시장보고서
상품코드
1937147

게임내 광고(IGA) 시장(2026-2030년)

Global In-Game Advertising (IGA) Market 2026-2030

발행일: | 리서치사: TechNavio | 페이지 정보: 영문 300 Pages | 배송안내 : 즉시배송

    
    
    




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

세계의 게임내 광고(IGA) 시장은 2025년부터 2030년까지 850억 1,690만 달러 증가하고, 예측 기간 동안 CAGR은 11.2%로 예측됩니다.

본 보고서에서는 시장 규모와 예측, 동향, 성장요인, 과제에 대한 종합적인 분석과 함께 약 25개 벤더에 대한 분석 정보를 전해드립니다.

본 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 시장 환경 전반에 대한 최신 분석을 제공합니다. 시장은 본질적이고 비침습적인 광고 포맷의 확산, 보상형 동영상 및 가치 교환 모델의 빠른 성장, 프로그래밍 기술과 인공지능의 통합에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 정보를 비롯해 1차 정보와 2차 정보를 객관적으로 조합하여 진행되었습니다. 이 보고서에는 주요 기업 분석과 함께 종합적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준 연도 2026년
대상 연도 2030년
예측 기간 2026-2030년
성장 모멘텀 가속
전년비 2026년 10.3%
CAGR 11.2%
증가액 850억 1,690만 달러

이 보고서는 프로그램형 인게임 광고와 자동화된 실시간 입찰의 증가가 향후 몇 년 동안 세계 인게임 광고(IGA) 시장 성장을 주도할 주요 요인 중 하나로 꼽았습니다. 또한, 메타버스 기반 광고와 몰입형 브랜드 월드의 확장, 그리고 높은 참여도를 가진 시청자층을 위한 프리미엄 채널로서 e스포츠의 우위는 시장에서 상당한 수요를 창출할 것으로 예상됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 플랫폼별

제9장 시장 세분화 : 유형별

제10장 시장 세분화 : 가격 체계별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인, 과제, 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSM 26.03.12

The global in-game advertising (iga) market is forecasted to grow by USD 85016.9 mn during 2025-2030, accelerating at a CAGR of 11.2% during the forecast period. The report on the global in-game advertising (iga) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of intrinsic and non-intrusive advertising formats, rapid growth of rewarded video and value-exchange model, integration of programmatic technology and artificial intelligence.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.3%
CAGR11.2%
Incremental Value$85016.9 mn

Technavio's global in-game advertising (iga) market is segmented as below:

By Platform

  • Mobile
  • Computing
  • Console

By Type

  • Static ads
  • Dynamic ads
  • Advergaming

By Pricing Scheme

  • Cost per mille
  • Hybrid or outcome-based
  • Cost per completed view
  • Cost per click
  • Cost per action

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Indonesia
    • Australia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the rise of programmatic in-game advertising and automated real-time bidding as one of the prime reasons driving the global in-game advertising (iga) market growth during the next few years. Also, expansion of metaverse-based advertising and immersive brand worlds and dominance of esports as premium channel for highly engaged audiences will lead to sizable demand in the market.

The report on the global in-game advertising (iga) market covers the following areas:

  • Global in-game advertising (iga) market sizing
  • Global in-game advertising (iga) market forecast
  • Global in-game advertising (iga) market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global in-game advertising (iga) market vendors that include Activision Blizzard Inc., AdInMo Ltd., AdMaven, Adverty AB, Alphabet Inc., Anzu Virtual Reality Ltd., AppLovin Corp., AppsFlyer Ltd., Azerion Group N.V, Bidstack Ltd., Chartboost Inc., Frameplay, Gadsme, InMobi Pte. Ltd., Liftoff Inc., Mistplay Inc., PubScale, Unity Technologies Inc., Verve Group SE. Also, the global in-game advertising (iga) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Pricing Scheme
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global In-Game Advertising (IGA) Market 2020 - 2024
    • Historic Market Size - Data Table on Global In-Game Advertising (IGA) Market 2020 - 2024 ($ million)
  • 5.2 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.4 Pricing Scheme segment analysis 2020 - 2024
    • Historic Market Size - Pricing Scheme Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global in-game advertising (IGA) market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Platform

  • 8.1 Market segments
  • 8.2 Comparison by Platform
  • 8.3 Mobile - Market size and forecast 2025-2030
  • 8.4 Computing - Market size and forecast 2025-2030
  • 8.5 Console - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Static ads - Market size and forecast 2025-2030
  • 9.4 Dynamic ads - Market size and forecast 2025-2030
  • 9.5 Advergaming - Market size and forecast 2025-2030
  • 9.6 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Market Segmentation by Pricing Scheme

  • 10.1 Market segments
  • 10.2 Comparison by Pricing Scheme
  • 10.3 Cost per mille - Market size and forecast 2025-2030
  • 10.4 Hybrid or outcome-based - Market size and forecast 2025-2030
  • 10.5 Cost per completed view - Market size and forecast 2025-2030
  • 10.6 Cost per click - Market size and forecast 2025-2030
  • 10.7 Cost per action - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Pricing Scheme
    • Market opportunity by Pricing Scheme ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 South Korea - Market size and forecast 2025-2030
    • 12.4.4 India - Market size and forecast 2025-2030
    • 12.4.5 Indonesia - Market size and forecast 2025-2030
    • 12.4.6 Australia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Nigeria - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Proliferation of intrinsic and non-intrusive advertising formats
    • Rapid growth of rewarded video and value-exchange model
    • Integration of programmatic technology and artificial intelligence
  • 13.2 Market challenges
    • Fragmented attribution standards and difficulty of cross-platform measurement
    • Critical balance between monetization and player immersion
    • Regulatory compression and complexities of data privacy compliance
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Rise of programmatic in-game advertising and automated real-time bidding
    • Expansion of metaverse-based advertising and immersive brand worlds
    • Dominance of esports as premium channel for highly engaged audiences

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Activision Blizzard Inc.
    • Activision Blizzard Inc. - Overview
    • Activision Blizzard Inc. - Product / Service
    • Activision Blizzard Inc. - Key offerings
    • SWOT
  • 15.5 AdInMo Ltd.
    • AdInMo Ltd. - Overview
    • AdInMo Ltd. - Product / Service
    • AdInMo Ltd. - Key offerings
    • SWOT
  • 15.6 Adverty AB
    • Adverty AB - Overview
    • Adverty AB - Product / Service
    • Adverty AB - Key offerings
    • SWOT
  • 15.7 Alphabet Inc.
    • Alphabet Inc. - Overview
    • Alphabet Inc. - Business segments
    • Alphabet Inc. - Key offerings
    • Alphabet Inc. - Segment focus
    • SWOT
  • 15.8 Anzu Virtual Reality Ltd.
    • Anzu Virtual Reality Ltd. - Overview
    • Anzu Virtual Reality Ltd. - Product / Service
    • Anzu Virtual Reality Ltd. - Key offerings
    • SWOT
  • 15.9 AppLovin Corp.
    • AppLovin Corp. - Overview
    • AppLovin Corp. - Business segments
    • AppLovin Corp. - Key offerings
    • AppLovin Corp. - Segment focus
    • SWOT
  • 15.10 AppsFlyer Ltd.
    • AppsFlyer Ltd. - Overview
    • AppsFlyer Ltd. - Product / Service
    • AppsFlyer Ltd. - Key offerings
    • SWOT
  • 15.11 Azerion Group N.V
    • Azerion Group N.V - Overview
    • Azerion Group N.V - Business segments
    • Azerion Group N.V - Key offerings
    • Azerion Group N.V - Segment focus
    • SWOT
  • 15.12 Bidstack Ltd.
    • Bidstack Ltd. - Overview
    • Bidstack Ltd. - Product / Service
    • Bidstack Ltd. - Key offerings
    • SWOT
  • 15.13 Chartboost Inc.
    • Chartboost Inc. - Overview
    • Chartboost Inc. - Product / Service
    • Chartboost Inc. - Key offerings
    • SWOT
  • 15.14 Frameplay
    • Frameplay - Overview
    • Frameplay - Product / Service
    • Frameplay - Key offerings
    • SWOT
  • 15.15 Gadsme
    • Gadsme - Overview
    • Gadsme - Product / Service
    • Gadsme - Key offerings
    • SWOT
  • 15.16 InMobi Pte. Ltd.
    • InMobi Pte. Ltd. - Overview
    • InMobi Pte. Ltd. - Product / Service
    • InMobi Pte. Ltd. - Key offerings
    • SWOT
  • 15.17 Unity Technologies Inc.
    • Unity Technologies Inc. - Overview
    • Unity Technologies Inc. - Business segments
    • Unity Technologies Inc. - Key news
    • Unity Technologies Inc. - Key offerings
    • Unity Technologies Inc. - Segment focus
    • SWOT
  • 15.18 Verve Group SE
    • Verve Group SE - Overview
    • Verve Group SE - Business segments
    • Verve Group SE - Key offerings
    • Verve Group SE - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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