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市場調查報告書

遊戲內廣告的全球市場:2020年∼2024年

Global In-Game Advertising Market 2020-2024

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 931068
出版日期 內容資訊 英文 120 Pages
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遊戲內廣告的全球市場:2020年∼2024年 Global In-Game Advertising Market 2020-2024
出版日期: 2020年03月24日內容資訊: 英文 120 Pages
簡介

全球遊戲內廣告市場在2020年∼2024年的預測期間內,預計將以20%的年複合成長率增長,達到109億7,000萬美元的規模。市場主要的成長要素有手機遊戲和遊戲內動態廣告日益普及。特別是,移動遊戲的日益普及有望推動市場的進一步增長。

本報告提供全球遊戲內廣告市場相關調查分析,提供市場規模及成長率,市場趨勢,推動市場要素,課題,市場機會驗證,再加上主要供應商等相關的系統性資訊。

目錄

摘要整理

市場形勢

市場規模

  • 市場定義
  • 市場區隔分析
  • 2019年的市場規模
  • 市場預測:從2019年到2024年的預測

波特的五力分析

各平台市場區隔

  • 市場區隔
  • 各平台比較:市場規模與預測(2019-2024)
  • 行動
  • 運算
  • 主機
  • 各平台的市場機會

客戶形勢

  • 概要

各地區形勢

  • 各地區市場區隔
  • 各地區比較:市場規模與預測(2019-2024)
  • 北美
  • 亞太地區
  • 歐洲
  • 中東·非洲地區
  • 南美
  • 主要國家
  • 各地區的市場機會

成長要素,課題及趨勢

  • 市場成長要素
  • 交易量的成長要素-需求主導型成長
  • 交易量的成長要素-供給主導型成長
  • 交易量的成長要素-外部要素
  • 交易量的成長要素-需求轉移到鄰近市場
  • 價格上升要素-通貨膨脹
  • 價格成長要素-從低價格單位轉變到高價格單位
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 形勢的創新

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • Alphabet Inc.
  • Anzu Ltd.
  • Electronic Arts Inc.
  • engage
  • MediaSpike Inc.
  • Motive Interactive Inc.
  • Playwire Media LLC
  • RapidFire Inc.

附錄

目錄
Product Code: IRTNTR43136

Technavio has been monitoring the in-game advertising market and it is poised to grow by $ 10.97 bn during 2020-2024 progressing at a CAGR of 20% during the forecast period. Our reports on in-game advertising market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by an increasing popularity of mobile gaming and growing popularity of dynamic in-game advertising. In addition, increasing popularity of mobile gaming is anticipated to boost the growth of the market as well.

The in-game advertising market analysis include platform segment and geographic landscapes.

Technavio's ‘in-game advertising market ’ is segmented as below:

By Platform

  • Mobile
  • Computing
  • Console

By Geographic Landscape

  • APAC
  • Europe
  • MEA
  • North America
  • South America

This study identifies increase in number of gamers and growing partnership between advertisers and video game companies as one of the prime reasons driving the in-game advertising market growth during the next few years.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our in-game advertising market covers the following areas:

  • In-Game Advertising Market sizing
  • In-Game Advertising Market forecast
  • In-Game Advertising Market industry analysis

Technavio's ‘robust vendor analysis ’ is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading in-game advertising market vendors that include Alphabet Inc., Anzu Ltd., Electronic Arts Inc., engage, MediaSpike Inc., Motive Interactive Inc., Playwire Media LLC, and RapidFire Inc.. Also, the in-game advertising market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Platform

  • Market segments
  • Comparison by Platform
  • Mobile - Market size and forecast 2019-2024
  • Computing - Market size and forecast 2019-2024
  • Console - Market size and forecast 2019-2024
  • Market opportunity by Platform

Customer landscape

  • Overview

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography

Drivers, Challenges, and Trends

  • Market drivers
  • Volume driver - Demand led growth
  • Volume driver - Supply led growth
  • Volume driver - External factors
  • Volume driver - Demand shift in adjacent markets
  • Price driver - Inflation
  • Price driver - Shift from lower to higher priced units
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Alphabet Inc.
  • Anzu Ltd.
  • Electronic Arts Inc.
  • engage
  • MediaSpike Inc.
  • Motive Interactive Inc.
  • Playwire Media LLC
  • RapidFire Inc.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Exhibits

  • 1.Key Finding 1
  • 2.Key Finding 2
  • 3.Key Finding 3
  • 4.Key Finding 5
  • 5.Key Finding 6
  • 6.Key Finding 7
  • 7.Key Finding 8
  • 8.Parent market
  • 9.Market characteristics
  • 10.Offerings of vendors included in the market definition
  • 11.Market segments
  • 12.Global - Market size and forecast 2019 - 2024 ($ billion)
  • 13.Global market: Year-over-year growth 2019 - 2024 (%)
  • 14.Five forces analysis 2019 & 2024
  • 15.Bargaining power of buyers
  • 16.Bargaining power of suppliers
  • 17.Threat of new entrants
  • 18.Threat of substitutes
  • 19.Threat of rivalry
  • 20.Market condition - Five forces 2019
  • 21.Platform - Market share 2019-2024 (%)
  • 22.Comparison by Platform
  • 23.Mobile - Market size and forecast 2019-2024 ($ billion)
  • 24.Mobile - Year-over-year growth 2019-2024 (%)
  • 25.Computing - Market size and forecast 2019-2024 ($ billion)
  • 26.Computing - Year-over-year growth 2019-2024 (%)
  • 27.Console - Market size and forecast 2019-2024 ($ billion)
  • 28.Console - Year-over-year growth 2019-2024 (%)
  • 29. Market opportunity by Platform
  • 30.Customer landscape
  • 31.Market share by geography 2019-2024 (%)
  • 32.Geographic comparison
  • 33.North America - Market size and forecast 2019-2024 ($ billion)
  • 34.North America - Year-over-year growth 2019-2024 (%)
  • 35.APAC - Market size and forecast 2019-2024 ($ billion)
  • 36.APAC - Year-over-year growth 2019-2024 (%)
  • 37.Europe - Market size and forecast 2019-2024 ($ billion)
  • 38.Europe - Year-over-year growth 2019-2024 (%)
  • 39.MEA - Market size and forecast 2019-2024 ($ billion)
  • 40.MEA - Year-over-year growth 2019-2024 (%)
  • 41.South America - Market size and forecast 2019-2024 ($ billion)
  • 42.South America - Year-over-year growth 2019-2024 (%)
  • 43.Key leading countries
  • 44.Market opportunity by geography ($ billion)
  • 45.Impact of drivers and challenges
  • 46.Vendor landscape
  • 47.Landscape disruption
  • 48.Industry risks
  • 49.Vendors covered
  • 50.Market positioning of vendors
  • 51.Alphabet Inc. - Overview
  • 52.Alphabet Inc. - Business segments
  • 53.Alphabet Inc. - Key offerings
  • 54.Alphabet Inc. - Key customers
  • 55.Alphabet Inc. - Segment focus
  • 56.Anzu Ltd. - Overview
  • 57.Anzu Ltd. - Product and service
  • 58.Anzu Ltd. - Key offerings
  • 59.Anzu Ltd. - Key customers
  • 60.Anzu Ltd. - Segment focus
  • 61.Electronic Arts Inc. - Overview
  • 62.Electronic Arts Inc. - Business segments
  • 63.Electronic Arts Inc. - Key offerings
  • 64.Electronic Arts Inc. - Key customers
  • 65.Electronic Arts Inc. - Segment focus
  • 66.engage - Overview
  • 67.engage - Product and service
  • 68.engage - Key offerings
  • 69.engage - Key customers
  • 70.engage - Segment focus
  • 71.MediaSpike Inc. - Overview
  • 72.MediaSpike Inc. - Product and service
  • 73.MediaSpike Inc. - Key offerings
  • 74.MediaSpike Inc. - Key customers
  • 75.MediaSpike Inc. - Segment focus
  • 76.Motive Interactive Inc. - Overview
  • 77.Motive Interactive Inc. - Product and service
  • 78.Motive Interactive Inc. - Key offerings
  • 79.Motive Interactive Inc. - Key customers
  • 80.Motive Interactive Inc. - Segment focus
  • 81.Playwire Media LLC - Overview
  • 82.Playwire Media LLC - Product and service
  • 83.Playwire Media LLC - Key offerings
  • 84.Playwire Media LLC - Key customers
  • 85.Playwire Media LLC - Segment focus
  • 86.RapidFire Inc. - Overview
  • 87.RapidFire Inc. - Product and service
  • 88.RapidFire Inc. - Key offerings
  • 89.RapidFire Inc. - Key customers
  • 90.RapidFire Inc. - Segment focus
  • 91.Currency conversion rates for US$
  • 92.Research Methodology
  • 93.Validation techniques employed for market sizing
  • 94.Information sources
  • 95.List of abbreviations