In-game Advertising - Ghana

  • Ghana
  • Revenue in the In-game Advertising market is projected to reach US$2.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.45%, resulting in a projected market volume of US$3.65m by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$0.33.
  • In global comparison, most revenue will be generated in China (US$46,610.00m in 2024).

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

 
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Analyst Opinion

The In-game Advertising market in Ghana is experiencing significant growth and development due to the increasing popularity of mobile gaming and the rise of digital advertising.

Customer preferences:
Ghanaian consumers have shown a strong preference for mobile gaming, with a growing number of people owning smartphones and accessing the internet. Mobile gaming provides a convenient and accessible form of entertainment, allowing users to play games on the go. As a result, advertisers are increasingly targeting this audience through in-game advertising, leveraging the immersive nature of gaming to reach consumers in a more engaging and interactive way.

Trends in the market:
The In-game Advertising market in Ghana is witnessing a surge in demand as advertisers recognize the potential of reaching a highly engaged audience through mobile gaming. In-game advertising offers a unique opportunity to target specific demographics and capture the attention of consumers who are actively engaged in the game. Advertisers are leveraging this platform to promote their products and services, creating brand awareness and driving consumer engagement.

Local special circumstances:
Ghana has a young and tech-savvy population, with a growing number of individuals accessing the internet through their smartphones. This demographic is highly receptive to digital advertising, making in-game advertising a compelling option for marketers. Additionally, the affordability of smartphones and data plans in Ghana has contributed to the widespread adoption of mobile gaming, further fueling the demand for in-game advertising.

Underlying macroeconomic factors:
The growth of the In-game Advertising market in Ghana can be attributed to several macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending power. This has resulted in a greater demand for entertainment and leisure activities, including mobile gaming. Additionally, the government has been supportive of the digital sector, implementing policies to promote technology adoption and innovation. These factors have created a conducive environment for the development of the In-game Advertising market in Ghana. Overall, the In-game Advertising market in Ghana is thriving due to the rising popularity of mobile gaming, the preferences of the Ghanaian consumers, and the favorable macroeconomic conditions. As more advertisers recognize the potential of in-game advertising to reach a highly engaged audience, the market is expected to continue growing in the coming years. Advertisers in Ghana should seize this opportunity to leverage in-game advertising as an effective marketing tool to connect with their target audience and drive business growth.

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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