
6.5. Market Attractiveness/Growth Potential Analysis by Region
6.6. Global In-Game Advertising Demand Share Forecast, 2019-2026
7. North America In-Game Advertising Market Analysis and Forecast
7.1. Introduction
7.1.1. Basis Point Share (BPS) Analysis by Country
7.1.2. Y-o-Y Growth Projections by Country
7.2. North America In-Game Advertising Market Size and Volume Forecast by Country
7.2.1. U.S.
7.2.2. Canada
7.3. Absolute $ Opportunity Assessment by Country
7.4. North America In-Game Advertising Market Size and Volume Forecast by Applications
7.4.1. Online
7.4.2.
Standalone
7.5. Basis Point Share (BPS) Analysis by Applications
7.6. Y-o-Y Growth Projections by Applications
7.7. Market Attractiveness/Growth Potential Analysis
7.7.1. By Country
7.7.2. By Product Type
7.7.3. By Application
7.8. North America In-Game Advertising Demand Share Forecast, 2019-2026
8. Latin America In-Game Advertising Market Analysis and Forecast
8.1. Introduction
8.1.1. Basis Point Share (BPS) Analysis by Country
8.1.2. Y-o-Y Growth Projections by Country
8.1.3. Latin America Average Pricing Analysis
8.2. Latin America In-Game Advertising Market Size and Volume Forecast by Country
8.2.1. Brazil
8.2.2. Mexico
8.2.3. Rest of Latin America
8.3. Absolute $ Opportunity Assessment by Country
8.4. Latin America In-Game Advertising Market Size and Volume Forecast by Applications
8.4.1. Online
8.4.2.
Standalone
8.5. Basis Point Share (BPS) Analysis by Applications
8.6. Y-o-Y Growth Projections by Applications
8.7. Market Attractiveness/Growth Potential Analysis
8.7.1. By Country
8.7.2. By Product Type
8.7.3. By Application
8.8. Latin America In-Game Advertising Demand Share Forecast, 2019-2026
9. Europe In-Game Advertising Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.1.3. Europe Average Pricing Analysis
9.2. Europe In-Game Advertising Market Size and Volume Forecast by Country
9.2.1. Germany
9.2.2. France
9.2.3. Italy
9.2.4. U.K.
9.2.5. Spain
9.2.6. Russia
9.2.7. Rest of Europe
9.3. Absolute $ Opportunity Assessment by Country
9.4. Europe In-Game Advertising Market Size and Volume Forecast by Applications
9.4.1. Online
9.4.2.
Standalone
9.5. Basis Point Share (BPS) Analysis by Applications
9.6. Y-o-Y Growth Projections by Applications
9.7. Market Attractiveness/Growth Potential Analysis
9.7.1. By Country
9.7.2. By Product Type
9.7.3. By Application
9.8. Europe In-Game Advertising Demand Share Forecast, 2019-2026
10. Asia Pacific In-Game Advertising Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Asia Pacific Average Pricing Analysis
10.2. Asia Pacific In-Game Advertising Market Size and Volume Forecast by Country
10.2.1. China
10.2.2. Japan
10.2.3. South Korea
10.2.4. India
10.2.5. Australia
10.2.6. Rest of Asia Pacific (APAC)
10.3. Absolute $ Opportunity Assessment by Country
10.4. Asia Pacific In-Game Advertising Market Size and Volume Forecast by Applications
10.4.1. Online
10.4.2.
Standalone
10.5. Basis Point Share (BPS) Analysis by Applications
10.6. Y-o-Y Growth Projections by Applications
10.7. Market Attractiveness/Growth Potential Analysis
10.7.1. By Country
10.7.2. By Product Type
10.7.3. By Application
10.8. Asia Pacific In-Game Advertising Demand Share Forecast, 2019-2026
11. Middle East & Africa In-Game Advertising Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Middle East & Africa Average Pricing Analysis
11.2. Middle East & Africa In-Game Advertising Market Size and Volume Forecast by Country
11.2.1. Saudi Arabia
11.2.2. South Africa
11.2.3. UAE
11.2.4. Rest of Middle East & Africa (MEA)
11.3. Absolute $ Opportunity Assessment by Country
11.4. Middle East & Africa In-Game Advertising Market Size and Volume Forecast by Applications
11.4.1. Online
11.4.2.
Standalone
11.5. Basis Point Share (BPS) Analysis by Applications
11.6. Y-o-Y Growth Projections by Applications
11.7. Market Attractiveness/Growth Potential Analysis
11.7.1. By Country
11.7.2. By Product Type
11.7.3. By Application
11.8. Middle East & Africa In-Game Advertising Demand Share Forecast, 2019-2026
12. Competition Landscape
12.1. Global In-Game Advertising Market: Market Share Analysis
12.2. In-Game Advertising Distributors and Customers
12.3. In-Game Advertising Market: Competitive Dashboard
12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
12.4.1. Media Spike Inc.
12.4.2.
RapidFire
12.4.3.
Giftgaming
12.4.4.
PlaywireMedia
12.4.5.
Engage Advertising
12.4.6.
Electronic Arts Inc.
12.4.7.
Double Fusion