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한글목차
세계의 게임내 광고(IGA) 시장은 2025년부터 2030년까지 850억 1,690만 달러 증가하고, 예측 기간 동안 CAGR은 11.2%로 예측됩니다.
본 보고서에서는 시장 규모와 예측, 동향, 성장요인, 과제에 대한 종합적인 분석과 함께 약 25개 벤더에 대한 분석 정보를 전해드립니다.
본 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 시장 환경 전반에 대한 최신 분석을 제공합니다. 시장은 본질적이고 비침습적인 광고 포맷의 확산, 보상형 동영상 및 가치 교환 모델의 빠른 성장, 프로그래밍 기술과 인공지능의 통합에 의해 주도되고 있습니다.
이번 조사는 업계 주요 관계자들의 정보를 비롯해 1차 정보와 2차 정보를 객관적으로 조합하여 진행되었습니다. 이 보고서에는 주요 기업 분석과 함께 종합적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.
시장 범위
기준 연도
2026년
대상 연도
2030년
예측 기간
2026-2030년
성장 모멘텀
가속
전년비 2026년
10.3%
CAGR
11.2%
증가액
850억 1,690만 달러
이 보고서는 프로그램형 인게임 광고와 자동화된 실시간 입찰의 증가가 향후 몇 년 동안 세계 인게임 광고(IGA) 시장 성장을 주도할 주요 요인 중 하나로 꼽았습니다. 또한, 메타버스 기반 광고와 몰입형 브랜드 월드의 확장, 그리고 높은 참여도를 가진 시청자층을 위한 프리미엄 채널로서 e스포츠의 우위는 시장에서 상당한 수요를 창출할 것으로 예상됩니다.
목차
제1장 주요 요약
제2장 Technavio 분석
제3장 시장 구도
제4장 시장 규모
제5장 시장 규모 실적
제6장 정성 분석
제7장 Five Forces 분석
제8장 시장 세분화 : 플랫폼별
제9장 시장 세분화 : 유형별
제10장 시장 세분화 : 가격 체계별
제11장 고객 상황
제12장 지역별 상황
제13장 촉진요인, 과제, 기회
제14장 경쟁 구도
제15장 경쟁 분석
제16장 부록
KSM
영문 목차
영문목차
The global in-game advertising (iga) market is forecasted to grow by USD 85016.9 mn during 2025-2030, accelerating at a CAGR of 11.2% during the forecast period. The report on the global in-game advertising (iga) 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 market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of intrinsic and non-intrusive advertising formats, rapid growth of rewarded video and value-exchange model, integration of programmatic technology and artificial intelligence.
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 size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.
Market Scope
Base Year
2026
End Year
2030
Series Year
2026-2030
Growth Momentum
Accelerate
YOY 2026
10.3%
CAGR
11.2%
Incremental Value
$85016.9 mn
Technavio's global in-game advertising (iga) market is segmented as below:
By Platform
Mobile
Computing
Console
By Type
Static ads
Dynamic ads
Advergaming
By Pricing Scheme
Cost per mille
Hybrid or outcome-based
Cost per completed view
Cost per click
Cost per action
Geography
North America
US
Canada
Mexico
APAC
China
Japan
South Korea
India
Indonesia
Australia
Europe
Germany
UK
France
Italy
Spain
The Netherlands
Middle East and Africa
South Africa
UAE
Egypt
South America
Brazil
Argentina
Colombia
Rest of World (ROW)
This study identifies the rise of programmatic in-game advertising and automated real-time bidding as one of the prime reasons driving the global in-game advertising (iga) market growth during the next few years. Also, expansion of metaverse-based advertising and immersive brand worlds and dominance of esports as premium channel for highly engaged audiences will lead to sizable demand in the market.
The report on the global in-game advertising (iga) market covers the following areas:
Global in-game advertising (iga) market sizing
Global in-game advertising (iga) market forecast
Global in-game advertising (iga) market industry analysis
The 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 global in-game advertising (iga) market vendors that include Activision Blizzard Inc., AdInMo Ltd., AdMaven, Adverty AB, Alphabet Inc., Anzu Virtual Reality Ltd., AppLovin Corp., AppsFlyer Ltd., Azerion Group N.V, Bidstack Ltd., Chartboost Inc., Frameplay, Gadsme, InMobi Pte. Ltd., Liftoff Inc., Mistplay Inc., PubScale, Unity Technologies Inc., Verve Group SE. Also, the global in-game advertising (iga) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The publisher 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 primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
Table of Contents
1 Executive Summary
1.1 Market overview
Executive Summary - Chart on Market Overview
Executive Summary - Data Table on Market Overview
Executive Summary - Chart on Global Market Characteristics
Executive Summary - Chart on Market by Geography
Executive Summary - Chart on Market Segmentation by Platform
Executive Summary - Chart on Market Segmentation by Type
Executive Summary - Chart on Market Segmentation by Pricing Scheme
Executive Summary - Chart on Incremental Growth
Executive Summary - Data Table on Incremental Growth
Executive Summary - Chart on Company Market Positioning
2 Technavio Analysis
2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
2.2 Criticality of inputs and Factors of differentiation
2.3 Factors of disruption
2.4 Impact of drivers and challenges
3 Market Landscape
3.1 Market ecosystem
3.2 Market characteristics
3.3 Value chain analysis
4 Market Sizing
4.1 Market definition
4.2 Market segment analysis
Market segments
4.3 Market size 2025
4.4 Market outlook: Forecast for 2025-2030
5 Historic Market Size
5.1 Global In-Game Advertising (IGA) Market 2020 - 2024
Historic Market Size - Data Table on Global In-Game Advertising (IGA) Market 2020 - 2024 ($ million)