In-game Advertising - New Zealand

  • New Zealand
  • In New Zealand, revenue in the In-game Advertising market market is projected to reach €91.55m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.77%, leading to a projected market volume of €133.10m by 2029.
  • The average revenue per user (ARPU) in New Zealand is anticipated to amount to €42.64.
  • In a global context, the majority of revenue will be generated China, which is expected to reach €43,220.00m in 2024.
  • In New Zealand, the burgeoning popularity of mobile gaming is driving innovative strategies in in-game advertising, enhancing brand engagement among younger audiences.

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

 
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Analyst Opinion

The In-game Advertising market in New Zealand is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this positive trajectory. Customer preferences in New Zealand are playing a crucial role in driving the growth of the In-game Advertising market. With the increasing popularity of online gaming, more and more people are spending their leisure time playing video games. As a result, advertisers are recognizing the potential of reaching this captive audience through in-game advertising. The ability to target specific demographics and engage with consumers in an interactive and immersive way is appealing to both advertisers and gamers alike. Trends in the market are also contributing to the development of the In-game Advertising market in New Zealand. The rise of mobile gaming has opened up new opportunities for advertisers to reach consumers. Mobile games are easily accessible and can be played anytime, anywhere, making them an ideal platform for in-game advertising. Additionally, the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming experiences is further enhancing the potential for in-game advertising. These immersive technologies provide advertisers with unique opportunities to engage with consumers in a more personalized and experiential way. Local special circumstances in New Zealand are also shaping the growth of the In-game Advertising market. The country has a strong gaming culture, with a significant portion of the population actively participating in gaming activities. This high level of engagement with gaming creates a receptive audience for in-game advertising. Furthermore, New Zealand has a robust digital infrastructure, which enables seamless integration of in-game advertising into online gaming platforms. This favorable environment supports the growth and development of the In-game Advertising market in the country. Underlying macroeconomic factors are also contributing to the positive trajectory of the In-game Advertising market in New Zealand. The country has a stable and growing economy, which provides a favorable business environment for advertisers. Additionally, the increasing penetration of smartphones and internet connectivity in New Zealand is driving the adoption of mobile gaming and creating new opportunities for in-game advertising. The combination of these macroeconomic factors is fueling the growth of the In-game Advertising market in the country. In conclusion, the In-game Advertising market in New Zealand is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing popularity of online gaming, the rise of mobile gaming, the integration of VR and AR technologies, the strong gaming culture, the robust digital infrastructure, the stable economy, and the growing smartphone penetration are all contributing to the positive trajectory of the market.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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