In-game Advertising - Denmark

  • Denmark
  • In Denmark, revenue in the In-game Advertising market market is projected to reach US$138.90m in 2024.
  • Revenue in Denmark is expected to show an annual growth rate (CAGR 2024-2029) of 7.86%, resulting in a projected market volume of US$202.80m by 2029.
  • The average revenue per user (ARPU) in Denmark is expected to amount to US$86.45.
  • In global comparison, the most revenue will be generated China, with figures reaching US$46,610.00m in 2024.
  • Denmark's in-game advertising market is increasingly prioritizing immersive experiences, reflecting the country's strong emphasis on digital innovation and consumer engagement.

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

 
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Analyst Opinion

The In-game Advertising market in Denmark has been experiencing significant growth in recent years.

Customer preferences:
Denmark has a strong gaming culture, with a large portion of the population actively engaging in video games. This has created a lucrative market for in-game advertising, as advertisers recognize the potential to reach a highly engaged and captive audience. Additionally, Danish gamers are known to be tech-savvy and open to new forms of advertising, making them an ideal target for in-game ads.

Trends in the market:
One of the key trends in the Danish in-game advertising market is the increasing adoption of native advertising. Native ads seamlessly blend into the gaming environment, making them less intrusive and more appealing to gamers. This trend is driven by the desire to create a more immersive and authentic gaming experience, while still allowing advertisers to effectively reach their target audience. Another trend in the market is the rise of programmatic advertising. Programmatic advertising allows for more targeted and personalized ads, based on the individual gamer's preferences and behaviors. This not only improves the effectiveness of the ads, but also enhances the overall gaming experience for the players.

Local special circumstances:
Denmark has a strong focus on data privacy and protection, which has had an impact on the in-game advertising market. Advertisers need to ensure that they are compliant with the country's strict data privacy regulations, which can be a challenge. However, this focus on privacy also presents an opportunity for advertisers to build trust with gamers by providing transparent and ethical advertising practices.

Underlying macroeconomic factors:
The growth of the in-game advertising market in Denmark can also be attributed to the country's strong economy and high disposable income. With a high standard of living and a tech-savvy population, Danish gamers are more likely to spend money on in-game purchases, creating a lucrative market for advertisers. In conclusion, the In-game Advertising market in Denmark is experiencing significant growth due to the country's strong gaming culture, customer preferences for native and programmatic advertising, local special circumstances related to data privacy, and underlying macroeconomic factors such as a strong economy and high disposable income.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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