In-game Advertising - Lithuania

  • Lithuania
  • Lithuania is projected to reach a revenue of US$12.53m in the In-game Advertising market market by 2024.
  • The market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.39%, leading to a projected market volume of US$19.63m by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$15.87.
  • In global comparison, in China is anticipated to generate the highest revenue of US$46,610.00m in 2024.
  • Lithuania's media market is rapidly embracing in-game advertising, leveraging its tech-savvy population for targeted brand exposure within popular gaming platforms.

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

 
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Analyst Opinion

The In-game Advertising market in Lithuania is experiencing significant growth and development due to several key factors.

Customer preferences:
Lithuanian consumers are increasingly engaging with digital media and spending more time playing video games. This has created a prime opportunity for advertisers to reach their target audience through in-game advertising. With the rise of mobile gaming and the popularity of multiplayer online games, players are spending more time immersed in virtual worlds, providing a captive audience for advertisers. Additionally, the younger demographic, which is highly sought after by advertisers, is particularly receptive to in-game advertising.

Trends in the market:
One of the key trends in the In-game Advertising market in Lithuania is the integration of native ads within the game environment. Advertisers are leveraging the immersive nature of video games to seamlessly integrate their brand messages within the gameplay experience. This approach not only enhances the overall user experience but also ensures that the ads are more likely to be noticed and remembered by players. Furthermore, advertisers are increasingly utilizing targeted advertising strategies to deliver personalized messages based on players' demographics, interests, and in-game behavior.

Local special circumstances:
Lithuania has a thriving gaming industry, with a number of successful game development studios and a growing community of gamers. This local ecosystem provides a fertile ground for in-game advertising to flourish. Game developers are open to integrating advertising into their games as a means of monetization, and players are generally accepting of non-intrusive ads that enhance their gaming experience. Additionally, Lithuania has a high internet penetration rate and a tech-savvy population, making it an attractive market for advertisers looking to reach a digitally engaged audience.

Underlying macroeconomic factors:
The overall economic growth and stability in Lithuania have contributed to the development of the In-game Advertising market. As the country's economy continues to grow, consumers have more disposable income to spend on leisure activities, including gaming. This increased spending power translates into a larger player base and more opportunities for advertisers to reach their target audience. Furthermore, the government's support for the technology sector and digital innovation has fostered a favorable environment for the growth of the In-game Advertising market. In conclusion, the In-game Advertising market in Lithuania is experiencing significant growth and development due to the increasing popularity of video games and the digitalization of media consumption. Advertisers are capitalizing on customer preferences for immersive gaming experiences and leveraging targeted advertising strategies to reach their target audience. The local gaming industry and tech-savvy population provide a favorable environment for the growth of in-game advertising. Additionally, the overall economic growth and government support for the technology sector contribute to the development of the market.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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