In-game Advertising - Czechia

  • Czechia
  • In Czechia, revenue in the In-game Advertising market market is projected to reach €84.76m in 2024.
  • It is anticipated that revenue will exhibit an annual growth rate (CAGR 2024-2029) of 8.51%, which will lead to a projected market volume of €127.50m by 2029.
  • The average revenue per user (ARPU) in Czechia is expected to amount to €38.46.
  • In a global context, the highest revenue will be generated China, with a figure of €42,780.00m in 2024.
  • In Czechia, the in-game advertising market is increasingly leveraging local gaming culture to enhance brand engagement and resonate with younger audiences.

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

 
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Analyst Opinion

The In-game Advertising market in Czechia has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for this growth is the increasing popularity of online gaming in the country. Czechia has a large and active gaming community, with a high number of gamers spending a significant amount of time playing online games. This has created a lucrative market for in-game advertising, as advertisers recognize the potential to reach a large and engaged audience.

Trends in the market:
In-game advertising has become an effective way for brands to engage with consumers in a more interactive and immersive way. With advancements in technology, advertisers are now able to seamlessly integrate their advertisements into the gaming experience, making them more natural and less intrusive. This has led to a rise in the adoption of in-game advertising by brands in Czechia, as they see the value in reaching consumers in a highly targeted and engaging environment.

Local special circumstances:
Czechia has a strong gaming culture, with a high number of gamers and gaming events taking place in the country. This has created a unique opportunity for in-game advertising, as brands can leverage these events to reach a highly engaged and passionate audience. Additionally, Czechia has a high internet penetration rate and a strong infrastructure, making it easier for gamers to access online games and for advertisers to deliver their in-game advertisements.

Underlying macroeconomic factors:
The growth of the In-game Advertising market in Czechia can also be attributed to the overall growth of the advertising industry in the country. Czechia has a stable and growing economy, which has led to an increase in advertising spending across various platforms. As advertisers look for new and innovative ways to reach consumers, in-game advertising has emerged as a viable option. Furthermore, the rise of mobile gaming has also contributed to the growth of the in-game advertising market, as more and more people are playing games on their smartphones and tablets. In conclusion, the In-game Advertising market in Czechia is experiencing significant growth due to the increasing popularity of online gaming, the effectiveness of in-game advertising in reaching consumers in an engaging way, the strong gaming culture and infrastructure in the country, and the overall growth of the advertising industry. As the market continues to evolve, we can expect to see further innovation and investment in this space.

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

  • Revenue
  • Analyst Opinion
  • Demographics
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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