In-game Advertising - Finland

  • Finland
  • In Finland, revenue in the In-game Advertising market market is projected to reach US$52.47m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 7.24%, resulting in a projected market volume of US$74.42m by 2029.
  • The average revenue per user (ARPU) in Finland is expected to amount to US$23.89.
  • In global comparison, most revenue will be generated China, which is projected to reach US$46,610.00m in 2024.
  • In Finland, the rise of mobile gaming has significantly enhanced the effectiveness of in-game advertising, creating new opportunities for brands to engage with tech-savvy consumers.

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

 
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Analyst Opinion

In recent years, the In-game Advertising market in Finland has experienced significant growth and development.

Customer preferences:
Finland is known for its high internet penetration rate and tech-savvy population, making it an ideal market for in-game advertising. With a large number of people actively playing video games, advertisers have recognized the potential to reach a highly engaged and captive audience. Additionally, Finnish consumers are generally receptive to advertising that is seamlessly integrated into the gaming experience, as long as it does not disrupt their gameplay.

Trends in the market:
One of the key trends in the Finnish in-game advertising market is the rise of programmatic advertising. Programmatic advertising allows for automated buying and selling of ad inventory, enabling advertisers to reach their target audience more efficiently. This trend has been fueled by advancements in technology and data analytics, which have made it easier to identify and target specific gamer segments. Another trend in the market is the increasing use of native advertising in games. Native ads are designed to blend in with the game environment, creating a more seamless and immersive experience for players. This form of advertising is particularly effective in Finland, where gamers appreciate authenticity and are more likely to engage with ads that feel like a natural part of the game.

Local special circumstances:
Finland has a vibrant gaming industry, with several successful game development companies and a strong gaming culture. This has created a favorable environment for in-game advertising, as game developers are more open to partnering with advertisers to monetize their games. Additionally, Finnish gamers are generally more accepting of in-game advertising compared to other markets, as long as it adds value to their gaming experience.

Underlying macroeconomic factors:
The growth of the in-game advertising market in Finland can be attributed to several macroeconomic factors. Firstly, the country has a strong economy with high disposable income levels, which allows consumers to spend more on gaming and in-app purchases. This creates a lucrative market for advertisers looking to target gamers. Furthermore, Finland has a well-developed infrastructure and high-speed internet connectivity, which is essential for the success of in-game advertising. The widespread availability of reliable internet access enables seamless integration of ads into games and ensures a smooth gaming experience for players. In conclusion, the In-game Advertising market in Finland has been thriving due to customer preferences for seamless and authentic advertising, the rise of programmatic advertising and native ads, the local special circumstances of a vibrant gaming industry, and the underlying macroeconomic factors of a strong economy and advanced infrastructure. As the market continues to evolve, advertisers will need to stay innovative and adapt their strategies to effectively engage with Finnish gamers.

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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