In-game Advertising - Tanzania

  • Tanzania
  • In Tanzania, revenue in the In-game Advertising market market is projected to reach US$1.94m in 2024.
  • Revenue in this sector is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 6.36%, which will lead to a projected market volume of US$2.64m by 2029.
  • The average revenue per user (ARPU) in Tanzania is expected to amount to US$0.17.
  • In a global context, the majority of revenue will be generated China, where it is estimated to be US$46,610.00m in 2024.
  • In Tanzania, the growth of mobile gaming is driving increased interest in in-game advertising, as brands seek to engage the country's tech-savvy youth demographic.

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

 
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Analyst Opinion

In recent years, the In-game Advertising market in Tanzania has been experiencing significant growth and development.

Customer preferences:
One of the key factors driving the growth of the In-game Advertising market in Tanzania is the increasing popularity of video games among the younger population. Tanzanian gamers are spending more time playing video games, both on mobile devices and gaming consoles. This shift in consumer behavior has created a lucrative opportunity for advertisers to reach their target audience through in-game advertising.

Trends in the market:
The In-game Advertising market in Tanzania is witnessing a trend of increased collaboration between game developers and advertisers. Game developers are actively integrating advertising placements within their games to generate revenue. This trend is fueled by the rising demand for free-to-play games, where in-game advertising serves as a monetization strategy. Advertisers are also becoming more creative in their approach, developing interactive and immersive ad experiences that blend seamlessly with the game environment.

Local special circumstances:
Tanzania has a growing middle class and a youthful population, which presents a favorable market for in-game advertising. With increasing disposable income and a strong interest in gaming, Tanzanian consumers are more likely to engage with in-game ads. Moreover, the high penetration of smartphones in the country has made gaming more accessible to a larger audience, further contributing to the growth of the in-game advertising market.

Underlying macroeconomic factors:
The Tanzanian economy has been experiencing steady growth in recent years, which has had a positive impact on consumer spending. This economic stability has created an environment conducive to the growth of the in-game advertising market. Additionally, the government's focus on digital transformation and the development of the technology sector has led to increased investment in the gaming industry, further fueling the growth of in-game advertising. In conclusion, the In-game Advertising market in Tanzania is witnessing significant growth and development due to the increasing popularity of video games among the younger population, the trend of collaboration between game developers and advertisers, the favorable market conditions in Tanzania, and the underlying macroeconomic factors. As the gaming industry continues to evolve and expand in Tanzania, the in-game advertising market is expected to further thrive.

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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