The global in-game advertising market size reached USD 8.7 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 19.6 Billion by 2033, exhibiting a growth rate (CAGR) of 8.78% during 2025-2033. The expanding use of video games as a form of entertainment, the growing penetration of the internet, the growing trend of digitalization and connectivity, and the quick development of ad technology are some of the major factors propelling the market.
Report Attribute
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Key Statistics |
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Base Year
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2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 8.7 Billion |
Market Forecast in 2033 | USD 19.6 Billion |
Market Growth Rate (2025-2033) | 8.78% |
Increasing popularity of gaming
The in-game advertising market growth is significantly driven by the dramatic rise in the number of gamers globally due to accessibility to mobile gaming and the proliferation of gaming consoles and PCs. According to a study by Streamlabs and Stream Hatchet, Twitch , the world's leading livestreaming platform for gamers saw an 83% year-on-year uprise in viewership when the pandemic hit, with over 5 billion hours of content viewed in the second quarter of 2020 alone. This diverse, engaged audience is especially attractive for brands looking to target specific demographics such as young adults and teenagers, who are often difficult to reach through traditional advertising channels.
Rising popularity of e-sports
There are more opportunities for in-game sponsorships and advertising due to the growing popularity of e-sports competitions and game streaming on websites like Twitch and YouTube. Large audiences attend these events, providing advertisers with excellent exposure and interaction opportunities. According to research by BBC, 439 Million people worldwide watched esports events in 2020, a 10% increase from 2019. These platforms collect a ton of information about their users, including their interactions, viewing habits, and preferences. With the help of this data, advertising campaigns can be more relevant and successful by being highly targeted and catered to the audience's unique interests and demographics, thus escalating the in-game advertising demand.
Technological advancements
Over the years, more interactive and interesting ad formats have been made possible by advancements in gaming technology, including AR, VR, and AI. With the use of these technologies, advertisements are incorporated into the story or interactive aspects of the game in a way that adds to rather than takes away from the gameplay experience. Therefore, the growing market for augmented reality (AR), which is predicted to reach US$ 102.7 billion by 2032 and exhibit a growth rate (CAGR) of 27.2% during 2024–2032, and the growing market for virtual reality gaming, which, according to IMARC GROUP, is expected to reach US$ 313.5 billion by 2032 and exhibit a growth rate (CAGR) of 25.8% during 2024–2032, are creating a favorable in-game advertising market forecast.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2025-2033. Our report has categorized the market based on type and device type.
Breakup by Type:
Static ads accounts for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the type. This includes static ads, dynamic ads, and advergaming. According to the report, static ads represented the largest segment.
Static advertisements are stationary commercials that fit in well with the gaming environment and give advertisers a discrete means of promoting their goods and services. This type of advertising can be simply incorporated into a wide range of gaming platforms, including PC, console, and mobile games, without requiring major modifications to the game's code or functionality. Apart from this, it also enables advertisers to reach a wide audience without being limited by technical limitations. Consequently, the need for static advertisements is increasing due to the increased popularity of gaming consoles. The global gaming console industry is anticipated to reach $40.3 billion by 2023, according to a report published by IMARC GROUP.
Breakup by Device Type:
PC/Laptop holds the largest share of the industry
A detailed breakup and analysis of the market based on the device type has also been provided in the report. This includes PC/laptop and smartphone/tablet. According to the report, PC/Laptop accounted for the largest market share.
In the gaming industry, PC/laptop gaming leads the market as it enables advertisers to access to a wide range of players. 92% of all households in 2018 had at least one type of computer, and 85% had a broadband internet subscription, according to the UNITED STATES CENSUS BUREAU. Due to their strong hardware and larger screens, PCs and laptops provide plenty of space for advertisements, making in-game ad placements more effective and engaging. Furthermore, as PC and laptop users frequently play games for extended periods of time, advertisers get an excellent opportunity to interact with players.
Breakup by Region:
North America leads the market, accounting for the largest in-game advertising market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America represents the largest regional market for in-game advertising.
North America, particularly the United States and Canada, has the largest in-game advertising market revenue due to high penetration rate of digital devices and internet connectivity, which supports an extensive base of gamers across various platforms including mobile, PC, and consoles. According to Entertainment Software Association, nearly 227 million Americans play video games. Two thirds of adults and three quarters of kids under 18 play video games weekly. Across all ages, 80% of players are over 18, and the average age of a video game player is 31. In total, players are about half female (45%) and half male (55%). This wide and active gaming population provides a substantial audience for in-game advertising. Besides, North America hosts major gaming publishers and e-sports leagues, which facilitate collaborations and partnerships with advertisers. The strong e-sports ecosystem in the region, including major tournaments and events, offers additional high-visibility platforms for in-game advertising.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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Types Covered | Static Ads, Dynamic Ads, Advergaming |
Device Types Covered | PC/Laptop, Smartphone/Tablet |
Regions Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Countries Covered | United States, Canada, Germany, France, United Kingdom, Italy, Spain, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico |
Companies Covered | Activision Blizzard Media Ltd., AdInMo Ltd., Adverty AB (publ), Anzu Virtual Reality Ltd, Bidstack Limited, Electronic Arts Inc., HotPlay, IronSource Ltd. (Unity Technologies), Playwire, RapidFire, Inc., etc. |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |