2026-2030年全球遊戲內廣告(IGA)市場
市場調查報告書
商品編碼
1937147

2026-2030年全球遊戲內廣告(IGA)市場

Global In-Game Advertising (IGA) Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 300 Pages | 訂單完成後即時交付

價格
簡介目錄

全球遊戲內廣告 (IGA) 市場預計將從 2025 年到 2030 年將成長 850.169 億美元,預測期內複合年成長率為 11.2%。

本報告對約 25 家公司進行了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及供應商分析。

該報告對當前市場格局、最新趨勢和促進因素以及整體市場環境進行了最新分析,而整體市場環境的促進因素包括:本質上非侵入式廣告形式的普及、激勵影片和價值交換模式的快速成長,以及程序化技術和人工智慧的融合。

本研究採用客觀的方法,結合一手和二手資料,並參考了主要行業相關人員的意見。報告分析了主要企業,提供了全面的市場規模數據、區域細分市場分析以及供應商格局。報告同時提供了歷史數據和預測數據。

市場覆蓋範圍
基準年 2026
目標年份 2030
預測期 2026-2030
成長勢頭 加速度
2026 年與前一年相比 10.3%
複合年成長率 11.2%
增量 850.169億美元

該研究指出,程序化遊戲內廣告和自動即時競價的興起是未來幾年推動全球遊戲內廣告 (IGA) 市場成長的關鍵因素之一,而基於元宇宙的廣告和身臨其境型品牌世界的擴張,以及電子競技作為擁有高度活躍受眾的高階管道的主導地位,預計將在市場中產生巨大的需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 價格、生命週期、顧客購買籃、採用率和購買標準分析
  • 投入與差異化因素的重要性
  • 混淆來源
  • 促進因素和挑戰的影響

第3章 市場情勢

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場定義
  • 市場區隔分析
  • 2025年市場規模
  • 2025-2030年市場展望

第5章 市場規模表現

  • 2020-2024年全球遊戲內廣告(IGA)市場
  • 平台區隔市場分析,2020-2024 年
  • 類型細分分析,2020-2024 年
  • 2020-2024年價格細分市場分析
  • 區域區隔市場分析,2020-2024 年
  • 國家細分市場分析,2020-2024 年

第6章 定性分析

  • 人工智慧的影響:全球遊戲內廣告 (IGA) 市場

第7章五力分析

  • 五力分析概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

8. 按平台分類的市場區隔

  • 按平台比較
  • 移動的
  • 計算
  • 主機
  • 平台市場機遇

第9章 按類型分類的市場細分

  • 比較:按類型
  • 靜態廣告
  • 動態廣告
  • 遊戲式廣告
  • 按類型分類的市場機會

第10章 依定價結構進行市場細分

  • 比較:依價格結構
  • 廣告曝光率成本
  • 混合模式或按績效付費
  • 完整視圖費用
  • 每次點擊成本
  • 每次行動成本
  • 按定價結構分類的市場機會

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 印尼
    • 澳洲
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 中東和非洲
    • 南非
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 埃及
    • 奈及利亞
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 各區域的市場機遇

第13章:促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 令人困惑的局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 企業排名指數
  • 公司市場定位
  • Activision Blizzard Inc.
  • AdInMo Ltd.
  • Adverty AB
  • Alphabet Inc.
  • Anzu Virtual Reality Ltd.
  • AppLovin Corp.
  • AppsFlyer Ltd.
  • Azerion Group NV
  • Bidstack Ltd.
  • Chartboost Inc.
  • Frameplay
  • Gadsme
  • InMobi Pte. Ltd.
  • Unity Technologies Inc.
  • Verve Group SE

第16章附錄

簡介目錄
Product Code: IRTNTR43136

The global in-game advertising (iga) market is forecasted to grow by USD 85016.9 mn during 2025-2030, accelerating at a CAGR of 11.2% during the forecast period. The report on the global in-game advertising (iga) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of intrinsic and non-intrusive advertising formats, rapid growth of rewarded video and value-exchange model, integration of programmatic technology and artificial intelligence.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.3%
CAGR11.2%
Incremental Value$85016.9 mn

Technavio's global in-game advertising (iga) market is segmented as below:

By Platform

  • Mobile
  • Computing
  • Console

By Type

  • Static ads
  • Dynamic ads
  • Advergaming

By Pricing Scheme

  • Cost per mille
  • Hybrid or outcome-based
  • Cost per completed view
  • Cost per click
  • Cost per action

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Indonesia
    • Australia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the rise of programmatic in-game advertising and automated real-time bidding as one of the prime reasons driving the global in-game advertising (iga) market growth during the next few years. Also, expansion of metaverse-based advertising and immersive brand worlds and dominance of esports as premium channel for highly engaged audiences will lead to sizable demand in the market.

The report on the global in-game advertising (iga) market covers the following areas:

  • Global in-game advertising (iga) market sizing
  • Global in-game advertising (iga) market forecast
  • Global in-game advertising (iga) market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global in-game advertising (iga) market vendors that include Activision Blizzard Inc., AdInMo Ltd., AdMaven, Adverty AB, Alphabet Inc., Anzu Virtual Reality Ltd., AppLovin Corp., AppsFlyer Ltd., Azerion Group N.V, Bidstack Ltd., Chartboost Inc., Frameplay, Gadsme, InMobi Pte. Ltd., Liftoff Inc., Mistplay Inc., PubScale, Unity Technologies Inc., Verve Group SE. Also, the global in-game advertising (iga) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Pricing Scheme
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global In-Game Advertising (IGA) Market 2020 - 2024
    • Historic Market Size - Data Table on Global In-Game Advertising (IGA) Market 2020 - 2024 ($ million)
  • 5.2 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.4 Pricing Scheme segment analysis 2020 - 2024
    • Historic Market Size - Pricing Scheme Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global in-game advertising (IGA) market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Platform

  • 8.1 Market segments
  • 8.2 Comparison by Platform
  • 8.3 Mobile - Market size and forecast 2025-2030
  • 8.4 Computing - Market size and forecast 2025-2030
  • 8.5 Console - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Static ads - Market size and forecast 2025-2030
  • 9.4 Dynamic ads - Market size and forecast 2025-2030
  • 9.5 Advergaming - Market size and forecast 2025-2030
  • 9.6 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Market Segmentation by Pricing Scheme

  • 10.1 Market segments
  • 10.2 Comparison by Pricing Scheme
  • 10.3 Cost per mille - Market size and forecast 2025-2030
  • 10.4 Hybrid or outcome-based - Market size and forecast 2025-2030
  • 10.5 Cost per completed view - Market size and forecast 2025-2030
  • 10.6 Cost per click - Market size and forecast 2025-2030
  • 10.7 Cost per action - Market size and forecast 2025-2030
  • 10.8 Market opportunity by Pricing Scheme
    • Market opportunity by Pricing Scheme ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 South Korea - Market size and forecast 2025-2030
    • 12.4.4 India - Market size and forecast 2025-2030
    • 12.4.5 Indonesia - Market size and forecast 2025-2030
    • 12.4.6 Australia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Nigeria - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Proliferation of intrinsic and non-intrusive advertising formats
    • Rapid growth of rewarded video and value-exchange model
    • Integration of programmatic technology and artificial intelligence
  • 13.2 Market challenges
    • Fragmented attribution standards and difficulty of cross-platform measurement
    • Critical balance between monetization and player immersion
    • Regulatory compression and complexities of data privacy compliance
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Rise of programmatic in-game advertising and automated real-time bidding
    • Expansion of metaverse-based advertising and immersive brand worlds
    • Dominance of esports as premium channel for highly engaged audiences

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Activision Blizzard Inc.
    • Activision Blizzard Inc. - Overview
    • Activision Blizzard Inc. - Product / Service
    • Activision Blizzard Inc. - Key offerings
    • SWOT
  • 15.5 AdInMo Ltd.
    • AdInMo Ltd. - Overview
    • AdInMo Ltd. - Product / Service
    • AdInMo Ltd. - Key offerings
    • SWOT
  • 15.6 Adverty AB
    • Adverty AB - Overview
    • Adverty AB - Product / Service
    • Adverty AB - Key offerings
    • SWOT
  • 15.7 Alphabet Inc.
    • Alphabet Inc. - Overview
    • Alphabet Inc. - Business segments
    • Alphabet Inc. - Key offerings
    • Alphabet Inc. - Segment focus
    • SWOT
  • 15.8 Anzu Virtual Reality Ltd.
    • Anzu Virtual Reality Ltd. - Overview
    • Anzu Virtual Reality Ltd. - Product / Service
    • Anzu Virtual Reality Ltd. - Key offerings
    • SWOT
  • 15.9 AppLovin Corp.
    • AppLovin Corp. - Overview
    • AppLovin Corp. - Business segments
    • AppLovin Corp. - Key offerings
    • AppLovin Corp. - Segment focus
    • SWOT
  • 15.10 AppsFlyer Ltd.
    • AppsFlyer Ltd. - Overview
    • AppsFlyer Ltd. - Product / Service
    • AppsFlyer Ltd. - Key offerings
    • SWOT
  • 15.11 Azerion Group N.V
    • Azerion Group N.V - Overview
    • Azerion Group N.V - Business segments
    • Azerion Group N.V - Key offerings
    • Azerion Group N.V - Segment focus
    • SWOT
  • 15.12 Bidstack Ltd.
    • Bidstack Ltd. - Overview
    • Bidstack Ltd. - Product / Service
    • Bidstack Ltd. - Key offerings
    • SWOT
  • 15.13 Chartboost Inc.
    • Chartboost Inc. - Overview
    • Chartboost Inc. - Product / Service
    • Chartboost Inc. - Key offerings
    • SWOT
  • 15.14 Frameplay
    • Frameplay - Overview
    • Frameplay - Product / Service
    • Frameplay - Key offerings
    • SWOT
  • 15.15 Gadsme
    • Gadsme - Overview
    • Gadsme - Product / Service
    • Gadsme - Key offerings
    • SWOT
  • 15.16 InMobi Pte. Ltd.
    • InMobi Pte. Ltd. - Overview
    • InMobi Pte. Ltd. - Product / Service
    • InMobi Pte. Ltd. - Key offerings
    • SWOT
  • 15.17 Unity Technologies Inc.
    • Unity Technologies Inc. - Overview
    • Unity Technologies Inc. - Business segments
    • Unity Technologies Inc. - Key news
    • Unity Technologies Inc. - Key offerings
    • Unity Technologies Inc. - Segment focus
    • SWOT
  • 15.18 Verve Group SE
    • Verve Group SE - Overview
    • Verve Group SE - Business segments
    • Verve Group SE - Key offerings
    • Verve Group SE - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations