The North America In-Game Advertising Market would witness market growth of 9.5% CAGR during the forecast period (2022-2028).
Technology has improved to the point that many games now use or demand an online connection. As a result, even after the game has been released, adverts might be dynamic or altered. Dynamic in-game advertising (DIGA) has a lot of advantages. The amount of times an advertisement is seen, for example, can be recorded, and the advertisement can be replaced with something more useful at the time.
The advertising that appears during the games is similarly non-interruptive, allowing users to continue playing their games without interruption. In addition, because of their larger audio-visual impact on viewers, these forms of advertising are seen to be more effective in terms of leaving long-lasting impressions on viewers. Furthermore, these sorts of marketing are thought to be less expensive than traditional mediums and are likely to provide higher conversion rates to businesses, which is anticipated to be a key driver in their adoption across numerous industries.
Digital gaming in this region has grown to be one of the most popular forms of entertainment, making it a more appealing medium for advertisers. As a result, the use of advertising messages in digital games, often known as in-game advertising (IGA), is likely to increase substantially in the coming years in the region. Considerable efforts are needed to be done in order to enhance IGA's usefulness. The aim of the regional government is to contribute to the field of IGA effectiveness research by examining the effects of two elements on IGA processing in terms of brand awareness.
Also, the goal is to see how a person's perception of involvement affected the controlling and motion mechanisms in a game, which is called kinesthetic involvement. The control above a racing game is altered by modifying the game controller type in a within-subjects experiment, leading to two experimental situations (symbolic versus mimetic controller). Therefore, due to increasing popularity of digital gaming within the population, the regional In-Game Advertising market is expected to grow in the forecast period.
The US market dominated the North America In-Game Advertising Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,165.9 million by 2028. The Canada market would witness a CAGR of 12% during (2022 - 2028). Additionally, The Mexico market is poised to grow a CAGR of 11% during (2022 - 2028).
Based on Device Type, the market is segmented into PC/Laptop, and Smartphone/Tablet. Based on Type, the market is segmented into Static Ads, Dynamic Ads, and Averaging. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The Global In-Game Advertising Market is Estimated to reach $12.2 Billion by 2028, at a CAGR of 10.1%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Google LLC, Electronic Arts, Inc., Activision Blizzard, Inc., ironSource Ltd., WPP Plc, Motive Interactive, Inc., Playwire LLC, RapidFire, Inc., and Anzu Virtual Reality Ltd.
Scope of the Study
Market Segments Covered in the Report:
By Device Type
- PC/Laptop
- Smartphone/Tablet
By Type
- Static Ads
- Dynamic Ads
- Advergaming
By Country
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Google LLC
- Electronic Arts, Inc.
- Activision Blizzard, Inc.
- ironSource Ltd.
- WPP Plc
- Motive Interactive, Inc.
- Playwire LLC
- RapidFire, Inc.
- Anzu Virtual Reality Ltd.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America In-Game Advertising Market, by Device Type
1.4.2 North America In-Game Advertising Market, by Type
1.4.3 North America In-Game Advertising Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies deployed in In-Game Advertising Market
Chapter 4. North America In-Game Advertising Market by Device Type
4.1 North America PC/Laptop Market by Country
4.2 North America Smartphone/Tablet Market by Country
Chapter 5. North America In-Game Advertising Market by Type
5.1 North America Static Ads Market by Country
5.2 North America Dynamic Ads Market by Country
5.3 North America Advergaming Market by Country
Chapter 6. North America In-Game Advertising Market by Country
6.1 US In-Game Advertising Market
6.1.1 US In-Game Advertising Market by Device Type
6.1.2 US In-Game Advertising Market by Type
6.2 Canada In-Game Advertising Market
6.2.1 Canada In-Game Advertising Market by Device Type
6.2.2 Canada In-Game Advertising Market by Type
6.3 Mexico In-Game Advertising Market
6.3.1 Mexico In-Game Advertising Market by Device Type
6.3.2 Mexico In-Game Advertising Market by Type
6.4 Rest of North America In-Game Advertising Market
6.4.1 Rest of North America In-Game Advertising Market by Device Type
6.4.2 Rest of North America In-Game Advertising Market by Type
Chapter 7. Company Profiles
7.1 Google LLC
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expense
7.1.5 Recent strategies and developments:
7.1.5.1 Partnerships, Collaborations, and Agreements:
7.2 Electronic Arts, Inc.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Research & Development Expenses
7.2.4 Recent strategies and developments:
7.2.4.1 Partnerships, Collaborations, and Agreements:
7.3 Activision Blizzard, Inc.
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments:
7.3.4.1 Partnerships, Collaborations, and Agreements:
7.4 ironSource Ltd.
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Regional Analysis
7.4.4 Research & Development Expense
7.5 WPP Plc
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Segmental and Regional Analysis
7.5.4 Recent strategies and developments:
7.5.4.1 Partnerships, Collaborations, and Agreements:
7.6 Motive Interactive, Inc.
7.6.1 Company Overview
7.7 Playwire LLC
7.7.1 Company Overview
7.8 RapidFire, Inc.
7.8.1 Company Overview
7.9 Anzu Virtual Reality Ltd.
7.9.1 Company Overview
7.9.2 Recent strategies and developments:
7.9.2.1 Partnerships, Collaborations, and Agreements:
TABLE 1 North America In-Game Advertising Market, 2018 - 2021, USD Million
TABLE 2 North America In-Game Advertising Market, 2022 - 2028, USD Million
TABLE 3 North America In-Game Advertising Market by Device Type, 2018 - 2021, USD Million
TABLE 4 North America In-Game Advertising Market by Device Type, 2022 - 2028, USD Million
TABLE 5 North America PC/Laptop Market by Country, 2018 - 2021, USD Million
TABLE 6 North America PC/Laptop Market by Country, 2022 - 2028, USD Million
TABLE 7 North America Smartphone/Tablet Market by Country, 2018 - 2021, USD Million
TABLE 8 North America Smartphone/Tablet Market by Country, 2022 - 2028, USD Million
TABLE 9 North America In-Game Advertising Market by Type, 2018 - 2021, USD Million
TABLE 10 North America In-Game Advertising Market by Type, 2022 - 2028, USD Million
TABLE 11 North America Static Ads Market by Country, 2018 - 2021, USD Million
TABLE 12 North America Static Ads Market by Country, 2022 - 2028, USD Million
TABLE 13 North America Dynamic Ads Market by Country, 2018 - 2021, USD Million
TABLE 14 North America Dynamic Ads Market by Country, 2022 - 2028, USD Million
TABLE 15 North America Advergaming Market by Country, 2018 - 2021, USD Million
TABLE 16 North America Advergaming Market by Country, 2022 - 2028, USD Million
TABLE 17 North America In-Game Advertising Market by Country, 2018 - 2021, USD Million
TABLE 18 North America In-Game Advertising Market by Country, 2022 - 2028, USD Million
TABLE 19 US In-Game Advertising Market, 2018 - 2021, USD Million
TABLE 20 US In-Game Advertising Market, 2022 - 2028, USD Million
TABLE 21 US In-Game Advertising Market by Device Type, 2018 - 2021, USD Million
TABLE 22 US In-Game Advertising Market by Device Type, 2022 - 2028, USD Million
TABLE 23 US In-Game Advertising Market by Type, 2018 - 2021, USD Million
TABLE 24 US In-Game Advertising Market by Type, 2022 - 2028, USD Million
TABLE 25 Canada In-Game Advertising Market, 2018 - 2021, USD Million
TABLE 26 Canada In-Game Advertising Market, 2022 - 2028, USD Million
TABLE 27 Canada In-Game Advertising Market by Device Type, 2018 - 2021, USD Million
TABLE 28 Canada In-Game Advertising Market by Device Type, 2022 - 2028, USD Million
TABLE 29 Canada In-Game Advertising Market by Type, 2018 - 2021, USD Million
TABLE 30 Canada In-Game Advertising Market by Type, 2022 - 2028, USD Million
TABLE 31 Mexico In-Game Advertising Market, 2018 - 2021, USD Million
TABLE 32 Mexico In-Game Advertising Market, 2022 - 2028, USD Million
TABLE 33 Mexico In-Game Advertising Market by Device Type, 2018 - 2021, USD Million
TABLE 34 Mexico In-Game Advertising Market by Device Type, 2022 - 2028, USD Million
TABLE 35 Mexico In-Game Advertising Market by Type, 2018 - 2021, USD Million
TABLE 36 Mexico In-Game Advertising Market by Type, 2022 - 2028, USD Million
TABLE 37 Rest of North America In-Game Advertising Market, 2018 - 2021, USD Million
TABLE 38 Rest of North America In-Game Advertising Market, 2022 - 2028, USD Million
TABLE 39 Rest of North America In-Game Advertising Market by Device Type, 2018 - 2021, USD Million
TABLE 40 Rest of North America In-Game Advertising Market by Device Type, 2022 - 2028, USD Million
TABLE 41 Rest of North America In-Game Advertising Market by Type, 2018 - 2021, USD Million
TABLE 42 Rest of North America In-Game Advertising Market by Type, 2022 - 2028, USD Million
TABLE 43 Key Information – Google LLC
TABLE 44 Key information – Electronic Arts, Inc.
TABLE 45 Key Information – Activision Blizzard, Inc.
TABLE 46 Key Information – ironSource Ltd.
TABLE 47 Key Information – WPP Plc
TABLE 48 Key information – Motive Interactive, Inc.
TABLE 49 Key Information – Playwire LLC
TABLE 50 Key Information – RapidFire, Inc.
TABLE 51 Key Information – Anzu Virtual Reality Ltd.
List of Figures
FIG 1 Methodology for the research