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市場調査レポート

ゲーム内広告(IGA)の世界市場

In-Game Advertsing

発行 Global Industry Analysts, Inc. 商品コード 222521
出版日 ページ情報 英文 247 Pages
納期: 即日から翌営業日
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ゲーム内広告(IGA)の世界市場 In-Game Advertsing
出版日: 2011年09月01日 ページ情報: 英文 247 Pages
概要

当レポートでは、世界のゲーム内広告市場について調査分析を行い、米国、カナダ、日本、欧州、アジア太平洋地域、中東、ラテンアメリカの各市場について包括的に分析するとともに、2009年〜2017年の見通し、過去6年間の分析、主要企業のプロファイルなどをまとめ、概略下記の構成で取り上げております。

第1章 イントロダクション、調査方法、製品の定義

第2章 産業の概要

  • 産業の寸評
  • ゲーム内広告:現在および将来の分析
  • 現在および将来の分析
  • ゲーム内広告:費用が安い、測定可能、効果的
  • IGAの高い広告リコール率
  • 「中断」でなく「溶け込む」のがIGAの鉄則
  • IGAのバーティカルな広がり
  • ニッチ製品には向かないIGA
  • IGAは企業のためだけのものではない
  • ゲーム産業のターゲット層の変化
  • IGAはソーシャルネットワーキングゲームを視野に入れている
  • ソーシャルネットワーキングゲームはブランドプロモーションを促進
  • ソーシャルゲーム産業は様々なビジネスモデルが支配
  • 少数の大規模広告会社は反対意見
  • ゲーム内広告の効果
  • 印象を決めるのは何か
  • 標準化のニーズ
  • ゲーム内広告の価格モデル
  • オンライン広告市場
  • 規制環境
  • ゲーム機用ゲームのIGAに関するIBAの指針
  • モバイルゲーム広告
  • モバイルゲーム内広告
  • 不況と広範な広告産業
  • 経済の回復とともに増加する広告支出

第3章 IGA市場の動向と課題

第4章 テレビゲーム/コンピューターゲーム内の広告

第5章 IGA:サービスの概要

第6章 サービスの導入と革新

第7章 最近の産業活動

第8章 世界の主な企業

第9章 世界市場の見通し

第10章 米国

第11章 カナダ

第12章 日本

第13章 欧州

  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他の欧州諸国

第14章 アジア太平洋地域

第15章 中東

第16章 ラテンアメリカ

目次
Product Code: MCP-7175

This report analyzes the worldwide markets for In-Game Advertising in US$ Million. The report provides separate comprehensive analytics for US, Canada, Japan, Europe, Asia-Pacific, The Middle East, and Latin America. Annual estimates and forecasts are provided for the period 2009 through 2017. Also, a six-year historic analysis is provided for these markets. The report profiles 35 companies including many key and niche players such as Blockdot, Inc., BlueNoodle / NeoEdge, Double Fusion, Inc., Electronic Arts Inc., Google Adscape Media, Gaikai Inc., Game Creative Pty Ltd., Greystripe, IGA Worldwide, Intergi Entertainment, Mochi Media, Tap Me! Inc., WildTangent, Inc., and Yahoo, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are mostly extracted from URL research and reported select online sources.

Table of Contents

1. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
  • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study
  • In-Game Advertising (IGA)

2. INDUSTRY OVERVIEW

  • Market Snapshots
  • In-Game Advertising - Current and Future Analysis
  • Current and Future Analysis
    • Table 1: Global In-Game Advertising Revenues (2010) Percentage Breakdown by Major Market Segments - Online Games, Home Console, Offline Computer, Handheld Console and Mobile (includes corresponding Graph/Chart)
  • In-game Advertisements - Inexpensive, Measurable and Effective
  • IGAs Notch the Highest Ad Recall Percentage
    • Table 2: Ad Recall Average Percentages for Various Media Forms (includes corresponding Graph/Chart)
  • 'Integrate' not 'Interrupt', is the Mantra for Success for In-game Advertisers
  • Vertical Expansion of IGA
  • IGA Not Suitable for Niche Products
  • IGA Not Just for Corporates
  • Gaming Industry Witnesses A Shift in Demographics
  • In-game Ads Eye Social Networking Games
  • Social Networking Games Help in Brand Promotion
    • Table 3: Top 10 Social Networking Websites (Mar 2011): Ranked by Number of Visits(includes corresponding Graph/Chart)
  • Social Gaming Industry Governed by Varied Business Models
  • Few Big Advertising Agencies Hold Opposed Views
  • Tracking and Assessing In-game Ad Effectiveness
  • What Constitutes an Impression - A Million Dollar Question
  • Standardization is the Need of the Hour
    • Ranking of Key In-Game Advertising Drawbacks
  • In-Game Advertising - Pricing Models
  • Online Advertising Market
    • Table 4: Worldwide Advertising Market (2010): Percentage Breakdown by Media -Television, Newspapers & Magazines, Internet, Radio, Outdoor & Others and Cinema (includes corresponding Graph/Chart)
  • The Regulatory Environment
  • IBA Guidelines for IGA in Console-based Games
  • Mobile Game Advertising
    • Table 5: Global Market for Mobile Games Advertising (2008-2011): Breakdown of Market Value in US$ Million by Geographic Region - US, Europe, Japan and Asia-Pacific (includes corresponding Graph/Chart)
  • Advertising in Mobile Games - Few Facts
  • Recession and the Larger Advertising Industry
  • Ad-Spends Increase as Economies Recover

3. IGA - MARKET TRENDS AND ISSUES

  • Advertisers Leverage High Internet Traffic through Free Online Casual Games
  • Games Become Shorter, Command Advertisers to be More Innovative
  • Big Advertises Pursue an Integrated Strategy for Advertising
  • More Marketing Dollars for IGA from the Sports Category
  • Developers Move Advertising In-House
  • IGA in the Race to Become Mainstream Revenue Source for Developers
  • Overzealous Publishers Could Dampen IGA's Bright Future as an Advertising Platform
  • Recession, a Boon for the IGA Industry
  • Crisis Fuels Demand for Branded Flash Games
  • Consumer is the King
  • Challenges Confronting In-Game Advertising
  • Lack of Platform Interoperability - Hampers Standardized Performance Measurement
  • Need for Closer Regulation of Advertising in Games
  • Advergames More Prone to Hacking
  • Violent Games and Real Life Violence - Are they Linked?
  • Lack of Standardization in Metrics Make In-game Ad Campaigns a Difficult Choice

4. ADVERTISING IN VIDEO AND COMPUTER GAMES

  • Top Video Game Advertising Trends
  • Industry Stakeholders
  • Few Vital Statistics
    • Table 6: Global Video Game Market (2010): Breakdown of Market Size in US$ Billions by Geographic Region - EMEA, Asia-Pacific, North America and Latin America (includes corresponding Graph/Chart)
    • Table 7: Global Video Console Sales (2008-2010) in Millions of Units (includes corresponding Graph/Chart)
  • Major Console Manufacturers and their Devices (Hand-Held and Fixed)
    • Table 8: Global Market for Video and Computer Games (2011): Percentage Share Breakdown by Market Segments - Home Console Software, Online Game Revenues, Home Console Hardware, Mobile Game, Handheld Software, Computer Software and Handheld Hardware (includes corresponding Graph/Chart)

5. IGA - SERVICE OVERVIEW

  • In-Game Advertising
    • Table 9: Global In-game Advertising Audience as a Percentage of TV Households for Years 2005-2010 (includes corresponding Graph/Chart)
  • IGA - A Win-Win Proposal for Game Makers and Advertisers Alike
  • Various Options to Reach Target Audience in-Game Ads
  • In-game Advertising - Categories
  • Static In-game Advertising
  • Dynamic In-game Advertising
  • Pre game, Post game and Interstitial ads
  • Choice of a Game - The First Critical Choice
  • Appropriate Ad-Placement - A Vital Deal Point
  • Key Advantages Offered
  • Play it Right
  • Advergames
  • Chart Outlining Various Aspects of Video Game Advertising Segments
  • Around Game Advertising
  • Game Types and Models
  • Various Game Types
  • Core and Casual Games
    • Casual, Hardcore and the Obsessive Type of Gamers
    • Table 10: Core and Casual Gamers Worldwide (2010): Percentage Breakdown by Various Age-Groups - 18-34 Years, 35-44 Years, 45-54 Years and 55+ Years (includes corresponding Graph/Chart)
  • Free-to-Play and Pay-to-Play Games
  • MMOGs
  • Gamer Engagement Measurement
  • Quantemo(r) Physiological Index for Measuring Gamer Engagement
  • Computer Games - Background
  • In-Game Advertising - A Brief History

6. SERVICE INTRODUCTIONS/ INNOVATIONS

  • Tap Me Introduces iPhone SDK, Ad Platform for iPhones
  • WildTangent Rolls Out Social Space Ad Platform BrandBoost(tm) in the UK
  • WeeWorld Introduces SGA Network
  • SupersonicAds Launches BrandConnectTM, a Virtual Revenue Monetization Solution
  • Tap Me Launches its First In-Game Advertising Platform
  • WildTangent Introduces BrandBoostTM In-game Advertising Platform
  • Electronic Arts Launches New In-Game Advertising Suite
  • Greystripe to Introduce iFlash Ads for iPads
  • Kingsoft to Introduce In-game Magazine Ads
  • Double Fusion to Introduce In-game Advertisements in WipEout(r)HD
  • Nissan Launches iPhone Game for Advertising Nissan Cube Car
  • Yahoo Unveils Games Site with Ad Supported Games
  • Greystripe to Introduce GS.Tailgate and GS.Impact Advertisement Formats for iPhone
  • Google Launches Beta Version of AdSense

7. RECENT INDUSTRY ACTIVITY

  • ValueClick Takes Over Greystripe
  • Intergi and Ubisoft(r) Collaborate Over Ad Representation Services
  • NeoEdge Undergoes Name Change to 'BlueNoodle'
  • Gameloft to Develop Advergame for Audi
  • Shanda Games Acquires Mochi Media
  • UBM Acquires Game Advertising Online
  • Electronic Arts and Gaikai Ink a Multi-Year Licensing Agreement
  • Candystand.com and Intergi Entertainment Collaborate over In-game Advertising
  • Electronic Arts Moves In-Game Advertising Business In-house
  • Double Fusion Obtains Dynamic IGA Rights for Sports Series of 2K Sports
  • iWin Incorporates BrandBoostTM Platform of WildTangent into Family Feud
  • Playdom to Integrate BrandBoostTM Platform of WildTangent into Tiki Farm
  • IGA Worldwide Delivers In-Game Advertisements to Rising Eagle
  • WildTangent(r) Collaborates with CrowdStar(r)
  • Microsoft Shuts Down Massive Inc.
  • NAMCO BANDAI and Double Fusion Ink In-game Agreement
  • WildTangent Collaborates with Mochi Media Over Ad Sales
  • PlaceVine Partners with Double Fusion
  • OMGPOP Inks Exclusive Ad-Sale Agreement with WildTangent
  • Double Fusion Introduces In-Game Advertising Service in Japan
  • Sony Selects IGA Worldwide for MLB(r) 09, Baseball Game
  • IGA Worldwide Provides Ad Network Service to G4Box's Cross Fire
  • DG FastChannel Takes over Enliven
  • Yahoo Signs Agreements with NeoEdge and DoubleFusion
  • Massive Signs Multi-title and Multi-year Agreement with Activision Publishing
  • Double Fusion Partners with Leading Videogame Publishers to Strengthen Gaming Portfolio
  • Massive Signs Global Multi-year Deal with THQ
  • Google Forays Into In-Game Advertising
  • eType Video Bags Contract from Mochi Media
  • SCEE and SCEA Select Double Fusion for IGA Delivery on PS3(tm)
  • Mangrove Capital Partners Invests in EnterMedia
  • Double Fusion and NCsoft(r) Collaborate For City of Heroes(r), an Online Multiplayer Game
  • Doppelganger Selects Double Fusion to Integrate Brands into its vSide Virtual World
  • Double Fusion to Support Dynamic Advertising in Gearbox's New Games
  • Massive and EA Extend Existing Dynamic IGA Agreement
  • id Software Selects IGA Worldwide for Supporting IGA in Quake Live
  • Double Fusion Supports Spill Group's Casual Games

8. FOCUS ON SELECT GLOBAL PLAYERS

  • Blockdot, Inc (US)
  • BlueNoodle / NeoEdge (US)
  • Double Fusion, Inc (US)
  • Electronic Arts Inc., (US)
  • Google Adscape Media (US)
  • Gaikai Inc (US)
  • Game Creative Pty Ltd (Australia)
  • Greystripe (US)
  • IGA Worldwide (US)
  • Intergi Entertainment (US)
  • Mochi Media (US)
  • Tap Me! Inc. (US)
  • WildTangent, Inc. (US)
  • Yahoo, Inc (US)

9. GLOBAL MARKET PERSPECTIVE

  • Table 11: World Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
  • Table 12: World Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

10. THE UNITED STATES

  • A. Market Analysis
    • Outlook
    • An Overview of the US Video Game Industry
    • Figures Speak
    • Table 13: US Media Market: Breakdown of Expected CAGRs for Media Formats -Internet & Video Game, Television, Radio and (Years 2009-2017) (includes corresponding Graph/Chart)
    • Advertising in Video Games Becomes Mainstream Activity
    • Table 14: US Video Game Advertising Spends (2007-2010): Percentage Share Breakdown by Categories - In-Game Advertising and Advergames (includes corresponding Graph/Chart)
    • Table 15: US Console Game Sales in Millions of Units for the Year 2008 (includes corresponding Graph/Chart)
    • Service Introductions/ Launches
    • Recent Industry Activity
    • Key players
  • B. Market Analytics
    • Table 16: US Recent Past, Current & Future Analysis for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 17: US Historic Review for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

11. CANADA

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 18: Canadian Recent Past, Current & Future Analysis for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 19: Canadian Historic Review for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

12. JAPAN

  • A. Market Analysis
    • Outlook
    • Service Introductions/ Launche
    • Recent Industry Activity
  • B. Market Analytics
    • Table 20: Japanese Recent Past, Current & Future Analysis for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 21: Japanese Historic Review for In-Game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13. EUROPE

  • A. Market Analysis
    • Outlook
    • IGA in Europe - A Nascent Yet Promising Advertising Segment
    • Table 22: European Console Sales (2010): Breakdown of Unit Sales by the Big Five Countries- The United Kingdom, France, Germany, Spain and Italy (Sales in Million) (includes corresponding Graph/Chart)
    • Service Introductions/ Launche
    • Recent Industry Activity
  • B. Market Analytics
    • Table 23: European Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 24: European Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13a. FRANCE

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 25: French Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 26: French Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13b. GERMANY

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 27: German Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 28: German Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13c. ITALY

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 29: Italian Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 30: Italian Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13d. THE UNITED KINGDOM

  • A. Market Analysis
    • Outlook
    • Service Introduction
  • B. Market Analytics
    • Table 31: UK Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 32: UK Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13e. SPAIN

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 33: Spanish Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 34: Spanish Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13f. RUSSIA

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 35: Russian Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 36: Russian Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

13g. REST OF EUROPE

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 37: Rest of Europe Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 38: Rest of Europe Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

14. ASIA-PACIFIC

  • A. Market Analysis
    • Outlook
    • The Australian IGA Market Displays Rapid Growth
    • The Chinese In-game Advertising Industry - An Overview
    • Entertainment and Media Industry in India to Witness a Boom
    • Service Introductions/ Launche
    • Key Player
  • B. Market Analytics
    • Table 39: Asia-Pacific Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 40: Asia-Pacific Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

15. THE MIDDLE EAST

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 41: Middle East Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 42: Middle East Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

16. LATIN AMERICA

  • A. Market Analysis
    • Outlook
  • B. Market Analytics
    • Table 43: Latin America Recent Past, Current & Future Analysis for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2017 (includes corresponding Graph/Chart)
    • Table 44: Latin America Historic Review for In-game Advertising Market Independently Analyzed with Annual Revenues in US$ Million for Years 2003 through 2008 (includes corresponding Graph/Chart)

COMPETITIVE LANDSCAPE

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