In-game Advertising - Cambodia

  • Cambodia
  • In Cambodia, revenue in the In-game Advertising market market is projected to reach US$4.58m in 2025.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 6.40%, leading to a projected market volume of US$5.87m by 2029.
  • The average revenue per user (ARPU) in Cambodia is anticipated to amount to US$1.32.
  • In a global context, the majority of revenue will be generated China, which is expected to reach US$52,380.00m in 2025.
  • In Cambodia, in-game advertising is rapidly gaining traction as local developers increasingly recognize its potential to engage the youth demographic effectively.

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

 
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Analyst Opinion

The In-game Advertising market in Cambodia is experiencing significant growth and development.

Customer preferences:
Cambodian gamers are increasingly embracing in-game advertising as a way to access free or discounted games. With a growing number of mobile gamers in the country, there is a strong demand for free-to-play games that are supported by in-game ads. Cambodian gamers also appreciate the opportunity to engage with brands and receive rewards or benefits within the game.

Trends in the market:
One of the key trends in the Cambodian In-game Advertising market is the rise of mobile gaming. With the widespread availability of smartphones and affordable mobile data plans, more Cambodians are accessing games on their mobile devices. This has created a lucrative market for in-game advertising, as advertisers can reach a large and engaged audience through mobile games. Another trend is the integration of native ads within games. Advertisers are increasingly looking for ways to seamlessly incorporate their brand messages into the gameplay experience. This can be done through product placements, sponsored in-game events, or even through virtual billboards within the game environment. By integrating ads in a non-intrusive and natural way, advertisers can enhance the overall gaming experience and increase brand engagement.

Local special circumstances:
Cambodia's rapidly growing economy and increasing disposable income have contributed to the development of the In-game Advertising market. As more Cambodians have the means to access and enjoy games, advertisers have recognized the opportunity to reach a captive audience through in-game ads. Additionally, Cambodia's young population, with a high percentage of gamers, further fuels the demand for in-game advertising.

Underlying macroeconomic factors:
Cambodia's favorable macroeconomic conditions, such as sustained economic growth and improving living standards, have created a conducive environment for the In-game Advertising market. The country's growing middle class has more disposable income to spend on entertainment, including gaming. Furthermore, the increasing penetration of smartphones and affordable mobile data plans has made gaming more accessible to a larger segment of the population. These factors, combined with the rising popularity of mobile gaming, have contributed to the expansion of the In-game Advertising market in Cambodia.

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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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