NEW YORK, Aug. 16, 2021 /PRNewswire/ — The in-game advertising market is expected to grow by USD 3.54 billion, progressing at a CAGR of almost 16% during the forecast period.

Attractive Opportunities with In-Game Advertising Market by Platform and Geography - Forecast and Analysis 2021-2025

Attractive Opportunities with In-Game Advertising Market by Platform and Geography – Forecast and Analysis 2021-2025

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Factors such as the increase in the number of gamers and growing partnership between advertisers and video game companies, the increase in popularity of mobile gaming, and the growing popularity of dynamic in-game advertising are some of the major factors propelling the market growth. However, the growing use of advertisement blocking solutions will hamper the market growth.

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In-Game Advertising Market: Platform Landscape

Based on the market segmentation by platform, the mobile segment had considerable growth in 2020. The segment offers immense growth opportunities to vendors. The growth of the segment will be significant over the forecast period.

In-Game Advertising Market: Geographic Landscape

By geography, APAC is going to have a lucrative growth during the forecast period. About 34% of the market’s overall growth is expected to originate from APAC. The growth of the market is attributed to the increase in the popularity of mobile gaming. China and Japan are the key markets for the in-game advertising market in APAC.

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Companies Covered:

What our reports offer:

  • Market share assessments for the regional and country-level segments

  • Strategic recommendations for the new entrants

  • Covers market data for 2020, 2021, until 2025

  • Market trends (drivers, opportunities, threats, challenges, investment opportunities, and recommendations)

  • Strategic recommendations in key business segments based on the market estimations

  • Competitive landscaping mapping the key common trends

  • Company profiling with detailed strategies, financials, and recent developments

  • Supply chain trends mapping the latest technological advancements

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavio’s in-depth research has direct and indirect COVID-19 impacted market research reports.

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Key Topics Covered:

Executive Summary

Market Landscape

  • Market ecosystem

  • Value chain analysis

Market Sizing

Five Forces Analysis

Market Segmentation by Platform

  • Market segments

  • Comparison by Platform

  • Mobile – Market size and forecast 2020-2025

  • Computing – Market size and forecast 2020-2025

  • Console – Market size and forecast 2020-2025

  • Market opportunity by Platform

Customer landscape

Geographic Landscape

  • Geographic segmentation

  • Geographic comparison

  • North America – Market size and forecast 2020-2025

  • APAC – Market size and forecast 2020-2025

  • Europe – Market size and forecast 2020-2025

  • MEA – Market size and forecast 2020-2025

  • South America – Market size and forecast 2020-2025

  • Key leading countries

  • Market opportunity by geography

  • Market drivers

  • Market challenges

  • Market trends

Vendor Landscape

  • Overview

  • Landscape disruption

Vendor Analysis

  • Vendors covered

  • Market positioning of vendors

  • Alphabet Inc.

  • Anzu Virtual Reality Ltd.

  • Blizzard Entertainment Inc.

  • Electronic Arts Inc.

  • ironSource Ltd.

  • MediaSpike Inc.

  • Motive Interactive Inc.

  • Playwire LLC

  • RapidFire Inc.

  • WPP Plc

Appendix

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