1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Global In-Game Advertising Market - Introduction
4.1 Overview
4.2 Market Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Global In-Game Advertising Market Landscape
5.1 Historical and Current Market Trends (2018-2023)
5.2 Market Forecast (2024-2032)
6 Global In-Game Advertising Market - Breakup by Type
6.1 Static Ads
6.1.1 Overview
6.1.2 Historical and Current Market Trends (2018-2023)
6.1.3 Market Segmentation
6.1.4 Market Forecast (2024-2032)
6.2 Dynamic Ads
6.2.1 Overview
6.2.2 Historical and Current Market Trends (2018-2023)
6.2.3 Market Segmentation
6.2.4 Market Forecast (2024-2032)
6.3 Advergaming
6.3.1 Overview
6.3.2 Historical and Current Market Trends (2018-2023)
6.3.3 Market Segmentation
6.3.4 Market Forecast (2024-2032)
6.4 Attractive Investment Proposition by Type
7 Global In-Game Advertising Market - Breakup by Device Type
7.1 PC/Laptop
7.1.1 Overview
7.1.2 Historical and Current Market Trends (2018-2023)
7.1.3 Market Segmentation
7.1.4 Market Forecast (2024-2032)
7.2 Smartphone/Tablet
7.2.1 Overview
7.2.2 Historical and Current Market Trends (2018-2023)
7.2.3 Market Segmentation
7.2.4 Market Forecast (2024-2032)
7.3 Attractive Investment Proposition by Device Type
8 Global In-Game Advertising Market – Breakup by Region
8.1 North America
8.1.1 United States
8.1.1.1 Market Drivers
8.1.1.2 Historical and Current Market Trends (2018-2023)
8.1.1.3 Market Breakup by Type
8.1.1.4 Market Breakup by Device Type
8.1.1.5 Key Players
8.1.1.6 Market Forecast (2024-2032)
8.1.2 Canada
8.1.2.1 Market Drivers
8.1.2.2 Historical and Current Market Trends (2018-2023)
8.1.2.3 Market Breakup by Type
8.1.2.4 Market Breakup by Device Type
8.1.2.5 Key Players
8.1.2.6 Market Forecast (2024-2032)
8.2 Europe
8.2.1 Germany
8.2.1.1 Market Drivers
8.2.1.2 Historical and Current Market Trends (2018-2023)
8.2.1.3 Market Breakup by Type
8.2.1.4 Market Breakup by Device Type
8.2.1.5 Key Players
8.2.1.6 Market Forecast (2024-2032)
8.2.2 France
8.2.2.1 Market Drivers
8.2.2.2 Historical and Current Market Trends (2018-2023)
8.2.2.3 Market Breakup by Type
8.2.2.4 Market Breakup by Device Type
8.2.2.5 Key Players
8.2.2.6 Market Forecast (2024-2032)
8.2.3 United Kingdom
8.2.3.1 Market Drivers
8.2.3.2 Historical and Current Market Trends (2018-2023)
8.2.3.3 Market Breakup by Type
8.2.3.4 Market Breakup by Device Type
8.2.3.5 Key Players
8.2.3.6 Market Forecast (2024-2032)
8.2.4 Italy
8.2.4.1 Market Drivers
8.2.4.2 Historical and Current Market Trends (2018-2023)
8.2.4.3 Market Breakup by Type
8.2.4.4 Market Breakup by Device Type
8.2.4.5 Key Players
8.2.4.6 Market Forecast (2024-2032)
8.2.5 Spain
8.2.5.1 Market Drivers
8.2.5.2 Historical and Current Market Trends (2018-2023)
8.2.5.3 Market Breakup by Type
8.2.5.4 Market Breakup by Device Type
8.2.5.5 Key Players
8.2.5.6 Market Forecast (2024-2032)
8.2.6 Others
8.2.6.1 Historical and Current Market Trends (2018-2023)
8.2.6.2 Market Forecast (2024-2032)
8.3 Asia Pacific
8.3.1 China
8.3.1.1 Market Drivers
8.3.1.2 Historical and Current Market Trends (2018-2023)
8.3.1.3 Market Breakup by Type
8.3.1.4 Market Breakup by Device Type
8.3.1.5 Key Players
8.3.1.6 Market Forecast (2024-2032)
8.3.2 Japan
8.3.2.1 Market Drivers
8.3.2.2 Historical and Current Market Trends (2018-2023)
8.3.2.3 Market Breakup by Type
8.3.2.4 Market Breakup by Device Type
8.3.2.5 Key Players
8.3.2.6 Market Forecast (2024-2032)
8.3.3 India
8.3.3.1 Market Drivers
8.3.3.2 Historical and Current Market Trends (2018-2023)
8.3.3.3 Market Breakup by Type
8.3.3.4 Market Breakup by Device Type
8.3.3.5 Key Players
8.3.3.6 Market Forecast (2024-2032)
8.3.4 South Korea
8.3.4.1 Market Drivers
8.3.4.2 Historical and Current Market Trends (2018-2023)
8.3.4.3 Market Breakup by Type
8.3.4.4 Market Breakup by Device Type
8.3.4.5 Key Players
8.3.4.6 Market Forecast (2024-2032)
8.3.5 Australia
8.3.5.1 Market Drivers
8.3.5.2 Historical and Current Market Trends (2018-2023)
8.3.5.3 Market Breakup by Type
8.3.5.4 Market Breakup by Device Type
8.3.5.5 Key Players
8.3.5.6 Market Forecast (2024-2032)
8.3.6 Indonesia
8.3.6.1 Market Drivers
8.3.6.2 Historical and Current Market Trends (2018-2023)
8.3.6.3 Market Breakup by Type
8.3.6.4 Market Breakup by Device Type
8.3.6.5 Key Players
8.3.6.6 Market Forecast (2024-2032)
8.3.7 Others
8.3.7.1 Historical and Current Market Trends (2018-2023)
8.3.7.2 Market Forecast (2024-2032)
8.4 Latin America
8.4.1 Brazil
8.4.1.1 Market Drivers
8.4.1.2 Historical and Current Market Trends (2018-2023)
8.4.1.3 Market Breakup by Type
8.4.1.4 Market Breakup by Device Type
8.4.1.5 Key Players
8.4.1.6 Market Forecast (2024-2032)
8.4.2 Mexico
8.4.2.1 Market Drivers
8.4.2.2 Historical and Current Market Trends (2018-2023)
8.4.2.3 Market Breakup by Type
8.4.2.4 Market Breakup by Device Type
8.4.2.5 Key Players
8.4.2.6 Market Forecast (2024-2032)
8.4.3 Others
8.4.3.1 Historical and Current Market Trends (2018-2023)
8.4.3.2 Market Forecast (2024-2032)
8.5 Middle East and Africa
8.5.1 Market Drivers
8.5.2 Historical and Current Market Trends (2018-2023)
8.5.3 Market Breakup by Type
8.5.4 Market Breakup by Device Type
8.5.5 Market Breakup by Country
8.5.6 Key Players
8.5.7 Market Forecast (2024-2032)
8.6 Attractive Investment Proposition by Region
9 Global In-Game Advertising Market – Competitive Landscape
9.1 Overview
9.2 Market Structure
9.3 Market Share by Key Players
9.4 Market Player Positioning
9.5 Top Winning Strategies
9.6 Competitive Dashboard
9.7 Company Evaluation Quadrant
10 Profiles of Key Players
10.1 Activision Blizzard Media Ltd.
10.1.1 Business Overview
10.1.2 Product Portfolio
10.1.3 Business Strategies
10.1.4 SWOT Analysis
10.1.5 Major News and Events
10.2 AdInMo Ltd.
10.2.1 Business Overview
10.2.2 Product Portfolio
10.2.3 Business Strategies
10.2.4 SWOT Analysis
10.2.5 Major News and Events
10.3 Adverty AB (publ)
10.3.1 Business Overview
10.3.2 Product Portfolio
10.3.3 Business Strategies
10.3.4 SWOT Analysis
10.3.5 Major News and Events
10.4 Anzu Virtual Reality Ltd.
10.4.1 Business Overview
10.4.2 Product Portfolio
10.4.3 Business Strategies
10.4.4 SWOT Analysis
10.4.5 Major News and Events
10.5 Bidstack Limited
10.5.1 Business Overview
10.5.2 Product Portfolio
10.5.3 Business Strategies
10.5.4 SWOT Analysis
10.5.5 Major News and Events
10.6 Electronic Arts Inc.
10.6.1 Business Overview
10.6.2 Product Portfolio
10.6.3 Business Strategies
10.6.4 SWOT Analysis
10.6.5 Major News and Events
10.7 HotPlay
10.7.1 Business Overview
10.7.2 Product Portfolio
10.7.3 Business Strategies
10.7.4 SWOT Analysis
10.7.5 Major News and Events
10.8 IronSource Ltd. (Unity Technologies)
10.8.1 Business Overview
10.8.2 Product Portfolio
10.8.3 Business Strategies
10.8.4 SWOT Analysis
10.8.5 Major News and Events
10.9 Playwire
10.9.1 Business Overview
10.9.2 Product Portfolio
10.9.3 Business Strategies
10.9.4 SWOT Analysis
10.9.5 Major News and Events
10.10 RapidFire, Inc.
10.10.1 Business Overview
10.10.2 Product Portfolio
10.10.3 Business Strategies
10.10.4 SWOT Analysis
10.10.5 Major News and Events
Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.
11 Global In-Game Advertising Market - Industry Analysis
11.1 Drivers, Restraints, and Opportunities
11.1.1 Overview
11.1.2 Drivers
11.1.3 Restraints
11.1.4 Opportunities
11.1.5 Impact Analysis
11.2 Porters Five Forces Analysis
11.2.1 Overview
11.2.2 Bargaining Power of Buyers
11.2.3 Bargaining Power of Suppliers
11.2.4 Degree of Competition
11.2.5 Threat of New Entrants
11.2.6 Threat of Substitutes
11.3 Value Chain Analysis
12 Strategic Recommendations
13 Appendix