In-game Advertising - Ukraine

  • Ukraine
  • Revenue in the In-game Advertising market is projected to reach US$29.79m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.17%, resulting in a projected market volume of US$42.12m by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$4.76.
  • 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 Ukraine has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of video games. Customer preferences in Ukraine have shifted towards digital entertainment, with an increasing number of people spending their leisure time playing video games.

This has created a lucrative opportunity for advertisers to reach a captive audience through in-game advertising. Trends in the market show that advertisers are recognizing the potential of in-game advertising in Ukraine and are investing heavily in this medium. With the rise of mobile gaming, in-game advertising has become even more accessible and effective.

Advertisers are leveraging this trend by integrating their brands and products seamlessly into the gaming experience, creating a more immersive and engaging advertising platform. Local special circumstances in Ukraine contribute to the growth of the in-game advertising market. The country has a large and active gaming community, with a high number of gamers across different age groups.

This provides advertisers with a diverse target audience and ample opportunities to reach their desired demographic. Additionally, the relatively low cost of advertising in Ukraine compared to other markets makes it an attractive option for advertisers looking to maximize their return on investment. Underlying macroeconomic factors also play a role in the development of the in-game advertising market in Ukraine.

The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has created a favorable environment for advertisers, as consumers have more purchasing power and are more likely to engage with brands and products advertised in games. In conclusion, the In-game Advertising market in Ukraine is growing rapidly due to changing customer preferences, the increasing popularity of video games, and the favorable macroeconomic conditions in the country.

Advertisers are recognizing the potential of in-game advertising as an effective and immersive marketing platform, and are investing heavily in this medium to reach a captive audience. With the continued growth of the gaming industry and the increasing accessibility of mobile gaming, the in-game advertising market in Ukraine is expected to continue its upward trajectory in the coming years.

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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