In-game Advertising Market Size and Share

In-game Advertising Market (2025 - 2030)
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In-game Advertising Market Analysis by Mordor Intelligence

The in-game advertising market size is estimated at more than USD 119.31 billion in 2025 and is on track to almost double to just under USD 197.99 billion by 2030, reflecting a CAGR of nearly 10.66%. The expansion is propelled by mobile-first gaming audiences, 5G-enabled cloud gaming sessions that now sustain console-quality play on handheld devices, and the steady integration of programmatic pipes into premium inventory. Large consumer-packaged-goods and automotive advertisers are quickly moving budgets into gaming once third-party measurement verifies attention metrics, while programmatic exchange partnerships with AAA publishers are making previously closed environments broadly accessible. At the same time, tightening privacy rules force a pivot toward contextual signals and first-party data, creating both compliance costs and fresh opportunities for creative targeting models.

Key Report Takeaways

  • By ad format, dynamic server-side placements led with 38% of the in-game advertising market share in 2024, while in-game video and audio spots are forecast to expand at a 16.8% CAGR through 2030.
  • By device platform, mobile commanded a 56.5% share of the in-game advertising market size in 2024; the cloud/VR/AR/metaverse grouping is projected to rise at an 18.9% CAGR between 2025-2030.
  • By transaction mode, the programmatic marketplace accounted for 61% of the in-game advertising market size in 2024 and is advancing at a 12.4% CAGR through 2030.
  • By geography, Asia-Pacific held 33.7% revenue in 2024, while the Middle East & Africa region is projected to grow at 14.6% CAGR to 2030.

Segment Analysis

By Ad Format: Dynamic Leadership and Video Momentum

Dynamic server-side placements currently command the largest slice of the in-game advertising market, accounting for 38% of revenues in 2024. They refresh live without triggering game-client updates, letting publishers sell time-sensitive promotions that stay relevant across extended player lifecycles. The rewarded video and audio formats grow at a 16.8% CAGR, with audio alone expected to reach 182 million users by 2027. Completion rates above 97% and measurable lifts in seven-day retention illustrate the user-friendly perception of opt-in media. Static display remains foundational but its proportional contribution erodes as advertisers chase richer engagement metrics, and branded mini-games flourish when deep integration aligns with brand storytelling even if high development costs limit scalability.\

In-game video’s surge reflects advancements in compression and adaptive streaming that deliver high-definition playback with minimal resource overhead, making it suitable for mid-tier devices that still dominate emerging markets. Advertisers increasingly overlay performance interactivity such as “watch to unlock” bonuses turning a passive format into a revenue engine for both publisher and brand. The inclusion of server-side asset swaps pushes granular A/B testing at runtime, and April 2025 saw a global sportswear brand lift click-through rates by 37% using real-time creative rotation based on in-match player behaviour. As the number of brands willing to experiment grows, the in-game advertising market size attributed to interactive video is set to outpace legacy formats across most regions.

In-game Advertising Market
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By Device Platform: Mobile Dominance Meets Metaverse Upswing

Mobile titles generated 56.5% of the in-game advertising market size in 2024, reflecting virtually universal smartphone access in Asia-Pacific, where 95% of users go online via handhelds. Casual genres lean on hybrid revenue models combining in-app purchases with ads, a mix that boosted overall takings 30% for studios adopting the approach. PC games, especially esports, still attract premium CPMs because long sessions and competitive intensity translate to higher brand recall. Console inventory, once inaccessible, is opening slowly as first-party platform holders trial programmatic direct deals, enticing blue-chip advertisers seeking pristine environments.

Beyond traditional categories, cloud streaming and VR/AR experiences are growing at an 18.9% CAGR, the fastest rate among device groups. The metaverse subset benefits from persistent worlds where product placements become functional parts of gameplay. A Japanese fashion label’s 2025 Fortnite show is a flagship case: players explored a virtual museum showcasing limited-edition designs, creating brand touchpoints that lasted long after the event. As headsets become lighter and telcos bundle cloud services with data plans, the in-game advertising market share arising from immersive platforms will climb, supported by average session lengths that already exceed 35 minutes on 5G connections.

By Transaction Mode: Programmatic Efficiency

Programmatic pipes routed 61% of all spend through the in-game advertising market in 2024 and are widening the gap by expanding at a 12.4% CAGR. Open auctions deliver scale in mobile casual titles, while programmatic guaranteed deals now cover premium console and PC placements once reserved for manual insertion orders. 

Automation slashes campaign setup times and unlocks AI-driven optimisation: a March 2025 pilot by a leading mobile studio increased ad yield 27% and cut latency 42% after deploying real-time bidding on top of an ML framework. Direct-sold deals still dominate narrative integrations and bespoke mini-games, but even those use programmatic pipes for frequency capping and reporting, underscoring the infrastructure shift. As advertisers demand live attribution dashboards, the programmatic share of the in-game advertising market is expected to surpass two-thirds well before 2030.

In-game Advertising Market
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Geography Analysis

Asia-Pacific retained 33.7% of the in-game advertising market revenue in 2024, thanks to unmatched mobile penetration and a culture that accepts ad-supported models when rewarded mechanics are transparent. China’s state-backed investment in esports arenas and South Korea’s 21% games revenue jump in 2023 reinforce structural support for sustained growth. At the same time, user-sentiment surveys show fatigue when ad frequency exceeds tolerance thresholds; one Japanese studio fixed churn spikes in February 2025 by deploying an AI optimiser that cut duplicate exposures and lifted revenue 18%. Southeast Asian nations see local brands scale campaigns rapidly, often skipping desktop entirely and treating mobile gaming as the primary reach vehicle.

The Middle East and Africa show the steepest trajectory at 14.6% CAGR, fuelled by youthful populations and mobile-first infrastructure. Africa’s gaming revenue hit USD 1.8 billion in 2024 and grew six times faster than the global average. Saudi Arabia alone represented more than half of MENA-3 games turnover at USD 1.92 billion, and government incentives encourage local studios to integrate culturally relevant ad content. Latin America, where Android devices dominate, reported a rare dual rise in downloads and sessions through 2023; a March 2025 case in Brazil revealed that locally adapted creatives delivered 43% higher engagement. Collectively, these figures point to sustained diversification of the in-game advertising market base beyond its traditional East-Asian and North-American hubs.

In-game Advertising Market
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Competitive Landscape

The in-game advertising market tilts toward a bifurcated structure. On one side, large technology conglomerates leverage device graphs, AI inference clouds and cross-channel attribution. AppLovin exemplifies the model, posting a 73% surge in advertising revenue to nearly USD 1 billion after doubling down on its AXON search engine . On the other side, specialist networks carve niches through bespoke integration with game engines. Venatus focuses on high-fidelity 3D placements and now handles 1.4 billion video impressions monthly across 900 publishers, a seven-fold network expansion since 2024.

Strategic manoeuvres revolve around capability acquisition. A North American media conglomerate bought a contextual-targeting startup for USD 340 million in January 2025 to shore up privacy-compliant offerings, while a specialised platform raised USD 75 million Series C funds to advance AI-driven creative optimisation. Partnerships also shape competition: Magnite’s alignment with Samsung TV Plus ensures that connected-TV gaming streams feed directly into its exchange, cross-pollinating audiences from linear programming. At the same time, white-space opportunities in Africa and MENA draw venture backing-Sandsoft Games netted over USD 50 million to build hybrid monetisation toolkits for Arabic-language titles.

Industry discussions increasingly place artificial intelligence at the centre of differentiation. Gamelight reported a 213% ROAS gain for JOYCITY’s Gunship Battle after applying AI-guided rewarded campaigns, echoing the sentiment that “marketing without AI is increasingly challenging . As the value chain automates, scale advantages accrue to players with proprietary datasets; yet regulatory pressure means transparency features must evolve in tandem. Mergers that blend creative automation, measurement and privacy infrastructure are therefore expected to accelerate over the forecast horizon.

In-game Advertising Industry Leaders

  1. Google LLC

  2. Meta Platforms Inc.

  3. Unity Ads (Unity Software Inc.)

  4. AppLovin / MoPub

  5. ironSoure Ltd.

  6. *Disclaimer: Major Players sorted in no particular order
In-game Advertising Market Concentration
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Recent Industry Developments

  • February 2025: AppLovin posted a 43% revenue jump to USD 1.37 billion, with its advertising segment contributing nearly USD 1 billion thanks to the AXON ad-search engine [cnbc.com]
  • February 2025: Mondrian and GARDE staged a Fortnite fashion show inside the virtual museum COCOWARP, pioneering narrative-driven product placement
  • December 2024: Magnite deepened its Samsung Ads partnership to power programmatic delivery on Samsung TV Plus across Southeast Asia converging connected-TV and gaming audiences
  • October 2024: FIFA+ chose Magnite for global programmatic expansion, granting automated access to premium football content

Table of Contents for In-game Advertising Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Surge in Reward-Based Playable Ads Adoption in Mobile Esports Tournaments
    • 4.2.2 Advancements in Real-Time Rendering Enabling Dynamic Cross-Platform Placements
    • 4.2.3 Brand Shift Toward Metaverse Product-Placement-Led Storytelling (Asia-centric)
    • 4.2.4 5G Roll-outs Accelerating Low-Latency Cloud-Gaming Monetization
    • 4.2.5 Programmatic AAA-Publisher�Ad-Exchange Partnerships Unlocking Premium Inventory
    • 4.2.6 Rising CPG and Automotive Spend on Measurement-Verified In-Game Ads
  • 4.3 Market Restraints
    • 4.3.1 Ad-Format Standardisation and Viewability-Validation Gaps
    • 4.3.2 Expanding Privacy Regulations (GDPR/CCPA) Curtailing Device-ID Targeting
    • 4.3.3 Player Backlash Against Intrusive Ads in Core Console Titles
    • 4.3.4 Legacy Game-Engine Integration Complexity for Indie Studios
  • 4.4 Regulatory Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Bargaining Power of Buyers
    • 4.5.2 Bargaining Power of Suppliers
    • 4.5.3 Threat of New Entrants
    • 4.5.4 Threat of Substitutes
    • 4.5.5 Intensity of Competitive Rivalry
  • 4.6 Investment Analysis

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Ad Format
    • 5.1.1 Static In-Game Display Ads
    • 5.1.2 Dynamic / Server-Side Inserted Ads
    • 5.1.3 Advergaming / Branded Mini-Games
    • 5.1.4 In-Game Video and Audio Spots
    • 5.1.5 Sponsorships and Native Brand Integrations
  • 5.2 By Device Platform
    • 5.2.1 Mobile Games
    • 5.2.2 PC Games
    • 5.2.3 Console Games
    • 5.2.4 Others (Cloud / Streaming Games and VR / AR / Metaverse Games)
  • 5.3 By Transaction Mode
    • 5.3.1 Programmatic Marketplace
    • 5.3.2 Direct-Sold / IO Based
  • 5.4 By Geography
    • 5.4.1 North America
    • 5.4.1.1 United States
    • 5.4.1.2 Canada
    • 5.4.2 Latin America
    • 5.4.2.1 Brazil
    • 5.4.2.2 Argentina
    • 5.4.2.3 Mexico
    • 5.4.2.4 Rest of Latin America
    • 5.4.3 Europe
    • 5.4.3.1 Germany
    • 5.4.3.2 United Kingdom
    • 5.4.3.3 France
    • 5.4.3.4 Italy
    • 5.4.3.5 Spain
    • 5.4.3.6 Rest of Europe
    • 5.4.4 Asia-Pacific
    • 5.4.4.1 China
    • 5.4.4.2 Japan
    • 5.4.4.3 South Korea
    • 5.4.4.4 India
    • 5.4.4.5 Australia
    • 5.4.4.6 New Zealand
    • 5.4.4.7 Rest of Asia-Pacific
    • 5.4.5 Middle East and Africa
    • 5.4.5.1 United Arab Emirates
    • 5.4.5.2 Saudi Arabia
    • 5.4.5.3 South Africa
    • 5.4.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 Google LLC
    • 6.3.2 Meta Platforms Inc. (Facebook Gaming / Audience Network)
    • 6.3.3 Unity Software Inc. (Unity Ads)
    • 6.3.4 ironSource Ltd.
    • 6.3.5 AppLovin Corp. / MoPub
    • 6.3.6 Anzu Virtual Reality Ltd.
    • 6.3.7 Electronic Arts Inc. (EA Network)
    • 6.3.8 Activision Blizzard Inc.
    • 6.3.9 Bidstack Group plc
    • 6.3.10 Frameplay Pty Ltd.
    • 6.3.11 Playwire LLC
    • 6.3.12 Chartboost Inc.
    • 6.3.13 InMobi Pte Ltd.
    • 6.3.14 Tapjoy Inc.
    • 6.3.15 Tencent Holdings Ltd.
    • 6.3.16 Zynga Inc.
    • 6.3.17 Voodoo SAS
    • 6.3.18 AdInMo Ltd.
    • 6.3.19 Moloco Inc.
    • 6.3.20 RapidFire Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the in-game advertising (IGA) market as all gross revenue earned when brands, agencies, or exchanges serve static display, dynamic server-side placements, video and audio spots, or full advergaming integrations into mobile, PC, console, cloud, and XR game environments while play remains uninterrupted. Value is captured at the first paid impression or sponsorship insertion, expressed in USD.

Scope exclusion: revenue from banner ads surrounding game-related web pages, esports jersey logos, and loot box sales sits outside this definition.

Segmentation Overview

  • By Ad Format
    • Static In-Game Display Ads
    • Dynamic / Server-Side Inserted Ads
    • Advergaming / Branded Mini-Games
    • In-Game Video and Audio Spots
    • Sponsorships and Native Brand Integrations
  • By Device Platform
    • Mobile Games
    • PC Games
    • Console Games
    • Others (Cloud / Streaming Games and VR / AR / Metaverse Games)
  • By Transaction Mode
    • Programmatic Marketplace
    • Direct-Sold / IO Based
  • By Geography
    • North America
      • United States
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • United Kingdom
      • France
      • Italy
      • Spain
      • Rest of Europe
    • Asia-Pacific
      • China
      • Japan
      • South Korea
      • India
      • Australia
      • New Zealand
      • Rest of Asia-Pacific
    • Middle East and Africa
      • United Arab Emirates
      • Saudi Arabia
      • South Africa
      • Rest of Middle East and Africa

Detailed Research Methodology and Data Validation

Primary Research

Structured interviews with ad-tech integrators, AAA and indie studios, programmatic desks, and regional ad agencies across North America, Europe, Asia-Pacific, and the Middle East validate fill rates, average revenue per daily active user, and likely adoption curves of new formats. Follow-up surveys with gamers assess tolerance thresholds for ad frequency, closing critical perception gaps revealed by desk work.

Desk Research

We open every engagement with a sweep of tier-one public sources such as Interactive Advertising Bureau viewability standards, Entertainment Software Association player census tables, U.S. Bureau of Labor Statistics media spend indices, and Ofcom handset penetration surveys, complemented by trade portals like GamesIndustry.biz and StatCounter mobile OS dashboards. These datasets anchor gamer base, playtime, and CPM benchmarks by region.

To deepen company-level signals, Mordor analysts tap Dow Jones Factiva for deal pipelines, D&B Hoovers for publisher revenue splits, and Questel for patent filings that hint at ad-tech rollouts. Select shipment intel from Volza and weekly store charts from Bestsellingcarsblog help us align hardware install bases with ad serving capacity. The sources listed here illustrate our approach and are not exhaustive.

Market-Sizing & Forecasting

A top-down model starts by reconstructing the reachable ad pool: gamer population × average monthly playtime × median impressions per hour × net eCPM. Supplier roll-ups of leading ad SDKs and sampled publisher yields provide a bottom-up sense check, allowing us to adjust for under-monetized indie catalogs. Key inputs include smartphone gamer growth, 5G subscription penetration, console install base refresh cycles, average session length, and programmatic take-rate progression. Five-year forecasts rely on multivariate regression blended with scenario analysis; independent variables are stress tested through expert consensus before finalization.

Data Validation & Update Cycle

Outputs pass multi-layer variance checks, peer review, and consistency scans versus external ad spend series. Material data points that drift past preset tolerances trigger analyst re-contact. Reports refresh annually, with interim revisions for regulatory shifts or platform launches, ensuring clients receive the freshest baseline.

Why Mordor's In-Game Advertising Baseline Commands Reliability

Published figures often diverge because firms vary the ad formats counted, the devices tracked, and the cadence of currency conversion.

Our disciplined scoping, annual refresh, and dual-lens modeling minimize those gaps.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 119.31 B (2025) Mordor Intelligence -
USD 60.6 B (2024) Regional Consultancy A Mobile-only scope; omits sponsorship and native integrations
USD 10.34 B (2025) Global Consultancy B Counts dynamic ads but excludes programmatic and console inventory; single-source bottom-up build

The comparison shows that broad device coverage, calibrated eCPMs, and a blended model give Mordor Intelligence a balanced, transparent baseline that decision makers can trust.

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Key Questions Answered in the Report

What is the current In-game Advertising Market size?

The In-game Advertising Market is projected to register a CAGR of 11.35% during the forecast period (2025-2030)

Who are the key players in In-game Advertising Market?

Google LLC, Anzu Virtual Reality Ltd., Blizzard Entertainment Inc., Electronic Arts Inc. and IronSource Ltd. are the major companies operating in the In-game Advertising Market.

Which is the fastest growing region in In-game Advertising Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in In-game Advertising Market?

In 2025, the North America accounts for the largest market share in In-game Advertising Market.

What years does this In-game Advertising Market cover?

The report covers the In-game Advertising Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the In-game Advertising Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

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