Definition:
In-game advertising refers to the practice of incorporating advertisements into video games. This can take various forms, including static or dynamic ads that are displayed in the game environment, product placements where real-world brands are integrated into the game content, or sponsored content that is created specifically for the game. The purpose of in-game advertising is typically to generate revenue for the game developer or publisher, while providing advertisers with a new and potentially lucrative marketing channel.Additional Information:
The market comprises revenues and average revenue per user. Figures are based on in-app advertising spending and exclude agency commissions, rebates, production costs, and taxes. For more information on the data displayed, use the info button right next to the boxes.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
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.
Most recent update: Mar 2024
Source: Statista Market Insights
Most recent update: Mar 2024
Sources: Statista Market Insights, Statista Consumer Insights Global
Most recent update: Mar 2024
Source: Statista Company Insights
Most recent update: Mar 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights