In-game Advertising - Estonia

  • Estonia
  • in Estonia, a country Northern_Europe, is projected to see revenue in the In-game Advertising market market reach US$7.92m in 2024.
  • This revenue is expected to display an annual growth rate (CAGR 2024-2029) of 6.42%, leading to a projected market volume of US$10.81m by 2029.
  • The average revenue per user (ARPU) is anticipated to be US$25.61.
  • When compared globally, in China is forecasted to generate the highest revenue, amounting to US$46,610.00m in 2024.
  • Estonia's media market is embracing in-game advertising as a strategic tool for brands to engage with tech-savvy audiences in a dynamic virtual environment.

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

 
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Analyst Opinion

The In-game Advertising market in Estonia has been experiencing significant growth in recent years, driven by the increasing popularity of video games and the growing digital advertising industry.

Customer preferences:
In-game advertising allows advertisers to reach a highly engaged and captive audience, as gamers spend a significant amount of time playing video games. This form of advertising offers a unique opportunity for brands to connect with consumers in a more interactive and immersive way. Additionally, in-game advertising can be tailored to specific demographics and interests, allowing for more targeted and personalized marketing campaigns.

Trends in the market:
One of the key trends in the In-game Advertising market in Estonia is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of high-quality mobile games, more and more people are playing games on their mobile devices. This has created a lucrative market for in-game advertising, as advertisers can now reach a larger audience through mobile games. Another trend in the market is the integration of native advertising into video games. Native advertising seamlessly blends with the game environment, making it less intrusive and more engaging for players. This form of advertising is particularly effective in capturing the attention of gamers and promoting brand awareness.

Local special circumstances:
Estonia has a strong digital infrastructure and a tech-savvy population, which has contributed to the growth of the In-game Advertising market. The country has a high internet penetration rate and a large number of gamers, making it an attractive market for advertisers. Additionally, Estonia is known for its innovative and entrepreneurial culture, which has fostered the development of local gaming studios and startups.

Underlying macroeconomic factors:
The growth of the In-game Advertising market in Estonia is also influenced by broader macroeconomic factors. The country has a stable economy and a high standard of living, which has led to increased consumer spending on entertainment and leisure activities. Furthermore, the digital advertising industry in Estonia has been growing rapidly, driven by the shift from traditional media to digital platforms. This has created a favorable environment for in-game advertising, as advertisers allocate more of their marketing budgets to digital channels. In conclusion, the In-game Advertising market in Estonia is experiencing rapid growth due to the increasing popularity of video games, the rise of mobile gaming, and the integration of native advertising. The country's strong digital infrastructure, tech-savvy population, and favorable macroeconomic factors have also contributed to the growth of the market. As the gaming industry continues to evolve and new technologies emerge, the In-game Advertising market in Estonia is expected to further expand in the coming years.

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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