In-game Advertising - Eastern Asia

  • Eastern Asia
  • The In-game Advertising market in Eastern Asia is projected to witness a substantial growth in revenue, reaching US$50.77bn by 2024.
  • This indicates a promising future for the industry.
  • Additionally, the market is expected to exhibit an annual growth rate (CAGR 2024-2027) of 8.67%, resulting in a projected market volume of US$65.16bn by 2027.
  • Furthermore, the number of users in the In-game Advertising market is anticipated to reach 0.00 by 2027.
  • This indicates a significant user base that is likely to engage with in-game advertising.
  • In terms of user penetration, the market is expected to exhibit a steady increase, starting from 0.00 in 2024 and reaching [penetration_currentlayer_yeartoday] by 2027.
  • This indicates a potential for growth and expansion in the market.
  • In comparison to other countries, China is projected to generate the highest revenue in the In-game Advertising market, amounting to US$46,610.00m in 2024.
  • This showcases the market's prominence in the region.
  • Lastly, the average revenue per user (ARPU) in the In-game Advertising market is projected to be US$14.21 in 2024.
  • This metric provides insights into the monetization potential of each user within the market segment.
  • In Eastern Asia, the in-game advertising market is booming, with Japan leading the way in creative and immersive ad placements within popular video games.

Key regions: China, India, Japan, Germany, Europe

 
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Analyst Opinion

In recent years, in-game advertising has become increasingly popular, with more game developers and publishers incorporating it into their titles. As the number of gamers continues to rise, advertisers are recognizing the potential of this medium and investing more in this space.

One of the key trends in in-game advertising is the use of targeted ads. By leveraging user data and machine learning algorithms, advertisers can target ads to specific audiences, making them more relevant and effective. This trend is likely to continue as advertisers seek to optimize their ad spend and improve their ROI. Many games now feature in-app purchases, which provide an additional opportunity for advertisers to promote their products or services. For example, a game might offer players the chance to earn extra points or in-game currency by watching a short ad.

According to our research, the cloud gaming market is projected to see substantial growth in the coming years. By 2027, the market size is expected to reach US$46.06 billion, with a Compound Annual Growth Rate (CAGR) of 9.33%.

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., the Statista Global Consumer Survey), 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. GCS data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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