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세계의 게임내 광고 시장 규모 조사 : 광고 종류별(정적 광고, 동적 광고 및 애드버게이밍), 게임 종류별(랩톱/PC게임, 콘솔 게임, 스마트폰/태블릿 게임), 지역별 예측(2021-2027년)

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

리서치사 Bizwit Research & Consulting LLP
발행일 2021년 05월 상품코드 1007783
페이지 정보 영문 배송안내 2-3일 (영업일 기준)
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세계의 게임내 광고 시장 규모 조사 : 광고 종류별(정적 광고, 동적 광고 및 애드버게이밍), 게임 종류별(랩톱/PC게임, 콘솔 게임, 스마트폰/태블릿 게임), 지역별 예측(2021-2027년) 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
발행일 : 2021년 05월 페이지 정보 : 영문

본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 게임내 광고 시장 규모는 2020년에 약 52억 9,000만 달러를 기록했습니다.

시장은 2021-2027년 예측기간 중 19.5% 이상의 건전한 성장률로 확대될 것으로 예측됩니다.

게임내 광고에서는 전형적인 IAB 크리에이티브를 사용하고, 기타 디지털 미디어와 동등한 비디오 게임내 실시간 광고 캠페인에서 광고 컴포넌트를 실행합니다. 마케터는 게임내 광고에 의해 인터랙티브 게임내에서 자신의 이름이나 브랜드를 선전할 수 있습니다. 소셜 게임이나 모바일 게임 수요 증가, 인터넷 보급률 향상, 리치와 투자 수익률 향상, 소셜 게임에서 광고의 간단한 구성이 시장 성장을 견인할 것으로 예상됩니다. 또한 이러한 광고는 방해가 되지 않고, 기업이 보다 즐거운 경험을 하는 것을 가능하게 해 이 서비스는 게임 개발자에게 추가 수익을 가져올 가능성이 있고, 예측기간 전체에서 게임내 광고 채용으로 이어지고 있습니다.

Frontiers in Psychology가 2019년에 발표한 기사에 의하면 비디오 게임 플레이 시간은 서서히 증가하고, 2011년 주 5.1시간에서 2017년에는 주 6.5시간이 되었습니다. 세계에서 78억 3,000만 명이 인터넷을 이용하고 있으며, 그 중 46억 6,000만 명이 적극적으로 이용하고 있습니다. 그러나 참여와 게임내 다이나믹스를 위한 프로듀서의 플랫폼은 해적판인 것이 많고, 과도하게 중단되는 무관계한 광고, 확장된 개발 프로세스와 짧은 수명주기에서의 확장성은 2021-2027년 예측기간 중 시장 수요 성장을 저해할 것으로 보입니다. 또한 장기적인 영향을 창출하는 가치 교환 모델과 시청자에 대한 시청각의 영향은 예측기간 중 게임내 광고 시장 채용과 수요를 증가시킬 것으로 예측됩니다.

세계의 게임내 광고(In-Game Advertising) 시장에 대해 조사했으며, 시장 개요와 함께 광고 종류별, 게임 종류별, 지역별 동향 및 시장에 참여하는 기업 개요 등을 제공합니다.

목차

제1장 주요 요약

제2장 세계의 게임내 광고 시장 정의와 범위

제3장 세계의 게임내 광고 시장 역학

  • 게임내 광고 시장에 대한 영향 분석(2019-2027년)

제4장 세계의 게임내 광고 시장 업계 분석

  • Porter's 5 Force 모델
  • PEST 분석
  • 투자 채용 모델
  • 애널리스트의 추천사항과 결론

제5장 세계의 게임내 광고 시장, 광고 종류별

  • 시장 현황
  • 세계의 게임내 광고 시장, 광고 종류별 : 실적 - 잠재적 분석
  • 세계의 게임내 광고 시장 견적과 예측, 광고 종류별 : 2018-2027년(10억 달러)
  • 게임내 광고 시장, 하위 부문 분석
    • 정적 광고
    • 동적 광고
    • 애드버게이밍

제6장 세계의 게임내 광고 시장, 게임 종류별

  • 시장 현황
  • 세계의 게임내 광고 시장, 게임 종류별 : 실적 - 잠재적 분석
  • 세계의 게임내 광고 시장 견적과 예측, 게임 종류별 : 2018-2027년(10억 달러)
  • 게임내 광고 시장, 하위 부문 분석
    • 랩톱/PC게임
    • 콘솔 게임
    • 스마트폰·태블릿 게임

제7장 세계의 게임내 광고 시장, 지역 분석

  • 지역 시장 현황
  • 북미
    • 미국
    • 캐나다
  • 유럽의 현황
    • 영국
    • 독일
    • 프랑스
    • 스페인
    • 이탈리아
    • 기타
  • 아시아태평양의 현황
    • 중국
    • 인도
    • 일본
    • 호주
    • 한국
    • 기타
  • 라틴아메리카의 현황
    • 브라질
    • 멕시코
  • 기타

제8장 경쟁 정보

  • 주요 시장 전략
  • 기업 개요
    • RapidFire Inc.
    • Playwire Media LLC
    • Atlas Alpha Inc.
    • Engage
    • Audiencly GmbH
    • Social Tokens Ltd.
    • FreakOut Holdings, Inc.
    • ironSource
    • Viral Nation Inc.
    • Gamelin Advergames

제9장 조사 과정

KSM 21.06.15

LIST OF TABLES

  • TABLE 1. Global In-Game Advertising market, report scope
  • TABLE 2. Global In-Game Advertising market estimates & forecasts by Region 2018-2027 (USD Billion)
  • TABLE 3. Global In-Game Advertising market estimates & forecasts by Ad Type 2018-2027 (USD Billion)
  • TABLE 4. Global In-Game Advertising market estimates & forecasts by Game Type 2018-2027 (USD Billion)
  • TABLE 5. Global In-Game Advertising market by segment, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 6. Global In-Game Advertising market by region, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 7. Global In-Game Advertising market by segment, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 8. Global In-Game Advertising market by region, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 9. Global In-Game Advertising market by segment, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 10. Global In-Game Advertising market by region, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 11. Global In-Game Advertising market by segment, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 12. Global In-Game Advertising market by region, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 13. Global In-Game Advertising market by segment, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 14. Global In-Game Advertising market by region, estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 15. U.S. In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 16. U.S. In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 17. U.S. In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 18. Canada In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 19. Canada In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 20. Canada In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 21. UK In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 22. UK In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 23. UK In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 24. Germany In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 25. Germany In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 26. Germany In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 27. RoE In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 28. RoE In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 29. RoE In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 30. China In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 31. China In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 32. China In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 33. India In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 34. India In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 35. India In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 36. Japan In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 37. Japan In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 38. Japan In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 39. RoAPAC In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 40. RoAPAC In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 41. RoAPAC In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 42. Brazil In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 43. Brazil In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 44. Brazil In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 45. Mexico In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 46. Mexico In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 47. Mexico In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 48. RoLA In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 49. RoLA In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 50. RoLA In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 51. Row In-Game Advertising market estimates & forecasts, 2018-2027 (USD Billion)
  • TABLE 52. Row In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 53. Row In-Game Advertising market estimates & forecasts by segment 2018-2027 (USD Billion)
  • TABLE 54. List of secondary sources, used in the study of global In-Game Advertising market
  • TABLE 55. List of primary sources, used in the study of global In-Game Advertising market
  • TABLE 56. Years considered for the study
  • TABLE 57. Exchange rates considered

LIST OF FIGURES

List of figures

  • FIG 1. Global In-Game Advertising market, research methodology
  • FIG 2. Global In-Game Advertising market, market estimation techniques
  • FIG 3. Global market size estimates & forecast methods
  • FIG 4. Global In-Game Advertising market, key trends 2020
  • FIG 5. Global In-Game Advertising market, growth prospects 2021-2027
  • FIG 6. Global In-Game Advertising market, porters 5 force model
  • FIG 7. Global In-Game Advertising market, pest analysis
  • FIG 8. Global In-Game Advertising market, value chain analysis
  • FIG 9. Global In-Game Advertising market by segment, 2018 & 2027 (USD Billion)
  • FIG 10. Global In-Game Advertising market by segment, 2018 & 2027 (USD Billion)
  • FIG 11. Global In-Game Advertising market by segment, 2018 & 2027 (USD Billion)
  • FIG 12. Global In-Game Advertising market by segment, 2018 & 2027 (USD Billion)
  • FIG 13. Global In-Game Advertising market by segment, 2018 & 2027 (USD Billion)
  • FIG 14. Global In-Game Advertising market, regional snapshot 2018 & 2027
  • FIG 15. North America In-Game Advertising market 2018 & 2027 (USD Billion)
  • FIG 16. Europe In-Game Advertising market 2018 & 2027 (USD Billion)
  • FIG 17. Asia pacific In-Game Advertising market 2018 & 2027 (USD Billion)
  • FIG 18. Latin America In-Game Advertising market 2018 & 2027 (USD Billion)
  • FIG 19. Global In-Game Advertising market, company market share analysis (2020)

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.

Engage

Audiencly GmbH

Social Tokens Ltd.

FreakOut Holdings, Inc.

ironSource

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

Advergaming

By Game Type:

Laptop/PC Games

Console Games

Smart Phone/Tablet games

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

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

Investors

Table of Contents

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
      • 3.1.1.1. Easy configuration of advertisements in social gaming
      • 3.1.1.2. Added revenues for game developers
      • 3.1.1.3. Increasing demand for social and mobile gaming
    • 3.1.2. Market Challenges
      • 3.1.2.1. Producers' platforms are often pirated
      • 3.1.2.2. Over-interrupting and unrelated advertisements
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Audio-visual influence on viewers
      • 3.1.3.2. 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
      • 7.2.1.1. Ad Type breakdown estimates & forecasts, 2018-2027
      • 7.2.1.2. 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.
      • 8.2.1.1. Key Information
      • 8.2.1.2. Overview
      • 8.2.1.3. Financial (Subject to Data Availability)
      • 8.2.1.4. Product Summary
      • 8.2.1.5. 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
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