In-game Advertising - Central Asia

  • Central Asia
  • In Central Asia, revenue in the In-game Advertising market market is projected to reach US$45.96m in 2025.
  • Furthermore, revenue in this region is expected to show an annual growth rate (CAGR 2025-2029) of 6.41%, which would result in a projected market volume of US$58.92m by 2029.
  • The average revenue per user (ARPU) in Central Asia is expected to amount to US$2.51.
  • In global comparison, most revenue will be generated China, where it is projected to reach US$52,380.00m in 2025.
  • In Kazakhstan, the burgeoning gaming industry is increasingly integrating in-game advertising, reflecting a growing appetite for innovative marketing strategies among local brands.

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

 
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Analyst Opinion

The In-game Advertising market in Central Asia is witnessing significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Central Asia are shifting towards digital entertainment, especially gaming. With the increasing popularity of mobile gaming, there is a growing audience base for in-game advertising. Gamers in Central Asia are becoming more receptive to advertisements within games as they understand that it helps support the free-to-play model and enhances their gaming experience. Trends in the market show that advertisers are recognizing the potential of in-game advertising in Central Asia. They are leveraging this medium to reach a highly engaged and captive audience. In-game advertising offers a unique opportunity for brands to connect with consumers in an interactive and immersive environment. Advertisers are increasingly integrating their products and services seamlessly into the gameplay, creating a more natural and organic advertising experience. Local special circumstances, such as the rapid growth of the gaming industry in Central Asia, are contributing to the development of the in-game advertising market. Central Asia has seen a surge in the number of game developers and studios, leading to a diverse range of games catering to various genres and demographics. This proliferation of games provides advertisers with a wide array of options to target specific audiences and engage them through tailored in-game advertisements. Underlying macroeconomic factors also play a crucial role in the development of the in-game advertising market in Central Asia. The region has been experiencing steady economic growth, resulting in an increase in disposable income and consumer spending. As a result, more people are investing in gaming devices and spending on in-game purchases. This growing gaming ecosystem provides a fertile ground for advertisers to tap into and leverage the in-game advertising market. In conclusion, the In-game Advertising market in Central Asia is flourishing due to customer preferences for digital entertainment, market trends favoring in-game advertising, local special circumstances like the growth of the gaming industry, and underlying macroeconomic factors such as rising disposable income. Advertisers are capitalizing on these factors to reach a highly engaged audience and create impactful brand experiences within games. The future of the in-game advertising market in Central Asia looks promising, with further growth expected as the gaming industry continues to expand and evolve.

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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