In-game Advertising - Hong Kong

  • Hong Kong
  • In Hong Kong, revenue in the In-game Advertising market market is projected to reach US$104.30m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 6.80%, which will result in a projected market volume of US$144.90m by 2029.
  • The average revenue per user (ARPU) in Hong Kong is expected to amount to US$47.22.
  • In global comparison, most revenue will be generated China, with an anticipated figure of US$46,610.00m in 2024.
  • In Hong Kong, the rise of mobile gaming has significantly increased demand for innovative in-game advertising strategies that engage tech-savvy consumers.

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

 
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Analyst Opinion

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

Customer preferences:
One of the main reasons for this growth is the increasing popularity of mobile gaming in Hong Kong. With the rise of smartphones and the convenience they offer, more and more people are turning to mobile gaming as a form of entertainment. This has created a large and captive audience for in-game advertising.

Trends in the market:
Another trend driving the growth of the In-game Advertising market in Hong Kong is the increasing demand for immersive and interactive gaming experiences. Game developers are constantly looking for ways to engage players and keep them coming back for more. In-game advertising provides a unique opportunity to integrate brands and products seamlessly into the gaming experience, creating a more immersive and realistic environment for players.

Local special circumstances:
Hong Kong is a densely populated city with a high concentration of tech-savvy individuals. The city's fast-paced lifestyle and high level of connectivity make it an ideal market for in-game advertising. With a large and engaged audience, advertisers can reach a wide range of consumers and effectively promote their products or services.

Underlying macroeconomic factors:
The strong economy of Hong Kong also plays a role in the growth of the In-game Advertising market. The city has a high GDP per capita and a large middle class with disposable income. This provides a favorable environment for advertisers, as consumers have the purchasing power to engage with brands and make in-game purchases. In conclusion, the In-game Advertising market in Hong Kong is experiencing significant growth due to the increasing popularity of mobile gaming, the demand for immersive gaming experiences, the city's tech-savvy population, and its strong economy. Advertisers are taking advantage of these factors to reach a large and engaged audience and promote their products or services effectively.

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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