In-game Advertising - Egypt

  • Egypt
  • In Egypt, revenue in the In-game Advertising market market is projected to reach US$47.23m in 2024.
  • Revenue in the country is expected to show an annual growth rate (CAGR 2024-2029) of 7.04%, resulting in a projected market volume of US$66.36m by 2029.
  • The average revenue per user (ARPU) in Egypt is expected to amount to US$1.50.
  • In a global comparison, most revenue will be generated China, which is projected to reach US$46,610.00m in 2024.
  • In Egypt, the rise of mobile gaming has significantly enhanced the potential for in-game advertising, attracting local brands to engage younger audiences effectively.

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

 
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Analyst Opinion

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

Customer preferences:
Egyptian customers have shown a strong preference for mobile gaming, with a large percentage of the population owning smartphones. This has led to an increase in the number of mobile games available in the market, providing ample opportunities for in-game advertising. Additionally, Egyptian gamers have shown a willingness to engage with and interact with advertisements within games, making it an attractive platform for advertisers.

Trends in the market:
One of the key trends in the In-game Advertising market in Egypt is the rise of native advertising. Advertisements that seamlessly blend into the gaming experience are becoming more popular, as they are less intrusive and more likely to be accepted by gamers. This trend is driven by the desire to create a more immersive and engaging gaming experience for players. Another trend in the market is the increasing use of data analytics and targeting techniques to deliver personalized advertisements to gamers. Advertisers are leveraging data on player behavior and preferences to deliver targeted ads that are more likely to resonate with the audience. This not only improves the effectiveness of the advertising campaigns but also enhances the user experience by showing ads that are relevant to the player.

Local special circumstances:
Egypt has a large and growing population of young people, who are the primary consumers of video games. This demographic factor has contributed to the growth of the In-game Advertising market in Egypt. Additionally, the increasing availability of affordable smartphones and mobile internet has made gaming more accessible to a larger segment of the population, further driving the demand for in-game advertising.

Underlying macroeconomic factors:
The growing economy of Egypt has also played a role in the development of the In-game Advertising market. As the economy continues to grow, consumers have more disposable income to spend on leisure activities such as gaming. This has led to an increase in the number of gamers in Egypt, creating a larger audience for in-game advertising. In conclusion, the In-game Advertising market in Egypt is experiencing growth due to customer preferences for mobile gaming, the rise of native advertising, the use of data analytics for targeted advertising, the large population of young people, and the growing economy. These factors are driving the demand for in-game advertising and creating opportunities for advertisers to reach a wider audience in Egypt.

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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