In-game Advertising - Benelux

  • Benelux
  • In the Benelux region, revenue in the In-game Advertising market market is projected to reach €0.49bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.30%, leading to a projected market volume of €0.73bn by 2029.
  • The average revenue per user (ARPU) in this market is anticipated to amount to €44.64.
  • In a global comparison, it is noteworthy that the highest revenue will be generated China, which is expected to reach €42,780.00m in 2024.
  • In Benelux, the in-game advertising market is increasingly integrating local cultural elements, enhancing player engagement and brand resonance within the region.

Key regions: China, India, United States, Germany, Europe

 
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Analyst Opinion

The In-game Advertising market in Benelux is experiencing significant growth and development.

Customer preferences:
Customers in the Benelux region are increasingly engaging with in-game advertising. They appreciate the immersive and interactive nature of in-game ads, which allows them to seamlessly integrate with the gaming experience. Additionally, customers are drawn to the personalized and targeted nature of in-game advertising, as it provides relevant content that aligns with their interests and preferences.

Trends in the market:
One of the key trends in the Benelux In-game Advertising market is the rise of mobile gaming. Mobile gaming has become increasingly popular in recent years, with a significant number of users in the region. This trend has created new opportunities for in-game advertising, as advertisers can reach a large and diverse audience through mobile games. The increasing availability of smartphones and tablets has also contributed to the growth of in-game advertising in the Benelux region. Another trend in the market is the integration of native advertising in games. Native advertising seamlessly integrates with the gaming environment, making it less intrusive and more appealing to customers. This form of advertising is gaining popularity in the Benelux region, as it provides a more organic and authentic experience for gamers.

Local special circumstances:
The Benelux region has a strong gaming culture, with a large number of avid gamers. This cultural aspect has contributed to the growth of the In-game Advertising market in the region. Additionally, the Benelux region is known for its high internet penetration rate, which further supports the development of the In-game Advertising market. The region's advanced digital infrastructure and tech-savvy population create a favorable environment for the growth of in-game advertising.

Underlying macroeconomic factors:
The strong economy in the Benelux region has played a significant role in the development of the In-game Advertising market. The region has a high disposable income, which allows consumers to spend more on leisure activities such as gaming. Additionally, the Benelux region has a well-established advertising industry, with advertisers recognizing the potential of in-game advertising to reach a large and engaged audience. The region's favorable business environment and supportive government policies also contribute to the growth of the In-game Advertising market in Benelux.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on in-app advertising spending and exclude agency commissions, rebates, production costs, and taxes. The market covers ad spending on advertisements displayed within a mobile application.

Modeling approach / Market size:

The market size is determined through a combined top-down and bottom-up approach. We use market data from independent databases, the number of application downloads from data partners, survey results taken from our primary research (e.g., Consumer Insights), and third-party reports to analyze and estimate global in-app advertising spending. To analyze the markets, we start by researching digital advertising in mobile applications for each advertising format, incidents of in-app and mobile browser usage, as well as the time spent in mobile apps by categories. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as GDP, mobile users, and digital consumer spending. Lastly, we benchmark key countries and/or regions (e.g., global, the United States, China) with external sources.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Visión general

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  • Global Comparison
  • Methodology
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