In-game Advertising Market Size and Share

In-game Advertising Market Analysis by Mordor Intelligence
The in-game advertising market size is expected to increase from USD 119.31 billion in 2025 to USD 131.03 billion in 2026 and reach USD 217.16 billion by 2031, growing at a CAGR of 10.63% over 2026-2031. Brands are reallocating budgets from traditional display and video toward immersive environments where players actively engage with creative units. Engagement-led formats are pulling dollars away from passive banners as marketers push for measurable attention and brand lift. Cloud gaming, edge computing, and 5G are expanding premium inventory by removing latency that once limited real-time ad insertion. At the same time, privacy regulation and identity deprecation are steering spend toward deterministic contexts, positioning the in-game advertising market as a rare channel that pairs first-party data with creative flexibility.
Key Report Takeaways
- By ad format, static in-game display ads held 44.23% of the in-game advertising market share in 2025, while rewarded and playable formats are projected to expand at an 11.58% CAGR through 2031.
- By device platform, PC titles accounted for 40.53% of the in-game advertising market size in 2025, and cloud and streaming games are forecast to grow at an 11.54% CAGR between 2026-2031.
- By transaction mode, direct-sold deals accounted for 56.28% of revenue share in 2025, but programmatic exchanges are set to post a 12.02% CAGR through 2031.
- By region, North America led with a 33.12% revenue share in 2025, yet Africa is the fastest-growing region, with a 11.49% CAGR over the forecast window.
Note: Market size and forecast figures in this report are generated using Mordor Intelligence’s proprietary estimation framework, updated with the latest available data and insights as of January 2026.
Global In-game Advertising Market Trends and Insights
Drivers Impact Analysis*
| Driver | (~) % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
|---|---|---|---|
| Surge In Reward-Based Playable Ads Adoption In Mobile Esports Tournaments | +2.1% | Global, Asia-Pacific And North America Focus | Medium Term (2–4 Years) |
| Advancements In Real-Time Rendering Enabling Dynamic Cross-Platform Placements | +1.8% | Global, Led By North America And Europe | Long Term (≥ 4 Years) |
| Brand Shift Toward Metaverse Product-Placement-Led Storytelling | +1.5% | Asia-Pacific Core, Spill-Over To North America And Europe | Medium Term (2–4 Years) |
| 5G Rollouts Accelerating Low-Latency Cloud-Gaming Monetization | +1.4% | Asia-Pacific, Middle East, Select North America Markets | Short Term (≤ 2 Years) |
| Programmatic AAA-Publisher Ad-Exchange Partnerships Unlocking Premium Inventory | +1.9% | North America And Europe, Expanding To Asia-Pacific | Medium Term (2–4 Years) |
| Rising CPG And Automotive Spend On Measurement-Verified In-Game Ads | +1.3% | North America And Europe, Early Asia-Pacific Adoption | Long Term (≥ 4 Years) |
| Source: Mordor Intelligence | |||
Surge in Reward-Based Playable Ads Adoption in Mobile Esports Tournaments
Mobile esports organizers now weave rewarded videos and offer walls into match intermissions, granting players coins or cosmetic items for 30-second brand interactions. Unity recorded 26.7% year-over-year growth in in-app ad revenue during 2024, with rewarded formats boosting day-7 retention above interstitial placements. Tournament organizers are layering playable ads into bracket intermissions, offering in-game currency or cosmetic unlocks in exchange for 30-second brand interactions. This model aligns advertiser objectives with player incentives, reducing the friction that triggers backlash in premium console titles. Roblox extended programmatic links to Amazon DSP, Liftoff, Magnite, Index Exchange, and PubMatic in January 2026, signaling large-scale confidence in opt-in creative units. Younger esports viewers accept incentives in exchange for attention, making tournaments a sandbox for formats that will seep into wider mobile catalogs.
Advancements in Real-Time Rendering Enabling Dynamic Cross-Platform Placements
Next-generation engines swap billboard textures or stadium signage on the server side so that ads match player location and time of day without client updates. Unity and Unreal now expose APIs that route bid responses straight into live scenes, collapsing operational silos between gaming and display channels. The Trade Desk’s OpenPath integration with Overwolf lets buyers cap frequency across screens and added 15% revenue to participating publishers in 2025. Cross-device consistency improves recall while controlling production costs, enhancing the total addressable spend for the in-game advertising market.
Brand Shift Toward Metaverse Product-Placement-Led Storytelling
Asia-Pacific marketers are embedding products into quests rather than interrupting gameplay. AirAsia World on Roblox, launched in August 2025 with support from the Malaysia Digital Economy Corporation, turns virtual travel puzzles into airline brand moments.[1]Malaysia Digital Economy Corporation, “MDEC Grants Fund AirAsia Roblox World Launch,” MDEC.MY Panda Express’ July 2025 crossover inside Roblox and Fortnite attracted 265,000 players and 185,000 engagements, proving food labels can translate menus into interactive missions. Dentsu reported that 79% of regional gamers welcome such crossovers and 81% start a title after seeing a related show or movie, validating narrative-led exposure.
5G Rollouts Accelerating Low-Latency Cloud-Gaming Monetization
Edge nodes and network slicing now push round-trip latency below 20 milliseconds, the threshold at which servers can tailor ads to in-game events without stutter. Ericsson’s 2025 tests showed dynamic bitrate allocation that aligns creative delivery to real-time network quality. Ribbon Communications linked these conditions to converging needs of both gameplay packets and ad assets, making telcos joint beneficiaries of ad-supported tiers.[2]Ribbon Communications, “Low-Latency Requirements for Cloud Gaming,” RIBBONCOMMUNICATIONS.COM Subsidized plans attract price-sensitive users in Southeast Asia and the Middle East, broadening the in-game advertising market base. The convergence of 5G and cloud gaming is particularly pronounced in Asia-Pacific and Middle East markets, where mobile-first populations bypass legacy console adoption.
Restraints Impact Analysis*
| Restraint | (~) % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
|---|---|---|---|
| Ad-Format Standardization And Viewability-Validation Gaps | -1.2% | Global, Acute In Europe And North America | Medium Term (2–4 Years) |
| Expanding Privacy Regulations Curbing Device-ID Targeting | -1.6% | Europe And North America, Spreading To Asia-Pacific | Short Term (≤ 2 Years) |
| Player Backlash Against Intrusive Ads In Core Console Titles | -0.9% | North America And Europe Console Markets | Short Term (≤ 2 Years) |
| Legacy Game-Engine Integration Complexity For Indie Studios | -0.7% | Global, Concentrated In Indie-Heavy Hubs | Long Term (≥ 4 Years) |
| Source: Mordor Intelligence | |||
Ad-Format Standardization and Viewability-Validation Gaps
IAB Tech Lab’s OpenRTB 2.6 added in-game object fields, yet many exchanges still cannot confirm whether a message stayed in a player’s field of view for two consecutive seconds.[3]IAB Tech Lab, “OpenRTB 2.6 Specification With In-Game Inventory Support,” IABTECHLAB.COM Brand teams must therefore create multiple asset versions per engine, inflating production timelines. Until Media Rating Council accreditation becomes widespread, buyers will discount screen time, muting CPMs despite rising reach. Intrinsic In-Game's measurement framework, developed in 2024, attempts to address this gap by tracking camera angles and dwell time, but adoption remains fragmented across publishers. The lack of standardized creative specifications also forces brands to produce multiple asset variants for different engines and platforms, increasing production costs and slowing campaign launches.
Expanding Privacy Regulations Curbing Device-ID Targeting
GDPR fines reached EUR 4.89 billion (USD 5.38 billion) in 2024, while California’s agency began enforcing device-ID limits under the CPRA in 2025.[4]California Privacy Protection Agency, “CPRA Enforcement Actions,” CPPA.CA.GOV Thailand’s act took full force by June 2025, and India’s law phases in through 2026, shrinking addressable personalized reach. Publishers must pivot to consented first-party data, a hurdle for smaller studios with lean tech teams. IAB Europe's Transparency and Consent Framework version 2.2, released in November 2023, tightened consent-management requirements, reducing the pool of users who opt into personalized ads IAB Europe.
*Our forecasts treat driver/restraint impacts as directional, not additive. The impact forecasts reflect baseline growth, mix effects, and variable interactions.
Segment Analysis
By Ad Format: Rewarded Units Lead Engagement
Rewarded and playable units are projected to expand at 11.58% from 2026-2031, surpassing the broader in-game advertising market. Static placements still held 44.23% of the in-game advertising market share in 2025 due to low integration cost, yet their growth plateaus as users demand value in return for attention. Publishers using modern engines trigger server-side decisioning that updates creative without patches, a workflow impossible on legacy pipelines. The in-game advertising market, driven by sponsorships and native integrations, remains niche but yields premium CPMs owing to deeper storytelling.
Dynamic ads also mitigate backlash because opt-in rewards align with player incentives. Roblox’s expanded DSP links in 2026 showed that creators prefer turnkey monetization and measurement-verified impressions. Electronic Arts’ 2023 full-screen incident on EA Sports FC 24 illustrated the reputational hit from forced views, reinforcing the pivot toward consent-driven formats. Expect publishers that invest in real-time rendering and verification to capture outsize revenue as advertisers value attention rather than pure reach.

By Device Platform: Cloud Streaming Rises
Cloud and streaming titles are forecast to grow at 11.54% through 2031, benefiting from 5G, which clears latency ceilings for real-time ad calls. PC games accounted for 40.53% of the in-game advertising market in 2025 and maintained premium pricing due to long session durations and esports visibility. Mobile remains the largest absolute pool because rewarded videos are ingrained in freemium loops. Consoles face protest risk after Tekken 8 and Assassin’s Creed experiments drew community ire, prompting platform holders to tread carefully.
VR, AR, and metaverse worlds represent a sliver today but attract outsized attention from automotive and CPG brands looking for experiential showrooms. Microsoft, Nvidia, and Amazon will add ad-supported tiers to widen funnels beyond core subscribers. Ericsson’s studies confirm that edge nodes maintain both gameplay integrity and ad viewability, satisfying quality-of-experience standards essential for the in-game advertising market.
By Transaction Mode: Programmatic Accelerates
Programmatic deals are set to climb at 12.02% CAGR to 2031, eating into direct-sold contracts that still held 56.28% share in 2025. IAB Tech Lab’s schema now lets DSPs bid on 3D objects exactly as they do on banners, slashing manual IO overhead. The Trade Desk’s OpenPath with Overwolf raised publisher revenue by 15% and gave buyers unified frequency caps. Still, bespoke storytelling, such as Panda Express’ July 2025 metaverse quest, requires creative workshops that programmatic pipes cannot yet replicate.
Direct-sold transactions retain advantages for brand storytelling and custom integrations. Panda Express's Fortnite and Roblox campaign in July 2025 required creative collaboration with developers to design branded quests and virtual goods, a level of customization that programmatic exchanges cannot yet support. AirAsia's Roblox world, launched in August 2025 with Malaysia Digital Economy Corporation funding, exemplifies the narrative-led placements that command premium pricing but lack the scale of programmatic remnant Malaysia Digital Economy Corporation.

Geography Analysis
North America generated 33.12% of 2025 revenue, underpinned by mature console and PC ecosystems where AAA publishers test high-impact placements. California’s privacy enforcement is steering networks toward contextual methods, but measurement-verified supply still commands top CPMs. Player pushback remains a constraint; EA’s 2023 removal of intrusive placements proved reputational stakes. Growth slows relative to emerging regions, yet strategic advantages in data-rich environments keep the in-game advertising market anchored to high-value budgets.
Asia-Pacific is the creative vanguard, blending commerce with game loops. AirAsia, Jollibee, and Panda Express campaigns show that narrative placements convert curiosity into engagement. Thailand’s and India’s new privacy laws narrow behavioral targeting but encourage first-party identity solutions native to gaming ecosystems. Rapid 5G deployment and mobile-first populations deliver the largest incremental audience, making the in-game advertising market here the fastest-growing among developed economies.
Europe confronts the strictest oversight. GDPR penalties of EUR 4.89 billion (USD 5.38 billion) in 2024 and IAB Europe’s tighter consent strings reduce addressable personalized inventory. Yet Domino’s 2025 CTV GameBreaks campaign delivered a 31% brand-consideration lift, showing that verification can still unlock premium spend. Console gamers remain vocal against forced units, limiting aggressive rollouts. South America, the Middle East, and Africa trail in absolute dollars but race ahead in growth as telcos bundle data plans with ad-subsidized gaming. Africa’s 11.49% CAGR underlines how low-cost smartphones and rewarded videos democratize revenue opportunities across the in-game advertising market.

Regulatory Landscape
In-game advertising operates under a tightening set of privacy and child-safety rules that shape how identity, targeting, and measurement can be used in games. In Europe, the GDPR remains the core regime, and elevated enforcement has reinforced consent-first data practices (GDPR fines reached EUR 4.89 billion in 2024 in the report context). The EU Digital Services Act adds additional constraints for platforms, including limits on profiling using special categories of personal data and restrictions on targeted advertising to minors. As a result, publishers and ad tech have leaned more heavily on contextual signals and first-party data.
Across other major markets, child-directed and youth experiences carry higher compliance burdens that affect common ad mechanics such as behavioral profiling and personalized rewarded ads. The UK Information Commissioner’s Office (ICO) expects behavioral profiling for marketing in games to be off by default for children, while the United States COPPA requires verifiable parental consent for personal data collection from children under 13. In Asia, Thailand’s privacy law reached full enforcement by June 2025 (per report context) and India’s law phases in through 2026, reinforcing the shift toward consent management, age-appropriate design, and privacy-by-design ad delivery in gaming environments.
Value Chain Analysis
The in-game advertising value chain starts with game publishers and developers that create inventory inside titles across mobile, PC, console, and cloud or streaming services. Ad experiences are enabled through client-side SDKs and engine integrations (including Unity tooling and comparable pipelines), supported by backend ad servers that handle creative delivery, pacing, and baseline decisioning. Supply is then routed through mediation and monetization layers such as AppLovin MAX, Unity LevelPlay (ironSource), and Google Ad Manager 360, which help studios manage multiple demand sources, apply floors, and run auctions or waterfalls.
On the demand side, brands and agencies buy through DSPs and programmatic exchanges for scalable placements, while direct-sold or IO-based deals support custom integrations, sponsorships, and narrative placements that require close coordination with developers. Revenue flows typically combine CPM-based buying (including PMP and programmatic marketplaces) with fixed-fee branded integrations and revenue-share models, often alongside subscription or ad-removal options that let publishers tune ad load by audience segment. Measurement and verification tooling has become increasingly central to validate viewability and attention, especially as OpenRTB 2.6 adds in-game object fields, though buyer requirements for standardized validation remain uneven.
Competitive Landscape
The in-game advertising market is moderately fragmented, with mediation platforms, ad networks, and publishers competing across overlapping segments. AppLovin’s MAX mediation platform dominates with 73.1 percent share among top-downloaded mobile titles in 2025, powered by its AXON AI engine. Its USD 430 million acquisition of Wurl in June 2024 highlights ambitions to extend mediation into connected TV and cloud gaming, creating a unified stack across mobile, PC, and streaming. Unity’s merger with ironSource in November 2024 consolidated two major players, though Unity’s 2023 Runtime Fee controversy slowed SDK adoption and weakened developer trust.
Programmatic exchanges are broadening access to premium inventory. Google and Roblox’s April 2025 partnership introduced immersive ad formats and measurement tools, while PubMatic’s integrations with Adverty and Roblox enabled real-time bidding on intrinsic placements. Yet measurement verification and cross-platform attribution remain underdeveloped. Brands increasingly demand Media Rating Council-accredited metrics, and while Intrinsic In-Game’s 2024 framework and IAB Tech Lab’s OpenRTB 2.6 specification mark progress, adoption remains fragmented.
Disruptors like Anzu and Bidstack are gaining traction with intrinsic in-game ads that blend into gameplay, reducing player backlash. Technology is the key competitive lever, with server-side ad decisioning and real-time rendering enabling dynamic creative optimization and higher CPMs. Regulatory compliance is also emerging as a differentiator, as publishers investing in consent-management and first-party data strategies are better positioned in privacy-constrained markets. As standards mature, players that unify cross-platform monetization while maintaining trust with developers and advertisers will capture the most value.
In-game Advertising Industry Leaders
Google LLC
Meta Platforms Inc.
AppLovin Corp.
Unity Software Inc.
Electronic Arts Inc.
- *Disclaimer: Major Players sorted in no particular order

Market Opportunities and Future Outlook
A key whitespace sits at the intersection of privacy constraints and performance demands: brands want addressable, measurable reach, while device-ID targeting faces pressure from GDPR and UK GDPR enforcement, CPRA enforcement activity, and newer Asian privacy regimes. The report context notes Thailand’s privacy law reached full enforcement by June 2025, and India’s law phases in through 2026, which together are expanding demand for in-game advertising products that package consented first-party signals, contextual targeting, and standardized measurement into a buying workflow that resembles mainstream digital media. The demand-side connectivity being built into major gaming platforms provides a tangible proof point, including Roblox expanding programmatic links to Amazon DSP, Liftoff, Magnite, Index Exchange, and PubMatic in January 2026, which widens the pool of buyers that can transact against opted-in, brand-safe inventory.
Another opportunity is the shift from impression-led placements to engagement-led creative aligned with gameplay incentives and community behavior, particularly for rewarded, playable, and quest-based activations. In-report context campaign evidence such as Panda Express running a crossover inside Roblox and Fortnite in July 2025, which drew 265,000 players and 185,000 engagements, supports the case for brand integrations structured as missions rather than interruptions. On the supply side, faster adoption of real-time rendering and server-side decisioning, driven by modern engines and exchange integrations, creates room for more dynamic, cross-platform placements. It also supports expansion of programmatic marketplaces beyond mobile into premium PC, console, and cloud or streaming inventory, provided viewability and disclosure standards keep pace.
Recent Industry Developments
- July 2026: Unity announced the roadmap for Unity 7 at Unite Seoul. The roadmap integrates purchase data and AI driven monetization within the engine tooling. This strengthens the monetization feedback loop across game development and monetization data.
- July 2026: PubMatic (on behalf of PubMatic & Zynga) announced a partnership to provide direct access to Zynga’s premium mobile gaming inventory through programmatic pathways including agentic advertising. The collaboration gives direct access to premium mobile inventory via programmatic channels. It strengthens cross ecosystem demand and automated buying for mobile gaming inventory.
- June 2026: Electronic Arts launches EA Advertising for direct in-game brand placements. The platform embeds dynamic, real-time placements across EA's portfolio. Verticalizes ad tech within a major publisher to preserve data and control in gameplay monetization.
Research Methodology Framework and Report Scope
Market Definition and Coverage
This market covers the value of paid advertising placements delivered inside digital games across mobile, PC, console, and emerging immersive gameplay. It includes revenue earned from serving ad units or branded placements to players.
Scope exclusions: We do not count game sales, in-app purchases that are not linked to advertising, or general esports sponsorships that sit outside the game environment.
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
- Cloud / Streaming Games
- VR / AR / Metaverse Games
- By Transaction Mode
- Programmatic Marketplace
- Direct-Sold / IO Based
- By Geography
- North America
- United States
- Canada
- South America
- Brazil
- Argentina
- Mexico
- Rest of South 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
- United Arab Emirates
- Saudi Arabia
- Turkey
- Rest of Middle East
- Africa
- South Africa
- Nigeria
- Egypt
- Rest of Africa
- North America
Data Sources, Market Sizing, and Validation
Desk Research
Desk work started with publicly available, repeatable data points that describe addressable play-time and the advertising context. We used sources such as International Telecommunication Union connectivity data, World Bank digital indicators, OECD consumer and media statistics, and U.S. FTC and EU privacy guidance to understand where ad delivery and tracking constraints can change.
To anchor the advertising lens, we reviewed material from trade bodies such as IAB and similar association publications, and we also checked public company filings and investor presentations for signals on ad monetization mix, engagement, and ad-load direction. Patent databases were referenced to track how ad insertion and measurement approaches are evolving. For company financials and news validation, we relied on a paid subscription database, and this list of sources is not exhaustive because additional public references were used for cross-checking and clarification.
Primary Interviews and Surveys
Primary work focused on confirming what is counted as in-game advertising revenue, and how pricing and fill rates behave across mobile, PC, and console inventory. We spoke with publisher-side, developer-side, and ad operations roles, then validated assumptions with buyers and agencies that plan budgets across major regions, so gaps from desk research could be narrowed.
Distribution of primary research fieldwork respondents
| Company type | Respondent position | Region |
|---|---|---|
| Top tier: 35% | CXOs: 13% | APAC: 44% |
| Mid tier: 50% | Functional/Unit leaders: 39% | EMEA: 36% |
| Smaller Players: 15% | Managers: 48% | Americas: 20% |
Market-Sizing & Forecasting
The core model starts from a top-down demand pool built on the active gamer base and play-time by device, then translates that volume into ad impressions using typical ad-load ranges and format mix. The resulting impression volume is priced using practical CPM and effective yield checks, and then adjusted for fill rates, viewability practices, and the share of sessions where ads are allowed due to privacy and consent rules.
To keep totals realistic, we corroborated outputs with selective bottom-up approximations, such as sampled publisher monetization disclosures, channel checks on ad networks and mediation trends, and simple volume times price tests for key formats. Inputs include mobile and console usage trends, ad format adoption (rewarded video, interstitial, native placements), average session length, ad-load tolerance, and regional ad pricing spreads driven by advertiser demand. For forecasting, we used scenario analysis because the market can shift quickly when platform policies, measurement rules, or ad formats change. Scenarios were tuned using expert expectations around ad-load growth, pricing progression, and adoption speed in newer formats.
Data Validation & Update Cycle
Validation is performed through stepwise checks that compare the modeled revenue path against independent signals such as gaming time spent, digital ad spend direction, and the pace of format adoption described by industry participants. When outliers show up, assumptions are revisited, calculations are re-run, and follow-up calls are used to confirm whether the variance reflects a real market change or a modeling artifact.
Before sign-off, the work goes through multi-level analyst review so unit logic, currency handling, and regional splits remain consistent. The report is refreshed annually, and interim updates are made when material events occur, followed by a final pre-delivery pass so clients receive an updated view.
Mordor Intelligence's In Game Advertising Market Size Compared Against Other Published Estimates
Published numbers for in-game advertising can vary widely because the label is used loosely, and because some studies combine game advertising with broader digital entertainment advertising. Differences also show up when one estimate is global and another is for a single country, or when pricing is assumed from broad digital CPMs rather than game-specific yields.
The key gap drivers usually come down to what is counted as in-game revenue and how the conversion from gamer activity to ad revenue is modeled. Some sources treat the market as a net change over a period, while others present a single-year market value, which can make totals look incompatible even before forecasting approach is considered. The split is also driven by whether static placements, rewarded video, and programmatic ads are included, and by how currency conversion timing and refresh cadence are handled when ad pricing shifts quickly.
Benchmark comparison
| Source | Market Size | Gaps in Research Methodology |
|---|---|---|
| Mordor Intelligence | USD 131.03 B (2026) | |
| Trade Journal A | USD 11.49 B (2027) | This figure is United States only and is presented as total games ad revenue, so it does not scale to global inventory and pricing conditions. |
| Industry Publisher B | USD 6.07 B (2024) | This number is reported as growth over 2024-2028 rather than a single-year market value, and it can be read as an incremental change instead of total revenue. |
The spread in the table is mainly explained by geography and by whether the published number is a total market value for one year or a change over time, so direct comparisons need careful alignment. Some published figures reflect narrower national revenue views or period growth statements, and then get interpreted as global market size. In the Mordor Intelligence estimate, the total is treated as a single-year global revenue pool tied back to gamer activity, ad load, fill, and realistic pricing checks, which keeps the estimate traceable to inputs that can be reviewed and updated.
Key Questions Answered in the Report
How large will the in-game advertising market be by 2031?
It is projected to reach USD 217.16 billion by 2031, advancing at a 10.63% CAGR from 2026.
Which ad format is expanding fastest inside games?
Rewarded and playable units are set to grow at 11.58% through 2031 as brands favor engagement over passive views.
Why is cloud gaming important for advertisers?
5G and edge computing remove latency, enabling real-time, context-aware ads and opening fresh inventory on services like Xbox Cloud Gaming and GeForce Now.
How are privacy laws affecting game advertising?
GDPR, CPRA, and new Asian regulations limit device-ID targeting, pushing publishers toward first-party data and contextual signals.
Who holds the largest mediation share on mobile titles?
AppLovin’s MAX platform controlled 73.1% share among the most-downloaded mobile games in 2025.
Which region is forecast to grow the fastest?
Africa leads with an 11.49% CAGR to 2031, driven by mobile-first populations and telco-subsidized gaming plans.
Page last updated on:




