In-game Advertising - Latvia

  • Latvia
  • In Latvia, revenue in the In-game Advertising market market is projected to reach US$9.98m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.46%, leading to a projected market volume of US$13.02m by 2029.
  • The average revenue per user (ARPU) in Latvia is anticipated to amount to US$24.93.
  • In a global context, the majority of revenue will be generated China, with projections of US$46,610.00m in 2024.
  • In Latvia, the in-game advertising market is gaining momentum as local developers increasingly integrate immersive brand experiences into popular gaming platforms.

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

 
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Analyst Opinion

The In-game Advertising market in Latvia is experiencing significant growth and development.

Customer preferences:
Latvian gamers are increasingly accepting and embracing in-game advertising as a way to enhance their gaming experience. They appreciate the relevance and authenticity of ads that are seamlessly integrated into the gameplay. Advertisements that offer rewards or benefits within the game are particularly well-received. Additionally, Latvian gamers value the ability to customize their gaming experience, and in-game advertising provides an opportunity for them to personalize their gameplay.

Trends in the market:
One of the key trends in the In-game Advertising market in Latvia is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more Latvians are turning to mobile games for entertainment. This shift has created new opportunities for in-game advertising, as advertisers can now reach a larger audience through mobile platforms. Furthermore, the advancement of technology has allowed for more sophisticated and targeted advertising strategies, such as location-based ads and personalized recommendations. Another trend in the market is the growing interest in esports. Latvia has a vibrant esports community, with numerous tournaments and events taking place throughout the year. As esports gain mainstream attention, advertisers are recognizing the potential of reaching a highly engaged and passionate audience through in-game advertising. Brands are sponsoring esports teams and events, and integrating their ads into the gaming experience. This trend is expected to continue as esports continue to grow in popularity.

Local special circumstances:
Latvia has a strong gaming culture, with a significant portion of the population actively engaged in gaming. This presents a unique opportunity for advertisers to reach a captive audience through in-game advertising. The country also has a high internet penetration rate, which further facilitates the delivery of in-game ads. Additionally, the relatively low cost of living in Latvia makes it an attractive market for advertisers looking to maximize their return on investment.

Underlying macroeconomic factors:
The growing In-game Advertising market in Latvia can be attributed to several macroeconomic factors. Firstly, the country's strong economic growth has led to increased disposable income among Latvian consumers. This has resulted in higher spending on leisure activities, including gaming. Secondly, the rapid technological advancements in the country have made gaming more accessible and affordable for a larger portion of the population. This has led to an expansion of the gaming market and subsequently, the In-game Advertising market. Lastly, the government's support for the technology and gaming industries has created a favorable environment for the development of in-game advertising in Latvia.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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