In-game Advertising - Argentina

  • Argentina
  • Argentina's In-game Advertising market market is forecasted to reach US$158.90m in 2024.
  • The sector is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 11.30%, leading to an estimated market volume of US$271.40m by 2029.
  • The average revenue per user (ARPU) is predicted to be US$9.87.
  • When compared globally, in China is expected to generate the highest revenue, reaching US$46,610.00m in 2024.
  • Argentina's media market is embracing in-game advertising, leveraging the growing gaming industry to reach a tech-savvy audience in innovative ways.

Key regions: China, India, United States, Germany, Europe

 
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Analyst Opinion

The In-game Advertising market in Argentina is experiencing significant growth and development, driven by changing customer preferences and local special circumstances. Customer preferences in Argentina are shifting towards digital entertainment and gaming, with an increasing number of people spending their leisure time playing video games.

This trend is fueled by the widespread availability of smartphones and affordable internet access, which has made gaming more accessible to a larger audience. As a result, advertisers are recognizing the potential of reaching consumers through in-game advertising, as it allows them to engage with a highly captivated and targeted audience. In addition to customer preferences, local special circumstances in Argentina are also contributing to the growth of the In-game Advertising market.

Argentina has a large gaming community, with a significant number of gamers actively participating in online multiplayer games. This creates opportunities for advertisers to integrate their brands into the gaming experience, whether through in-game product placements or sponsored events. Furthermore, the rise of esports in Argentina has opened up new avenues for in-game advertising, as tournaments and competitions attract a large and engaged audience.

Trends in the In-game Advertising market in Argentina are also influenced by underlying macroeconomic factors. The country has experienced periods of economic instability in recent years, which has led to a decrease in traditional advertising budgets. As a result, advertisers are looking for more cost-effective and targeted ways to reach their audience, and in-game advertising offers a viable solution.

In addition, the COVID-19 pandemic has further accelerated the growth of the gaming industry in Argentina, as people turned to video games as a form of entertainment during lockdowns and social distancing measures. In conclusion, the In-game Advertising market in Argentina is developing rapidly due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. As more people in Argentina engage in digital entertainment and gaming, advertisers are recognizing the potential of in-game advertising to reach a captivated and targeted audience.

With the rise of esports and the increasing popularity of online multiplayer games, the opportunities for in-game advertising in Argentina are only expected to grow in the coming years.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on in-app advertising spending and exclude agency commissions, rebates, production costs, and taxes. The market covers ad spending on advertisements displayed within a mobile application.

Modeling approach / Market size:

The market size is determined through a combined top-down and bottom-up approach. We use market data from independent databases, the number of application downloads from data partners, survey results taken from our primary research (e.g., Consumer Insights), and third-party reports to analyze and estimate global in-app advertising spending. To analyze the markets, we start by researching digital advertising in mobile applications for each advertising format, incidents of in-app and mobile browser usage, as well as the time spent in mobile apps by categories. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as GDP, mobile users, and digital consumer spending. Lastly, we benchmark key countries and/or regions (e.g., global, the United States, China) with external sources.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Demographics
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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