In-game Advertising - Americas

  • Americas
  • Revenue in the In-game Advertising market is projected to reach US$45.87bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.61%, resulting in a projected market volume of US$72.58bn by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$98.43.
  • In global comparison, most revenue will be generated in China (US$46,610.00m in 2024).

Key regions: France, United Kingdom, United States, South Korea, Europe

 
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Analyst Opinion

The In-game Advertising market in Americas is experiencing significant growth due to several key factors.

Customer preferences:
Customers in the Americas have shown a growing preference for immersive gaming experiences, which has led to an increase in the demand for in-game advertising. With the rise of online multiplayer games, players are spending more time in virtual worlds, creating opportunities for advertisers to reach a captive audience. Additionally, the younger demographic in the Americas is highly engaged with gaming, making it an attractive market for advertisers.

Trends in the market:
One of the key trends in the In-game Advertising market in Americas is the integration of native advertising within games. This involves seamlessly incorporating branded content into the gameplay, making it feel like a natural part of the gaming experience. This approach has proven to be more effective in capturing the attention of players and generating higher engagement levels. Another trend is the use of targeted advertising based on player data. Advertisers are leveraging the vast amount of data collected from players to deliver personalized ads that are more relevant to their interests and preferences. This not only enhances the user experience but also increases the effectiveness of the advertising campaigns.

Local special circumstances:
The Americas is a diverse region with multiple countries, each with its own unique gaming culture and preferences. Advertisers need to take into account these local special circumstances when designing their in-game advertising campaigns. For example, in North America, console gaming is popular, while in South America, mobile gaming dominates. Understanding these differences is crucial in creating successful campaigns that resonate with the local audience.

Underlying macroeconomic factors:
The growing popularity of in-game advertising in the Americas can be attributed to several underlying macroeconomic factors. The region has a strong gaming industry, with a large number of game developers and studios. This provides a fertile ground for advertisers to partner with game developers and reach a wide audience. Furthermore, the increasing penetration of smartphones and high-speed internet access has made gaming more accessible to a larger population. This has resulted in a larger player base and increased opportunities for advertisers to target their audience. In conclusion, the In-game Advertising market in Americas is thriving due to customer preferences for immersive gaming experiences, the integration of native advertising, the use of targeted advertising, local special circumstances, and underlying macroeconomic factors such as a strong gaming industry and increased accessibility to gaming platforms. Advertisers in the region have a wealth of opportunities to engage with a highly engaged and diverse gaming audience.

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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