In-game Advertising - Sweden

  • Sweden
  • Revenue in the In-game Advertising market is projected to reach US$0.41bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.65%, resulting in a projected market volume of US$0.65bn by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$87.03.
  • 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 Sweden has been experiencing significant growth in recent years.

Customer preferences:
One of the main factors driving this growth is the increasing popularity of video games among consumers in Sweden. Video games have become a mainstream form of entertainment, with a large and diverse audience that spans across different age groups and demographics. As a result, advertisers are recognizing the potential of reaching this captive audience through in-game advertising.

Trends in the market:
In-game advertising offers a unique opportunity for advertisers to engage with consumers in a highly immersive and interactive environment. This form of advertising allows brands to seamlessly integrate their messages into the gameplay experience, creating a more authentic and engaging interaction with the target audience. As a result, more and more advertisers in Sweden are allocating a portion of their marketing budgets to in-game advertising. Another trend in the market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, mobile gaming has become a significant segment of the gaming industry in Sweden. This has created new opportunities for in-game advertising, as advertisers can now reach consumers not only through traditional gaming platforms but also through mobile devices. Advertisers are leveraging this trend by partnering with popular mobile games to reach a wider audience.

Local special circumstances:
Sweden has a strong gaming culture, with a high percentage of the population participating in gaming activities. This has created a favorable environment for in-game advertising, as consumers are already accustomed to interacting with brands within the gaming space. Additionally, Sweden has a high level of technological infrastructure, which further supports the growth of in-game advertising.

Underlying macroeconomic factors:
The Swedish economy has been performing well in recent years, with steady GDP growth and low unemployment rates. This has resulted in increased consumer spending power, which in turn has contributed to the growth of the gaming industry. As consumers have more disposable income, they are more willing to spend on gaming and related products, creating a larger market for in-game advertising. In conclusion, the In-game Advertising market in Sweden is growing due to the increasing popularity of video games, the rise of mobile gaming, the strong gaming culture, and the favorable macroeconomic conditions. Advertisers in Sweden are recognizing the potential of in-game advertising to reach a captive and engaged audience, and are allocating more resources to this form of advertising. As the gaming industry continues to evolve and expand, the In-game Advertising market in Sweden is expected to further grow and innovate.

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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