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Europe In-Game Advertising Market Size, Share & Industry Trends Analysis Report By Device Type (PC/Laptop, and Smartphone/Tablet), By Type (Static Ads, Dynamic Ads, and Averaging), By Country and Growth Forecast, 2022 - 2028

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    Report

  • 65 Pages
  • June 2022
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5636339
The Europe In-Game Advertising Market is expected to witness market growth of 9.9% CAGR during the forecast period (2022-2028).

In-game advertising is a monetization strategy employed by game developers to boost thegames' profitability. Game creators make money and are compensated for displaying mobile game advertisements to its customers. Currently, the significant number of gamers are satisfied with the ad-supported model of gaming. Enhanced access to the internet and smartphones, as well as increased hours invested by the younger generation on phones and other smart devices, retain the significant potential for the growth of the in-game advertising market in developing economies in the coming years.

Developers can incorporate a variety of mobile game advertising tactics and ad formats into the games to increase ad income, including rewarded video commercials, offer wall ads, and interstitial ads. Ads get to be a part of the user experience in this way, which can assist better app engagement and retention rates.

Germany is a preferred destination for innovative start-ups, due to a winning combination of cheap costs, strong infrastructure, and a vast talent pool for multinational gaming companies. Germany is Europe's largest gaming market, with millions of active gamers, and has seen a larger increase in online games in comparison to any other European country. With its highly qualified foreign workforce, state-of-the-art IT infrastructure, government assistance, and various gaming industry events, the country attracts gaming enterprises.

Gaming and associated services are a significant industry in Germany, with revenues much exceeding those of, the film industry. In recent times, in-game transactions have surpassed simple single-game payments. As the number of smartphones in Germany grows, so does the demand for mobile games, creating entirely new client segments. Therefore, due to increasing talented workforce in the gaming companies, the regional In-Game Advertising market is expected to grow in the forecast period.

The Germany market dominated the Europe In-Game Advertising Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $795.8 million by 2028. The UK market is poised to grow a CAGR of 9% during (2022-2028). Additionally, The France market is exhibiting a CAGR of 10.7% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe In-Game Advertising Market, by Device Type
1.4.2 Europe In-Game Advertising Market, by Type
1.4.3 Europe 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. Europe In-Game Advertising Market by Device Type
4.1 Europe PC/Laptop Market by Country
4.2 Europe Smartphone/Tablet Market by Country
Chapter 5. Europe In-Game Advertising Market by Type
5.1 Europe Static Ads Market by Country
5.2 Europe Dynamic Ads Market by Country
5.3 Europe Advergaming Market by Country
Chapter 6. Europe In-Game Advertising Market by Country
6.1 Germany In-Game Advertising Market
6.1.1 Germany In-Game Advertising Market by Device Type
6.1.2 Germany In-Game Advertising Market by Type
6.2 UK In-Game Advertising Market
6.2.1 UK In-Game Advertising Market by Device Type
6.2.2 UK In-Game Advertising Market by Type
6.3 France In-Game Advertising Market
6.3.1 France In-Game Advertising Market by Device Type
6.3.2 France In-Game Advertising Market by Type
6.4 Russia In-Game Advertising Market
6.4.1 Russia In-Game Advertising Market by Device Type
6.4.2 Russia In-Game Advertising Market by Type
6.5 Spain In-Game Advertising Market
6.5.1 Spain In-Game Advertising Market by Device Type
6.5.2 Spain In-Game Advertising Market by Type
6.6 Italy In-Game Advertising Market
6.6.1 Italy In-Game Advertising Market by Device Type
6.6.2 Italy In-Game Advertising Market by Type
6.7 Rest of Europe In-Game Advertising Market
6.7.1 Rest of Europe In-Game Advertising Market by Device Type
6.7.2 Rest of Europe 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

Companies Mentioned

  • Google LLC
  • Electronic Arts, Inc.
  • Activision Blizzard, Inc.
  • ironSource Ltd.
  • WPP Plc
  • Motive Interactive, Inc.
  • Playwire LLC
  • RapidFire, Inc.
  • Anzu Virtual Reality Ltd.

Methodology

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