In-game Advertising - Kyrgyzstan

  • Kyrgyzstan
  • Revenue in the In-game Advertising market is projected to reach US$1.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.55%, resulting in a projected market volume of US$2.59m by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1.37.
  • 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 Kyrgyzstan is experiencing significant growth and development, driven by several key factors.

Customer preferences:
In Kyrgyzstan, as in many other countries, there is a growing trend towards digital entertainment and gaming. With the increasing popularity of video games, more and more consumers are spending their leisure time playing games on various platforms such as consoles, PCs, and mobile devices. This shift in customer preferences towards gaming has created a lucrative opportunity for in-game advertising.

Trends in the market:
One of the main trends in the In-game Advertising market in Kyrgyzstan is the increasing adoption of mobile gaming. Mobile devices are easily accessible and affordable for a large portion of the population, making them a popular choice for gaming. As a result, mobile gaming has become a significant segment in the gaming industry, attracting a wide range of players. This trend has led to a rise in the demand for in-game advertising on mobile platforms. Another trend in the market is the emergence of esports in Kyrgyzstan. Esports, or competitive video gaming, has gained immense popularity worldwide, and Kyrgyzstan is no exception. The country has a growing number of esports enthusiasts and professional players who participate in local and international tournaments. This presents a unique opportunity for advertisers to reach a highly engaged and passionate audience through in-game advertising.

Local special circumstances:
Kyrgyzstan has a relatively young population, with a significant portion of the population falling within the age group that is most likely to engage in gaming and esports. This demographic factor contributes to the growth of the In-game Advertising market in the country, as advertisers can target their campaigns towards this specific audience. Furthermore, Kyrgyzstan has a developing digital infrastructure, with increasing internet penetration and access to high-speed internet. This enables gamers to connect and play online games seamlessly, creating a conducive environment for in-game advertising.

Underlying macroeconomic factors:
The In-game Advertising market in Kyrgyzstan is also influenced by macroeconomic factors. The country's economy has been growing steadily, leading to an increase in disposable income among the population. This, in turn, has contributed to the growth of the gaming industry, as more people are able to afford gaming devices and spend money on in-game purchases. Advertisers recognize this growing consumer spending power and are keen to tap into the market through in-game advertising. In conclusion, the In-game Advertising market in Kyrgyzstan is experiencing significant growth and development due to customer preferences towards gaming, the increasing adoption of mobile gaming, the emergence of esports, the country's young population, developing digital infrastructure, and underlying macroeconomic factors such as growing disposable income. These factors present a promising landscape for advertisers to leverage in-game advertising to reach a highly engaged and receptive audience in Kyrgyzstan.

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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