デフォルト表紙
市場調査レポート
商品コード
1139909

ゲーム内広告市場:タイプ別(静的広告、動的広告、Advergaming)、デバイスタイプ別(PC/Laptop、Smartphone/Tablet):世界の機会分析および産業予測、2021-2030年

In-Game Advertising Market By Type (Static Ads, Dynamic Ads, Advergaming), By Device Type (PC/Laptop, Smartphone/Tablet): Global Opportunity Analysis and Industry Forecast, 2021-2030

出版日: | 発行: Allied Market Research | ページ情報: 英文 176 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.76円
ゲーム内広告市場:タイプ別(静的広告、動的広告、Advergaming)、デバイスタイプ別(PC/Laptop、Smartphone/Tablet):世界の機会分析および産業予測、2021-2030年
出版日: 2022年06月01日
発行: Allied Market Research
ページ情報: 英文 176 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のゲーム内広告市場は、2021年に68億1660万米ドル、2030年には175億9160万米ドルに達し、2022年から2030年までCAGR11.0%で成長すると予測されます。

コロナウイルスの大流行は、ほぼすべての国で多くの人々の生活に大きな影響を及ぼしています。COVID-19の大流行は、デジタル広告を含む様々な業界に大混乱を引き起こしています。COVID-19の大流行により、企業経営者はマーケティング戦略を再考し、今がオンライン広告を出すのに最適な時期なのかどうか議論しています。コビッドの効果スマートフォンの利用が急増し、スマートフォンで高速インターネットが利用できるようになった結果、消費者がさまざまなブランドや販売者と接する方法が変化しています。ブランドにとって、スマートフォン広告を通じて消費者の興味を理解し、購買の意思決定に影響を与えることが重要となっており、この要因がゲーム内広告市場の成長を促進することが期待されます。

スマートフォンの普及と高速インターネットの普及により、ゲームデザイナーはアプリのデザイン性を高めることに重点を置くようになりました。また、ベンダーは、ゲームの最初のレベルは独立しているが、ユーザーはより高いステージにアクセスするために支払う必要がある、フリーミアム設計を採用しています。これらの要因により、エンドユーザーのモバイルゲームに対する需要は大幅に増加しています。その他、ゲーム人口の増加や、広告主とゲーム会社のパートナーシップの強化などが、予測期間中のゲーム内広告市場を牽引するものと思われます。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場の概要

  • 市場の定義と範囲
  • 主な調査結果
    • 主な投資ポケット
  • ポーターのファイブフォース分析
  • 主要企業のポジショニング
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • COVID-19 影響分析
  • バリューチェーン分析
  • 主要な規制の分析
  • 特許情勢
  • 市場シェア分析
  • 規制ガイドライン

第4章 ゲーム内広告市場:タイプ別

  • 概要
    • 市場規模・予測
  • 静止画広告
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • ダイナミック広告
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別
  • アドバゲーム
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第5章 ゲーム内広告市場:デバイスタイプ別

  • 概要
    • 市場規模・予測
  • PC/ノートPC
    • 主な市場動向、成長要因と機会
    • 市場規模・予測:地域別
    • 市場分析:国別分析
  • スマートフォン/タブレット
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場分析:国別

第6章 ゲーム内広告市場:地域別

  • 概要
    • 市場規模・予測
  • 北米
    • 主な動向と機会
    • 北米市場規模推移・予測:タイプ別
    • 北米市場規模・予測:デバイスタイプ別
    • 北米市場規模・予測:国別
      • 米国
      • カナダ
      • メキシコ
  • 欧州
    • 主な動向と機会
    • 欧州の市場規模・予測:タイプ別
    • 欧州市場規模・予測:デバイスタイプ別
    • 欧州市場規模・予測:国別
      • 英国
      • ドイツ
      • フランス
      • スウェーデン
      • ロシア
      • その他の欧州地域
  • アジア太平洋地域
    • 主な動向と機会
    • アジア太平洋地域の市場規模・予測:タイプ別
    • アジア太平洋地域の市場規模・予測:デバイスタイプ別
    • アジア太平洋地域の市場規模・予測:国別
      • 中国
      • インド
      • 日本
      • 韓国
      • オーストラリア
      • その他アジア太平洋地域
  • LAMEA
    • 主な動向と機会
    • LAMEAの市場規模・予測:タイプ別
    • LAMEAの市場規模・予測:デバイスタイプ別
    • LAMEAの市場規模・予測:国別
      • ブラジル
      • サウジアラビア
      • UAE
      • 南アフリカ
      • LAMEAの残りの地域

第7章 企業情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • 主な発展

第8章 企業プロファイル

  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • Blizzard Entertainment Inc.
  • Electronic Arts Inc.
  • MediaSpike Inc.
  • ironSource Ltd.
  • Motive Interactive Inc.
  • Playwire LLC.
  • RapidFire Inc.
  • WPP Plc.
図表

LIST OF TABLES

  • TABLE 1. GLOBAL IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 2. IN-GAME ADVERTISING MARKET REVENUE, FOR STATIC ADS, BY REGION , 2021-2030,($MILLION)
  • TABLE 3. IN-GAME ADVERTISING MARKET FOR STATIC ADS BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 4. IN-GAME ADVERTISING MARKET REVENUE, FOR DYNAMIC ADS, BY REGION , 2021-2030,($MILLION)
  • TABLE 5. IN-GAME ADVERTISING MARKET FOR DYNAMIC ADS BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 6. IN-GAME ADVERTISING MARKET REVENUE, FOR ADVERGAMING, BY REGION , 2021-2030,($MILLION)
  • TABLE 7. IN-GAME ADVERTISING MARKET FOR ADVERGAMING BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 8. GLOBAL IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 9. IN-GAME ADVERTISING MARKET REVENUE, FOR PC/LAPTOP, BY REGION , 2021-2030,($MILLION)
  • TABLE 10. IN-GAME ADVERTISING MARKET FOR PC/LAPTOP BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 11. IN-GAME ADVERTISING MARKET REVENUE, FOR SMARTPHONE/TABLET, BY REGION , 2021-2030,($MILLION)
  • TABLE 12. IN-GAME ADVERTISING MARKET FOR SMARTPHONE/TABLET BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 13. IN-GAME ADVERTISING MARKET, BY REGION, 2021-2030,($MILLION)
  • TABLE 14. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 15. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 16. NORTH AMERICA IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 17. U.S. IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 18. U.S. IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 19. CANADA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 20. CANADA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 21. MEXICO IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 22. MEXICO IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 23. EUROPE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 24. EUROPE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 25. EUROPE IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 26. U.K. IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 27. U.K. IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 28. GERMANY IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 29. GERMANY IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 30. FRANCE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 31. FRANCE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 32. SWEDEN IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 33. SWEDEN IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 34. RUSSIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 35. RUSSIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 36. REST OF EUROPE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 37. REST OF EUROPE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 38. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 39. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 40. ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 41. CHINA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 42. CHINA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 43. INDIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 44. INDIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 45. JAPAN IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 46. JAPAN IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 47. SOUTH KOREA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 48. SOUTH KOREA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 49. AUSTRALIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 50. AUSTRALIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 51. REST OF ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 52. REST OF ASIA-PACIFIC IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 53. LAMEA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 54. LAMEA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 55. LAMEA IN-GAME ADVERTISING MARKET, BY COUNTRY, 2021-2030,($MILLION)
  • TABLE 56. BRAZIL IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 57. BRAZIL IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 58. SAUDI ARABIA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 59. SAUDI ARABIA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 60. UAE IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 61. UAE IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 62. SOUTH AFRICA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 63. SOUTH AFRICA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 64. REST OF LAMEA IN-GAME ADVERTISING MARKET, BY TYPE, 2021-2030,($MILLION)
  • TABLE 65. REST OF LAMEA IN-GAME ADVERTISING MARKET, BY DEVICE TYPE, 2021-2030,($MILLION)
  • TABLE 66.ALPHABET INC.: COMPANY SNAPSHOT
  • TABLE 67.ALPHABET INC.: OPERATING SEGMENTS
  • TABLE 68.ALPHABET INC.: PRODUCT PORTFOLIO
  • TABLE 69.ALPHABET INC.: NET SALES,
  • TABLE 70.ALPHABET INC.: KEY STRATERGIES
  • TABLE 71.ANZU VIRTUAL REALITY LTD.: COMPANY SNAPSHOT
  • TABLE 72.ANZU VIRTUAL REALITY LTD.: OPERATING SEGMENTS
  • TABLE 73.ANZU VIRTUAL REALITY LTD.: PRODUCT PORTFOLIO
  • TABLE 74.ANZU VIRTUAL REALITY LTD.: NET SALES,
  • TABLE 75.ANZU VIRTUAL REALITY LTD.: KEY STRATERGIES
  • TABLE 76.BLIZZARD ENTERTAINMENT INC.: COMPANY SNAPSHOT
  • TABLE 77.BLIZZARD ENTERTAINMENT INC.: OPERATING SEGMENTS
  • TABLE 78.BLIZZARD ENTERTAINMENT INC.: PRODUCT PORTFOLIO
  • TABLE 79.BLIZZARD ENTERTAINMENT INC.: NET SALES,
  • TABLE 80.BLIZZARD ENTERTAINMENT INC.: KEY STRATERGIES
  • TABLE 81.ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
  • TABLE 82.ELECTRONIC ARTS INC.: OPERATING SEGMENTS
  • TABLE 83.ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
  • TABLE 84.ELECTRONIC ARTS INC.: NET SALES,
  • TABLE 85.ELECTRONIC ARTS INC.: KEY STRATERGIES
  • TABLE 86.MEDIASPIKE INC.: COMPANY SNAPSHOT
  • TABLE 87.MEDIASPIKE INC.: OPERATING SEGMENTS
  • TABLE 88.MEDIASPIKE INC.: PRODUCT PORTFOLIO
  • TABLE 89.MEDIASPIKE INC.: NET SALES,
  • TABLE 90.MEDIASPIKE INC.: KEY STRATERGIES
  • TABLE 91.IRONSOURCE LTD.: COMPANY SNAPSHOT
  • TABLE 92.IRONSOURCE LTD.: OPERATING SEGMENTS
  • TABLE 93.IRONSOURCE LTD.: PRODUCT PORTFOLIO
  • TABLE 94.IRONSOURCE LTD.: NET SALES,
  • TABLE 95.IRONSOURCE LTD.: KEY STRATERGIES
  • TABLE 96.MOTIVE INTERACTIVE INC.: COMPANY SNAPSHOT
  • TABLE 97.MOTIVE INTERACTIVE INC.: OPERATING SEGMENTS
  • TABLE 98.MOTIVE INTERACTIVE INC.: PRODUCT PORTFOLIO
  • TABLE 99.MOTIVE INTERACTIVE INC.: NET SALES,
  • TABLE 100.MOTIVE INTERACTIVE INC.: KEY STRATERGIES
  • TABLE 101.PLAYWIRE LLC.: COMPANY SNAPSHOT
  • TABLE 102.PLAYWIRE LLC.: OPERATING SEGMENTS
  • TABLE 103.PLAYWIRE LLC.: PRODUCT PORTFOLIO
  • TABLE 104.PLAYWIRE LLC.: NET SALES,
  • TABLE 105.PLAYWIRE LLC.: KEY STRATERGIES
  • TABLE 106.RAPIDFIRE INC.: COMPANY SNAPSHOT
  • TABLE 107.RAPIDFIRE INC.: OPERATING SEGMENTS
  • TABLE 108.RAPIDFIRE INC.: PRODUCT PORTFOLIO
  • TABLE 109.RAPIDFIRE INC.: NET SALES,
  • TABLE 110.RAPIDFIRE INC.: KEY STRATERGIES
  • TABLE 111.WPP PLC.: COMPANY SNAPSHOT
  • TABLE 112.WPP PLC.: OPERATING SEGMENTS
  • TABLE 113.WPP PLC.: PRODUCT PORTFOLIO
  • TABLE 114.WPP PLC.: NET SALES,
  • TABLE 115.WPP PLC.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.IN-GAME ADVERTISING MARKET SEGMENTATION
  • FIGURE 2.IN-GAME ADVERTISING MARKET,2021-2030
  • FIGURE 3.IN-GAME ADVERTISING MARKET,2021-2030
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.IN-GAME ADVERTISING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.VALUE CHAIN ANALYSIS
  • FIGURE 13.KEY REGULATION ANALYSIS
  • FIGURE 14.PATENT ANALYSIS BY COMPANY
  • FIGURE 15.PATENT ANALYSIS BY COUNTRY
  • FIGURE 16.MARKET SHARE ANALYSIS
  • FIGURE 17.REGULATORY GUIDELINES
  • FIGURE 18.IN-GAME ADVERTISING MARKET,BY TYPE,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF STATIC ADS IN-GAME ADVERTISING MARKET,2021-2030(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF DYNAMIC ADS IN-GAME ADVERTISING MARKET,2021-2030(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF ADVERGAMING IN-GAME ADVERTISING MARKET,2021-2030(%)
  • FIGURE 22.IN-GAME ADVERTISING MARKET,BY DEVICE TYPE,2021(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF PC/LAPTOP IN-GAME ADVERTISING MARKET,2021-2030(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF SMARTPHONE/TABLET IN-GAME ADVERTISING MARKET,2021-2030(%)
  • FIGURE 25.IN-GAME ADVERTISING MARKET BY REGION,2021
  • FIGURE 26.U.S. IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 27.CANADA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 28.MEXICO IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 29.U.K. IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 30.GERMANY IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 31.FRANCE IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 32.SWEDEN IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 33.RUSSIA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 34.REST OF EUROPE IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 35.CHINA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 36.INDIA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 37.JAPAN IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 38.SOUTH KOREA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 39.AUSTRALIA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 40.REST OF ASIA-PACIFIC IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 41.BRAZIL IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 42.SAUDI ARABIA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 43.UAE IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 44.SOUTH AFRICA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 45.REST OF LAMEA IN-GAME ADVERTISING MARKET,2021-2030($MILLION)
  • FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 49.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 50.COMPETITIVE DASHBOARD
  • FIGURE 51.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 52.ALPHABET INC..: NET SALES ,($MILLION)
  • FIGURE 53.ANZU VIRTUAL REALITY LTD..: NET SALES ,($MILLION)
  • FIGURE 54.BLIZZARD ENTERTAINMENT INC..: NET SALES ,($MILLION)
  • FIGURE 55.ELECTRONIC ARTS INC..: NET SALES ,($MILLION)
  • FIGURE 56.MEDIASPIKE INC..: NET SALES ,($MILLION)
  • FIGURE 57.IRONSOURCE LTD..: NET SALES ,($MILLION)
  • FIGURE 58.MOTIVE INTERACTIVE INC..: NET SALES ,($MILLION)
  • FIGURE 59.PLAYWIRE LLC..: NET SALES ,($MILLION)
  • FIGURE 60.RAPIDFIRE INC..: NET SALES ,($MILLION)
  • FIGURE 61.WPP PLC..: NET SALES ,($MILLION)
目次
Product Code: A16542

The global in-game advertising market was valued at $6,816.6 million in 2021 and is projected to reach $17,591.6 million by 2030, growing at a CAGR of 11.0% from 2022 to 2030.   

The coronavirus pandemic has a significant impact on many people's lives in nearly all countries. The COVID-19 pandemic is causing havoc in a variety of industries, including digital advertising. With the COVID-19 pandemic, business owners are reconsidering their marketing strategies and debating whether now is the best time to run online ads. The effect of covid on Smartphone use has increased rapidly, and the way consumers interact with various brands or sellers has changed as a result of the availability of high-speed internet on smartphones. This factor is expected to fuel the growth of the in-game advertising market, as it has become critical for brands to understand consumers' interests through smartphone advertisements and to influence their purchasing decisions.

Because of the increasing growth of smartphones and the increased availability of high-speed internet, game designers have put greater emphasis on improving app design. Moreover, vendors are adopting freemium designs, where first level of a game is independent, but users must pay to access the elevated stages. These factors have resulted in a significant increase in end-user demand for mobile games. Other factors, such as an increase in the number of gamers and an increasing partnership between advertisers and video game companies, are expected to drive the in-game advertising market during the forecast period.  

The global in-game advertising market is segmented on the basis of type, device type, and region. By type, the market has been divided into static ads, dynamic ads, and advergaming. By device type, the analysis has been divided into PC/laptop and smartphone/tablet. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.   

The key players profiled in this report include: Alphabet Inc., Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc., MediaSpike Inc., ironSource Ltd., Motive Interactive Inc., Playwire LLC, RapidFire Inc., WPP Plc.

KEY MARKET SEGMENTS

By Type

  • Static Ads
  • Dynamic Ads
  • Advergaming

By Device Type

  • PC/Laptop
  • Smartphone/Tablet

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • Japan
  • China
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • South Africa
  • Rest of LAMEA

LIST OF KEY PLAYERS PROFILED IN THE REPORT

  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • Blizzard Entertainment Inc.
  • Electronic Arts Inc.
  • MediaSpike Inc.
  • ironSource Ltd.
  • Motive Interactive Inc.
  • Playwire LLC
  • RapidFire Inc
  • WPP Plc
  • Key Market Segments

By Type

  • Static Ads
  • Dynamic Ads
  • Advergaming

By Device Type

  • PC/Laptop
  • Smartphone/Tablet

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • Sweden
    • Russia
    • Rest of Europe
    • U.K.
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • UAE
    • South Africa
    • Rest of LAMEA
  • Key Market Players
    • Alphabet Inc.
    • Anzu Virtual Reality Ltd.
    • Blizzard Entertainment Inc.
    • Electronic Arts Inc.
    • MediaSpike Inc.
    • ironSource Ltd.
    • Motive Interactive Inc.
    • Playwire LLC.
    • RapidFire Inc.
    • WPP Plc.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market
  • 3.7.Value Chain Analysis
  • 3.8.Key Regulation Analysis
  • 3.9.Patent Landscape
  • 3.10.Market Share Analysis
  • 3.11.Regulatory Guidelines

CHAPTER 4: IN-GAME ADVERTISING MARKET, BY TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Static Ads
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Dynamic Ads
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 Advergaming
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country

CHAPTER 5: IN-GAME ADVERTISING MARKET, BY DEVICE TYPE

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 PC/Laptop
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Smartphone/Tablet
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country

CHAPTER 6: IN-GAME ADVERTISING MARKET, BY REGION

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 North America
    • 6.2.1 Key trends and opportunities
    • 6.2.2 North America Market size and forecast, by Type
    • 6.2.3 North America Market size and forecast, by Device Type
    • 6.2.4 North America Market size and forecast, by country
      • 6.2.4.1 U.S.
      • 6.2.4.1.1 Market size and forecast, by Type
      • 6.2.4.1.2 Market size and forecast, by Device Type
      • 6.2.4.2 Canada
      • 6.2.4.2.1 Market size and forecast, by Type
      • 6.2.4.2.2 Market size and forecast, by Device Type
      • 6.2.4.3 Mexico
      • 6.2.4.3.1 Market size and forecast, by Type
      • 6.2.4.3.2 Market size and forecast, by Device Type
  • 6.3 Europe
    • 6.3.1 Key trends and opportunities
    • 6.3.2 Europe Market size and forecast, by Type
    • 6.3.3 Europe Market size and forecast, by Device Type
    • 6.3.4 Europe Market size and forecast, by country
      • 6.3.4.1 U.K.
      • 6.3.4.1.1 Market size and forecast, by Type
      • 6.3.4.1.2 Market size and forecast, by Device Type
      • 6.3.4.2 Germany
      • 6.3.4.2.1 Market size and forecast, by Type
      • 6.3.4.2.2 Market size and forecast, by Device Type
      • 6.3.4.3 France
      • 6.3.4.3.1 Market size and forecast, by Type
      • 6.3.4.3.2 Market size and forecast, by Device Type
      • 6.3.4.4 Sweden
      • 6.3.4.4.1 Market size and forecast, by Type
      • 6.3.4.4.2 Market size and forecast, by Device Type
      • 6.3.4.5 Russia
      • 6.3.4.5.1 Market size and forecast, by Type
      • 6.3.4.5.2 Market size and forecast, by Device Type
      • 6.3.4.6 Rest of Europe
      • 6.3.4.6.1 Market size and forecast, by Type
      • 6.3.4.6.2 Market size and forecast, by Device Type
  • 6.4 Asia-Pacific
    • 6.4.1 Key trends and opportunities
    • 6.4.2 Asia-Pacific Market size and forecast, by Type
    • 6.4.3 Asia-Pacific Market size and forecast, by Device Type
    • 6.4.4 Asia-Pacific Market size and forecast, by country
      • 6.4.4.1 China
      • 6.4.4.1.1 Market size and forecast, by Type
      • 6.4.4.1.2 Market size and forecast, by Device Type
      • 6.4.4.2 India
      • 6.4.4.2.1 Market size and forecast, by Type
      • 6.4.4.2.2 Market size and forecast, by Device Type
      • 6.4.4.3 Japan
      • 6.4.4.3.1 Market size and forecast, by Type
      • 6.4.4.3.2 Market size and forecast, by Device Type
      • 6.4.4.4 South Korea
      • 6.4.4.4.1 Market size and forecast, by Type
      • 6.4.4.4.2 Market size and forecast, by Device Type
      • 6.4.4.5 Australia
      • 6.4.4.5.1 Market size and forecast, by Type
      • 6.4.4.5.2 Market size and forecast, by Device Type
      • 6.4.4.6 Rest of Asia-Pacific
      • 6.4.4.6.1 Market size and forecast, by Type
      • 6.4.4.6.2 Market size and forecast, by Device Type
  • 6.5 LAMEA
    • 6.5.1 Key trends and opportunities
    • 6.5.2 LAMEA Market size and forecast, by Type
    • 6.5.3 LAMEA Market size and forecast, by Device Type
    • 6.5.4 LAMEA Market size and forecast, by country
      • 6.5.4.1 Brazil
      • 6.5.4.1.1 Market size and forecast, by Type
      • 6.5.4.1.2 Market size and forecast, by Device Type
      • 6.5.4.2 Saudi Arabia
      • 6.5.4.2.1 Market size and forecast, by Type
      • 6.5.4.2.2 Market size and forecast, by Device Type
      • 6.5.4.3 UAE
      • 6.5.4.3.1 Market size and forecast, by Type
      • 6.5.4.3.2 Market size and forecast, by Device Type
      • 6.5.4.4 South Africa
      • 6.5.4.4.1 Market size and forecast, by Type
      • 6.5.4.4.2 Market size and forecast, by Device Type
      • 6.5.4.5 Rest of LAMEA
      • 6.5.4.5.1 Market size and forecast, by Type
      • 6.5.4.5.2 Market size and forecast, by Device Type

CHAPTER 7: COMPANY LANDSCAPE

  • 7.1. Introduction
  • 7.2. Top winning strategies
  • 7.3. Product Mapping of Top 10 Player
  • 7.4. Competitive Dashboard
  • 7.5. Competitive Heatmap
  • 7.6. Key developments

CHAPTER 8: COMPANY PROFILES

  • 8.1 Alphabet Inc.
    • 8.1.1 Company overview
    • 8.1.2 Company snapshot
    • 8.1.3 Operating business segments
    • 8.1.4 Product portfolio
    • 8.1.5 Business performance
    • 8.1.6 Key strategic moves and developments
  • 8.2 Anzu Virtual Reality Ltd.
    • 8.2.1 Company overview
    • 8.2.2 Company snapshot
    • 8.2.3 Operating business segments
    • 8.2.4 Product portfolio
    • 8.2.5 Business performance
    • 8.2.6 Key strategic moves and developments
  • 8.3 Blizzard Entertainment Inc.
    • 8.3.1 Company overview
    • 8.3.2 Company snapshot
    • 8.3.3 Operating business segments
    • 8.3.4 Product portfolio
    • 8.3.5 Business performance
    • 8.3.6 Key strategic moves and developments
  • 8.4 Electronic Arts Inc.
    • 8.4.1 Company overview
    • 8.4.2 Company snapshot
    • 8.4.3 Operating business segments
    • 8.4.4 Product portfolio
    • 8.4.5 Business performance
    • 8.4.6 Key strategic moves and developments
  • 8.5 MediaSpike Inc.
    • 8.5.1 Company overview
    • 8.5.2 Company snapshot
    • 8.5.3 Operating business segments
    • 8.5.4 Product portfolio
    • 8.5.5 Business performance
    • 8.5.6 Key strategic moves and developments
  • 8.6 ironSource Ltd.
    • 8.6.1 Company overview
    • 8.6.2 Company snapshot
    • 8.6.3 Operating business segments
    • 8.6.4 Product portfolio
    • 8.6.5 Business performance
    • 8.6.6 Key strategic moves and developments
  • 8.7 Motive Interactive Inc.
    • 8.7.1 Company overview
    • 8.7.2 Company snapshot
    • 8.7.3 Operating business segments
    • 8.7.4 Product portfolio
    • 8.7.5 Business performance
    • 8.7.6 Key strategic moves and developments
  • 8.8 Playwire LLC.
    • 8.8.1 Company overview
    • 8.8.2 Company snapshot
    • 8.8.3 Operating business segments
    • 8.8.4 Product portfolio
    • 8.8.5 Business performance
    • 8.8.6 Key strategic moves and developments
  • 8.9 RapidFire Inc.
    • 8.9.1 Company overview
    • 8.9.2 Company snapshot
    • 8.9.3 Operating business segments
    • 8.9.4 Product portfolio
    • 8.9.5 Business performance
    • 8.9.6 Key strategic moves and developments
  • 8.10 WPP Plc.
    • 8.10.1 Company overview
    • 8.10.2 Company snapshot
    • 8.10.3 Operating business segments
    • 8.10.4 Product portfolio
    • 8.10.5 Business performance
    • 8.10.6 Key strategic moves and developments