In-Game Advertising Market by Application and By Region – Global Opportunities & Forecast, 2020-2027
In-Game Advertising Market by Application (Online In-Game Advertising and Standalone In-Game Advertising), and by Region – Global Opportunities & Forecast, 2020-2027
1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global In-Game Advertising Market- Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global In-Game Advertising Market Revenue Forecast till 2027
5. Global In-Game Advertising Market by Application Revenue Forecast till 2027
5.1. Online In-Game Advertising
5.2. Standalone In-Game Advertising
6. Global In-Game Advertising Market by Region Forecast till 2027
6.1. North America In-Game Advertising Market Revenue Forecast till 2027
(Option 1: As a part of the free 25% customization)
6.1.1. North America In-Game Advertising Market by Application
6.1.1.1. Online In-Game Advertising
6.1.1.2. Standalone In-Game Advertising
6.1.2. US In-Game Advertising Market All-Up
6.1.3. Canada In-Game Advertising Market All-Up
6.2. Europe In-Game Advertising Market Revenue Forecast till 2027
(Option 2: As a part of the free 25% customization)
6.2.1. Europe In-Game Advertising Market by Application
6.2.1.1. Online In-Game Advertising
6.2.1.2. Standalone In-Game Advertising
6.2.2. UK In-Game Advertising Market All-Up
6.2.3. Germany In-Game Advertising Market All-Up
6.2.4. France In-Game Advertising Market All-Up
6.2.5. Spain In-Game Advertising Market All-Up
6.2.6. Rest of Europe In-Game Advertising Market All-Up
6.3. Asia-Pacific In-Game Advertising Market Revenue Forecast till 2027
(Option 3: As a part of the free 25% customization)
6.3.1. Asia-Pacific In-Game Advertising Market by Application
6.3.1.1. Online In-Game Advertising
6.3.1.2. Standalone In-Game Advertising
6.3.2. China In-Game Advertising Market All-Up
6.3.3. India In-Game Advertising Market All-Up
6.3.4. Japan In-Game Advertising Market All-Up
6.3.5. Rest of APAC In-Game Advertising Market All-Up
6.4. RoW In-Game Advertising Market Revenue Forecast till 2027
(Option 4: As a part of the free 25% customization)
6.4.1. RoW In-Game Advertising Market by Application
6.4.1.1. Online In-Game Advertising
6.4.1.2. Standalone In-Game Advertising
6.4.2. Brazil In-Game Advertising Market All-Up
6.4.3. South Africa In-Game Advertising Market All-Up
6.4.4. Saudi Arabia In-Game Advertising Market All-Up
6.4.5. UAE In-Game Advertising Market All-Up
6.4.6. Rest of world (remaining countries of the LAMEA region) In-Game Advertising Market All-Up
7. Competitive Landscape Analysis
7.1. Porter’s Five Forces Analysis
7.2. Industry – Competitive Landscape
7.3. Market Presence (Intensity Mapping)
7.4. Key Strategic Market Developments
8. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
8.1. RapidFire, Inc.
8.1.1. Company Overview
8.1.2. Key Executives
8.1.3. Footprint & Employee Strength
8.1.4. Product Offerings
8.1.5. Financials
8.1.6. Key Company Developments
8.2. FreakOut Holdings, Inc.
8.2.1. Company Overview
8.2.2. Key Executives
8.2.3. Footprint & Employee Strength
8.2.4. Product Offerings
8.2.5. Financials
8.2.6. Key Company Developments
8.3. Gamelin Advergames
8.3.1. Company Overview
8.3.2. Key Executives
8.3.3. Footprint & Employee Strength
8.3.4. Product Offerings
8.3.5. Financials
8.3.6. Key Company Developments
8.4. Audiencly GmbH
8.4.1. Company Overview
8.4.2. Key Executives
8.4.3. Footprint & Employee Strength
8.4.4. Product Offerings
8.4.5. Financials
8.4.6. Key Company Developments
8.5. Kairos Group
8.5.1. Company Overview
8.5.2. Key Executives
8.5.3. Footprint & Employee Strength
8.5.4. Product Offerings
8.5.5. Financials
8.5.6. Key Company Developments
8.6. Viral Nation Inc.
8.6.1. Company Overview
8.6.2. Key Executives
8.6.3. Footprint & Employee Strength
8.6.4. Product Offerings
8.6.5. Financials
8.6.6. Key Company Developments
8.7. PocketWhale
8.7.1. Company Overview
8.7.2. Key Executives
8.7.3. Footprint & Employee Strength
8.7.4. Product Offerings
8.7.5. Financials
8.7.6. Key Company Developments
8.8. Ernst & Young Global Limited
8.8.1. Company Overview
8.8.2. Key Executives
8.8.3. Footprint & Employee Strength
8.8.4. Product Offerings
8.8.5. Financials
8.8.6. Key Company Developments
8.9. Atlas Alpha Inc.
8.9.1. Company Overview
8.9.2. Key Executives
8.9.3. Footprint & Employee Strength
8.9.4. Product Offerings
8.9.5. Financials
8.9.6. Key Company Developments
8.10. Blizzard Entertainment, Inc.
8.10.1. Company Overview
8.10.2. Key Executives
8.10.3. Footprint & Employee Strength
8.10.4. Product Offerings
8.10.5. Financials
8.10.6. Key Company Developments
9. About GMI Research
*Details on Financials might not be available in case of unlisted/private companies.
- Published Date: Feb - 2021
- Report Format: Excel/PPT
- Report Code: UP1830-001001
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The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
In-Game Advertising Market by Application and By Region – Global Opportunities & Forecast, 2020-2027
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