In-game Advertising - Montenegro

  • Montenegro
  • In Montenegro, revenue in the In-game Advertising market market is projected to reach US$1.66m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.18%, leading to a projected market volume of US$2.24m by 2029.
  • The average revenue per user (ARPU) in Montenegro is anticipated to amount to US$13.32.
  • In a global context, the majority of revenue will be generated China, with an expected figure of US$46,610.00m in 2024.
  • In Montenegro, the rise of mobile gaming has significantly increased opportunities for in-game advertising, attracting local businesses to engage a tech-savvy audience.

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

 
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Analyst Opinion

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

Customer preferences:
In Montenegro, like in many other countries, there is a growing preference for digital entertainment and gaming. With the increasing popularity of online gaming platforms and mobile gaming apps, more and more people are spending their leisure time playing games. This has created a lucrative market for in-game advertising, as advertisers recognize the potential to reach a large and engaged audience.

Trends in the market:
One of the key trends in the Montenegrin in-game advertising market is the integration of native advertising. Native advertising seamlessly blends into the gaming experience, making it less intrusive and more appealing to players. This approach allows advertisers to effectively promote their products or services without disrupting the gameplay. Additionally, there is a growing trend of personalized and targeted in-game advertisements, as advertisers leverage data analytics to understand the preferences and behaviors of gamers.

Local special circumstances:
Montenegro is a small country with a relatively young population that is highly engaged in digital technologies. This presents a unique opportunity for in-game advertisers to target a tech-savvy audience that is receptive to digital advertising. Furthermore, Montenegro's tourism industry is a significant contributor to its economy, and in-game advertising can be used to promote tourist destinations and attractions within the country.

Underlying macroeconomic factors:
The growth of the in-game advertising market in Montenegro can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet and the widespread adoption of smartphones have made gaming more accessible to a larger population. This has resulted in a larger pool of potential gamers for advertisers to target. Secondly, Montenegro has been experiencing steady economic growth, which has led to an increase in disposable income. This has allowed individuals to spend more on leisure activities, including gaming. Lastly, the COVID-19 pandemic has further accelerated the growth of the in-game advertising market in Montenegro. With people spending more time at home and seeking entertainment options, the demand for gaming has surged, creating a favorable environment for in-game advertising. In conclusion, the In-game Advertising market in Montenegro is thriving due to the increasing popularity of gaming, the integration of native advertising, personalized targeting, the tech-savvy population, the tourism industry, and underlying macroeconomic factors such as internet accessibility, economic growth, and the impact of the COVID-19 pandemic. As the market continues to evolve, advertisers in Montenegro will need to stay innovative and adapt to the changing preferences of gamers to effectively reach their target audience.

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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