In-game Advertising - Western Asia

  • Western Asia
  • in Western Asia, a significant region in the global landscape, is expected to witness a substantial growth in the In-game Advertising market market with a projected revenue of US$408.50m by 2024.
  • This anticipated growth is further supported by an estimated annual growth rate (CAGR 2024-2029) of 8.23%, leading to a market volume of US$606.70m by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$7.17.
  • In comparison to other countries, in China is poised to lead in revenue generation with a substantial amount of US$46,610.00m in 2024.
  • In Western Asia, the rising demand for in-game advertising in the media market is driven by the region's tech-savvy population and increasing digital consumption habits.

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

 
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Analyst Opinion

The In-game Advertising market in Western Asia has been experiencing significant growth in recent years. Customer preferences in Western Asia are shifting towards digital entertainment, with an increasing number of people spending their leisure time playing video games.

This has created a lucrative opportunity for advertisers to reach a highly engaged audience through in-game advertising. In-game advertising allows brands to seamlessly integrate their products or messages into the gaming experience, providing a non-intrusive and immersive advertising channel. This form of advertising is particularly appealing to advertisers in Western Asia due to its ability to target a specific demographic and capture their attention for extended periods of time.

One of the key trends in the In-game Advertising market in Western Asia is the rise of mobile gaming. Mobile gaming has gained immense popularity in the region, with a large percentage of the population owning smartphones. This has led to an increase in the number of mobile games being developed and played, creating new opportunities for in-game advertising.

Advertisers are capitalizing on this trend by partnering with game developers to integrate their brands into popular mobile games. Another trend in the market is the emergence of esports. Esports refers to competitive video gaming, where professional players compete against each other in tournaments.

Esports has gained a massive following in Western Asia, with millions of viewers tuning in to watch live matches. This presents a unique opportunity for advertisers to reach a highly engaged audience through in-game advertising during esports events. Brands are sponsoring esports teams, tournaments, and even creating their own esports leagues to tap into this growing market.

Local special circumstances in Western Asia also contribute to the development of the In-game Advertising market. The region has a young population that is highly tech-savvy and receptive to digital advertising. Additionally, Western Asia has a large gaming industry, with several local game developers creating popular games.

This creates a favorable environment for in-game advertising, as advertisers can collaborate with local developers to create tailored advertising campaigns that resonate with the target audience. Underlying macroeconomic factors, such as the increasing disposable income and growing middle class in Western Asia, also play a role in the development of the In-game Advertising market. As people have more discretionary income, they are willing to spend on entertainment, including video games.

This drives the demand for gaming content and creates opportunities for advertisers to reach a larger audience through in-game advertising. Overall, the In-game Advertising market in Western Asia is experiencing rapid growth due to customer preferences for digital entertainment, the rise of mobile gaming and esports, local special circumstances, and underlying macroeconomic factors. Advertisers are capitalizing on these trends and opportunities to reach a highly engaged audience and drive brand awareness and engagement.

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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