In-game Advertising - North America

  • North America
  • In North America, the In-game Advertising market market is forecasted to achieve a revenue of US$44.39bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.65%, leading to a projected market volume of US$70.35bn by 2029.
  • The average revenue per user (ARPU) is projected to be US$156.20.
  • When compared globally, in China is expected to generate the highest revenue, amounting to US$46,610.00m in 2024.
  • In North America, the shift towards dynamic in-game advertising integration is reshaping the landscape of the media market, enhancing brand engagement and user experience.

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

 
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Analyst Opinion

The In-game Advertising market in North America has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for this growth is the increasing popularity of video games in North America. Video games have become a mainstream form of entertainment, with a large and diverse audience. As a result, advertisers are recognizing the potential of reaching this captive audience through in-game advertising.

Trends in the market:
In-game advertising allows brands to integrate their products or messages directly into the gaming experience, creating a more immersive and interactive advertising experience. This form of advertising is particularly effective in capturing the attention of gamers, as it is seamlessly integrated into the game environment. As a result, more and more advertisers are investing in in-game advertising campaigns to reach this highly engaged audience. Another trend in the market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, mobile gaming has become a significant part of the gaming industry in North America. This has created new opportunities for in-game advertising, as advertisers can now reach gamers on their mobile devices. Mobile games often have a large and dedicated user base, making them an attractive platform for advertisers.

Local special circumstances:
North America has a strong gaming culture, with a large and dedicated community of gamers. This has created a fertile ground for the growth of the in-game advertising market. Additionally, North America is home to many major gaming companies and studios, which are constantly developing new and innovative games. These companies often partner with advertisers to incorporate in-game advertising into their games, further driving the growth of the market.

Underlying macroeconomic factors:
The strong economy in North America has also contributed to the growth of the in-game advertising market. As disposable incomes have increased, consumers are spending more on entertainment, including video games. This has led to a larger and more engaged audience for in-game advertising. In conclusion, the In-game Advertising market in North America is experiencing significant growth due to the increasing popularity of video games, the rise of mobile gaming, the strong gaming culture in the region, and the strong economy. Advertisers are recognizing the potential of reaching the captive audience of gamers through in-game advertising, leading to increased investment in this form of advertising.

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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