In-game Advertising - Croatia

  • Croatia
  • Croatia's In-game Advertising market market is projected to reach US$20.28m in 2024.
  • The market is expected to show an annual growth rate (CAGR 2024-2029) of 5.88%, leading to a projected market volume of US$26.99m by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$18.20.
  • In global comparison, most revenue will be generated in China (US$46,610.00m in 2024).
  • Croatia's media market is experiencing a noticeable shift towards utilizing in-game advertising as a strategic tool for reaching target audiences effectively.

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

 
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Analyst Opinion

The In-game Advertising market in Croatia has been witnessing significant growth in recent years.

Customer preferences:
Croatian gamers are increasingly open to in-game advertising as a way to enhance their gaming experience. They are more accepting of non-intrusive ads that are seamlessly integrated into the gameplay. This preference is driven by the desire for free or discounted games, as well as the recognition that in-game advertising can contribute to the overall realism and immersion of the gaming environment.

Trends in the market:
One of the key trends in the In-game Advertising market in Croatia is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more people are turning to mobile gaming as a convenient and accessible form of entertainment. This has created new opportunities for in-game advertising, as advertisers can target a large and diverse audience through mobile games. In addition, the advancement of technology has allowed for more sophisticated and interactive in-game ads, further enhancing the user experience. Another trend in the market is the growing popularity of e-sports in Croatia. E-sports tournaments and events attract a large number of viewers, both online and offline. Advertisers have recognized the potential of reaching a highly engaged and passionate audience through in-game advertising during these events. This has led to increased investments in e-sports sponsorships and partnerships, further driving the growth of the In-game Advertising market in Croatia.

Local special circumstances:
Croatia has a thriving gaming industry, with a number of successful game development studios and a growing community of gamers. This local ecosystem provides a fertile ground for in-game advertising to thrive. Game developers are increasingly integrating advertising platforms into their games, allowing for seamless and targeted ad placements. At the same time, advertisers are recognizing the value of reaching a captive audience within the gaming environment, leading to more collaborations and partnerships between game developers and advertisers.

Underlying macroeconomic factors:
The growth of the In-game Advertising market in Croatia is also influenced by broader macroeconomic factors. The country's improving economic conditions and rising disposable incomes have contributed to the increased spending on entertainment and leisure activities, including gaming. As the gaming industry continues to expand, advertisers are looking for innovative ways to reach this audience, leading to the growth of in-game advertising. In conclusion, the In-game Advertising market in Croatia is experiencing significant growth due to the preferences of Croatian gamers, the rise of mobile gaming, the popularity of e-sports, the local gaming ecosystem, and the country's improving macroeconomic conditions. Advertisers are increasingly recognizing the value of in-game advertising in reaching a captive and engaged audience, driving further investments in this market.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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