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LAMEA 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

  • 64 Pages
  • June 2022
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5636424
The Latin America, Middle East and Africa In-game Advertising Market is expected to witness market growth of 12.1% CAGR during the forecast period (2022-2028).

Advergaming exists as a branding strategy first, with entertainment as a secondary goal, rather than building a game for enjoyment first and then using adverts to help support the game. Several other techniques or executions of IGA exist within these three categories, including incentive ads that reward the player, selective advertising that the gamer picks, and ad gating ads that must be viewed before continuing the game, to mention a few.

Pop-up messages, cut-scenes, on-screen advertisements, billboards, and background displays are all examples of advertisements integrated into games. Virtual spaces are sold to advertisers for advertising reasons in the same way that real-world space is sold. With many pop-up ads, video teasers, and cut-away moments to present a piece of advertising, mobile gaming has been the most prominent integrator of this technology. Today's game developers are incorporating reward-based systems, rewarding gamers for interacting with advertisements. For instance, a person can get in-game currency by watching a video trailer.

There are a number of variables that make the UAE appealing for digital gaming. The UAE has the largest per capita gaming expenditure in the region. Moreover, with a sign of the UAE's population under the age of 25, users spend significant number of hours per week playing games. In addition, the UAE is known around the world for its corporate efficiency and superb infrastructure. Additionally, the UAE serves as a gateway to the rest of the Middle East, which is home to the world's largest gaming markets.

The Brazil market is generating high revenue in the LAMEA 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 $186.3 million by 2028. The Argentina market is experiencing a CAGR of 12.7% during (2022-2028). Additionally, The UAE market is showcasing a CAGR of 11.8% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA In-Game Advertising Market, by Device Type
1.4.2 LAMEA In-Game Advertising Market, by Type
1.4.3 LAMEA 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. LAMEA In-Game Advertising Market by Device Type
4.1 LAMEA PC/Laptop Market by Country
4.2 LAMEA Smartphone/Tablet Market by Country
Chapter 5. LAMEA In-Game Advertising Market by Type
5.1 LAMEA Static Ads Market by Country
5.2 LAMEA Dynamic Ads Market by Country
5.3 LAMEA Advergaming Market by Country
Chapter 6. LAMEA In-Game Advertising Market by Country
6.1 Brazil In-Game Advertising Market
6.1.1 Brazil In-Game Advertising Market by Device Type
6.1.2 Brazil In-Game Advertising Market by Type
6.2 Argentina In-Game Advertising Market
6.2.1 Argentina In-Game Advertising Market by Device Type
6.2.2 Argentina In-Game Advertising Market by Type
6.3 UAE In-Game Advertising Market
6.3.1 UAE In-Game Advertising Market by Device Type
6.3.2 UAE In-Game Advertising Market by Type
6.4 Saudi Arabia In-Game Advertising Market
6.4.1 Saudi Arabia In-Game Advertising Market by Device Type
6.4.2 Saudi Arabia In-Game Advertising Market by Type
6.5 South Africa In-Game Advertising Market
6.5.1 South Africa In-Game Advertising Market by Device Type
6.5.2 South Africa In-Game Advertising Market by Type
6.6 Nigeria In-Game Advertising Market
6.6.1 Nigeria In-Game Advertising Market by Device Type
6.6.2 Nigeria In-Game Advertising Market by Type
6.7 Rest of LAMEA In-Game Advertising Market
6.7.1 Rest of LAMEA In-Game Advertising Market by Device Type
6.7.2 Rest of LAMEA 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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