In-game Advertising - Indonesia

  • Indonesia
  • The In-game Advertising market in Indonesia is anticipated to witness substantial growth, with projected revenue reaching €194.20m in 2024.
  • This indicates a promising future for the market segment within the country.
  • Furthermore, the market is expected to exhibit a compound annual growth rate (CAGR) of 10.40% during the period 2024-2027, resulting in a projected market volume of €261.30m by the end of 2027.
  • In terms of user engagement, the number of users in the Indonesian In-game Advertising market is projected to amount to 0.00 by 2027.
  • This suggests a shift towards more advanced forms of advertising within the gaming industry.
  • Additionally, user penetration is expected to remain at 0.00 in 2024 and is projected to maintain the same level by 2027.
  • When comparing the Indonesian market to the global landscape, it is noteworthy that China is expected to generate the highest revenue in the In-game Advertising market, with an estimated revenue of €43,220.00m in 2024.
  • This highlights the dominance of the Chinese market within the industry.
  • Furthermore, the average revenue per user (ARPU) in the Indonesian In-game Advertising market is projected to reach €2.35 in 2024.
  • This metric serves as an indicator of the potential profitability of each user within the market.
  • "In Indonesia, the use of in-game advertising has seen a significant rise, with game developers incorporating local brands and cultural references to engage the growing gaming community."

Key regions: China, India, Japan, Germany, Europe

 
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Analyst Opinion

In recent years, in-game advertising has become increasingly popular, with more game developers and publishers incorporating it into their titles. As the number of gamers continues to rise, advertisers are recognizing the potential of this medium and investing more in this space.

One of the key trends in in-game advertising is the use of targeted ads. By leveraging user data and machine learning algorithms, advertisers can target ads to specific audiences, making them more relevant and effective. This trend is likely to continue as advertisers seek to optimize their ad spend and improve their ROI. Many games now feature in-app purchases, which provide an additional opportunity for advertisers to promote their products or services. For example, a game might offer players the chance to earn extra points or in-game currency by watching a short ad.

According to our research, the cloud gaming market is projected to see substantial growth in the coming years. By 2027, the market size is expected to reach US$46.06 billion, with a Compound Annual Growth Rate (CAGR) of 9.33%.

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., the Statista Global Consumer Survey), 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. GCS data is unbiased for representativeness.

Visión general

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