In-game Advertising - Southeast Asia

  • Southeast Asia
  • The In-game Advertising market in Southeast Asia is projected to witness a significant growth in revenue, with estimates suggesting that it will reach a staggering US$0.70bn by the year 2024.
  • This growth is expected to continue at an annual growth rate of 9.93% from 2024 to 2027, resulting in a projected market volume of approximately US$0.93bn by the end of 2027.
  • Moreover, the number of users in the In-game Advertising market is anticipated to rise steadily, reaching a substantial figure of 0.00 by 2027.
  • This indicates a growing interest and engagement of individuals with this form of advertising within the region.
  • It is worth noting that user penetration is projected to be zero percent in 2024 and is expected to remain the same by 2027.
  • In terms of global comparison, China is set to dominate the market, generating the highest revenue of US$46,610.00m in 2024.
  • This underscores China's robust presence and influence in the In-game Advertising market.
  • Furthermore, the average revenue per user (ARPU) is expected to reach US$1.19 in 2024.
  • This metric provides insights into the amount of revenue generated per user, highlighting the potential profitability of the In-game Advertising market in Southeast Asia.
  • Overall, the In-game Advertising market in Southeast Asia is poised for substantial growth, with significant revenue projections, a rising number of users, and a strong market presence China.
  • In-game advertising in Southeast Asia is experiencing significant growth as more local game developers partner with brands to monetize their games and reach a larger audience.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)