In-game Advertising - Poland

  • Poland
  • Poland is expected to see revenue in the In-game Advertising market market reach US$147.30m in 2024.
  • The revenue is forecasted to exhibit an annual growth rate (CAGR 2024-2029) of 8.01%, leading to a projected market volume of US$216.50m by 2029.
  • The average revenue per user (ARPU) is projected to be US$16.30.
  • When compared globally, in China is set to generate the highest revenue, amounting to US$46,610.00m in 2024.
  • In Poland, the In-game Advertising market is rapidly expanding, with media companies leveraging dynamic ad placements to reach engaged gaming audiences.

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

 
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Analyst Opinion

The In-game Advertising market in Poland is experiencing significant growth and development.

Customer preferences:
Polish gamers are increasingly open to in-game advertising. They are willing to engage with ads that are seamlessly integrated into the gaming experience and provide value. Gamers in Poland appreciate ads that enhance their gaming experience rather than disrupt it. They are more likely to respond positively to ads that offer rewards, discounts, or exclusive in-game content.

Trends in the market:
One of the key trends in the In-game Advertising market in Poland is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more people are playing games on these devices. This has created a huge opportunity for in-game advertising, as advertisers can reach a large and diverse audience through mobile games. Advertisers are also leveraging the social aspects of mobile gaming, such as multiplayer games and in-game chat features, to engage with gamers and promote their brands. Another trend in the market is the growing popularity of esports in Poland. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. Esports has a large and dedicated fan base in Poland, with millions of viewers tuning in to watch tournaments online and in-person. Advertisers are capitalizing on this trend by sponsoring esports teams, events, and tournaments, and by placing ads within esports games and live streams. This provides a unique opportunity for brands to reach a highly engaged and passionate audience.

Local special circumstances:
Poland has a strong gaming culture, with a large and active gaming community. Polish gamers are known for their enthusiasm and dedication, and they are willing to spend money on gaming-related products and services. This makes Poland an attractive market for in-game advertising, as advertisers can reach a highly engaged and receptive audience.

Underlying macroeconomic factors:
The growing In-game Advertising market in Poland can be attributed to several underlying macroeconomic factors. Poland has a strong and stable economy, with a large and growing middle class. This has led to increased disposable income and spending power among Polish consumers, including gamers. As a result, advertisers are investing more in the In-game Advertising market in Poland to capitalize on this growing consumer base. Furthermore, the rapid technological advancements in Poland have also contributed to the growth of the In-game Advertising market. The widespread availability of high-speed internet and the increasing penetration of smartphones and other mobile devices have made it easier for advertisers to reach gamers in Poland. Advertisers are leveraging these technological advancements to deliver targeted and personalized ads to gamers, enhancing the effectiveness and impact of in-game advertising campaigns. In conclusion, the In-game Advertising market in Poland is experiencing significant growth and development. Polish gamers are open to in-game advertising and appreciate ads that enhance their gaming experience. The rise of mobile gaming and the popularity of esports are key trends in the market, providing advertisers with unique opportunities to engage with gamers. The strong gaming culture and the underlying macroeconomic factors in Poland are driving the growth of the In-game Advertising market.

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
  • Demographics
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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