100+ datasets found
  1. In-Game Advertising Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 10, 2025
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    The Business Research Company (2025). In-Game Advertising Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/in-game-advertising-global-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 10, 2025
    Dataset authored and provided by
    The Business Research Company
    License

    https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

    Description

    Explore the In-Game Advertising Global Market Report 2025 Market trends! Covers key players, growth rate 13.3% CAGR, market size $18.17 Billion, and forecasts to 2033. Get insights now!

  2. Video games advertising revenue worldwide 2018-2027

    • statista.com
    Updated Dec 6, 2024
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    Statista (2024). Video games advertising revenue worldwide 2018-2027 [Dataset]. https://www.statista.com/statistics/558502/value-video-games-advertising-market-global/
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    Dataset updated
    Dec 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2022, video games advertising revenue stood at 70 billion U.S. dollars. The source projected that it would increase 137 billion by 2027. That would signify a compound annual growth rate (CAGR) of over 14 percent in that period.

  3. Mobile in-game ad spend worldwide 2021-2030

    • statista.com
    • flwrdeptvarieties.store
    Updated Feb 28, 2023
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    Statista (2023). Mobile in-game ad spend worldwide 2021-2030 [Dataset]. https://www.statista.com/statistics/1363129/mobile-in-game-advertising-spending-worldwide/
    Explore at:
    Dataset updated
    Feb 28, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    Worldwide
    Description

    In 2021, 2.82 billion U.S. dollars were invested in mobile in-game advertising worldwide. The source projected that the spending would grow at a compound annual growth rate of roughly 12 percent between 2021 and 2030. At the end of this period, it is expected to reach 7.87 billion dollars.

  4. Mobile gaming ad revenue in the U.S. 2023-2025

    • statista.com
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    Statista, Mobile gaming ad revenue in the U.S. 2023-2025 [Dataset]. https://www.statista.com/statistics/248875/in-game-mobile-gaming-revenue-in-the-united-states/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, mobile gaming advertising revenue in the United States amounted to 6.8 billion U.S. dollars. In 2025, it is projected to increase to roughly 7.3 billion U.S. dollars.

  5. Preferred types of in-game in North America 2023

    • statista.com
    Updated Feb 7, 2024
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    Preferred types of in-game in North America 2023 [Dataset]. https://www.statista.com/statistics/1422199/in-game-ads-north-america/
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    Dataset updated
    Feb 7, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    North America
    Description

    During a survey carried out in North America in late 2023, nearly half of responding mobile gamers said that the placement of ads, whether integrated into gameplay or kept separate, did not significantly impact their gaming experience. Roughly 26 percent stated they favored ads seamlessly woven into the gameplay, becoming an integral part of the action.

  6. In-game ad spend in the UK 2021-2026

    • statista.com
    Updated Mar 21, 2024
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    In-game ad spend in the UK 2021-2026 [Dataset]. https://www.statista.com/statistics/270138/online-in-game-adertising-revenue-in-the-uk/
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    Dataset updated
    Mar 21, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    United Kingdom
    Description

    In 2021, in-game advertising spending in the United Kingdom (UK) stood at 815 million British pounds. The spending is projected to increase at a compound annual growth rate (CAGR) of roughly 18 percent between 2021 and 2026, and reach 1.84 billion pounds at the end of this period.

  7. In-game advertising revenue in the U.S. 2023-2028

    • statista.com
    Updated Nov 22, 2024
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    Statista (2024). In-game advertising revenue in the U.S. 2023-2028 [Dataset]. https://www.statista.com/statistics/1451885/in-game-advertising-revenue-usa/
    Explore at:
    Dataset updated
    Nov 22, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    United States
    Description

    The source forecast that 2024 U.S. in-game advertising revenues will nearly reach 8.6 billion U.S. dollars, up 6.7 percent from 8.05 billion a year earlier. The annual figure was projected to continue to expand, reaching 11.5 billion dollars by 2028.

  8. In-App Advertising Market Analysis North America, Europe, APAC, South...

    • technavio.com
    Updated May 18, 2023
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    Technavio (2023). In-App Advertising Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, China, India, Germany, UK - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/in-app-advertising-market-analysis
    Explore at:
    Dataset updated
    May 18, 2023
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Germany, Europe, United States, United Kingdom, Global
    Description

    Snapshot img

    In-app Advertising Market Size 2024-2028

    The in-app advertising market size is estimated to grow by USD 338.3 billion, at a CAGR of 26.06% between 2023 and 2028. The growing use of smartphones, driven by increasing affordability and accessibility, is driving market growth by expanding the reach of mobile advertising. The increasing app usage, driven by the availability of a wide range of apps for various purposes, is also boosting market expansion by creating more opportunities for targeted advertising. Additionally, the high engagement rates in advertising services on mobile devices, driven by the personalized and interactive nature of mobile ads, are driving the effectiveness of mobile advertising campaigns and driving market growth. Overall, these factors are driving the growth of the market and driving innovations in mobile advertising technologies and strategies.

    What will be the Size of the In-app Advertising Market During the Forecast Period?

    To learn more about this in-app advertising market report, View Report Sample

    In-app Advertising Market Segmentation

    The in-app advertising market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD Billion' for the period 2024 to 2028, as well as historical data from 2018 to 2022 for the following segments.

    Application Outlook 
    
      Messaging
      Online shopping
      Gaming
      Entertainment
      Others
    
    
    
    
    
    Type Outlook 
    
      Banner ads
      Interstitial ads
      Rich media ads
      Video ads
      Native ads
    
    
    
    
    
    Region Outlook 
    
      North America
    
        The U.S.
        Canada
    
    
      Europe
    
        The U.K.
        Germany
        France
        Rest of Europe
    
    
      APAC
    
        China
        India
    
    
      South America
    
        Chile
        Argentina
        Brazil
    
    
      Middle East & Africa
    
        Saudi Arabia
        South Africa
        Rest of the Middle East & Africa
    

    By Application

    The market share growth by the messaging segment will be significant during the forecast period. The messaging segment in the market includes all forms of messaging apps, such as social messaging, business messaging, and chat apps, that allow users to communicate with each other through text, voice, or video.

    Get a glance at the market contribution of various segments. View the PDF Sample

    The messaging segment was valued at USD 19.60 billion in 2018. In-app advertising in messaging apps has become increasingly popular in recent years due to the large user base and high engagement rates of these apps. Many strategies and messaging apps are used such as sponsored messages, chatbots, and influencer marketing. Sponsored messages is a type of in-app advertising, where advertisers pay to display their messages in a user's Messages app. For example, companies can pay to have messages appear at the top of a user's WhatsApp or Facebook Messenger conversation list. Sponsored Messages can be targeted based on demographics, interests, and behavior, allowing advertisers to reach their intended audience more effectively. Such factors will increase the market growth during the forecast period.

    Region Analysis

    For more insights on the market share of various regions, Download PDF Sample now!

    North America is estimated to contribute 41% to the growth of the global in-app advertising market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. The main factor driving the growth of the North American market is the high engagement rate of mobile apps. The average North American user spends more than 3 hours a day on their mobile device, and spends 90% of that time on their mobile app. This is a great opportunity for advertisers to reach their target audience through in-app advertising. Moreover, the gaming industry is one of the major segments driving the growth of the market in North America. Mobile gaming and in-game advertising has become increasingly popular in recent years, and the pandemic has further accelerated this trend. With the continued growth of mobile app usage and the increasing demand for personalized and engaging advertising, the market in North America is expected to continue to grow during the forecast period.

    In-app Advertising Market Dynamics

    The market is thriving, driven by its effectiveness in brand promotion and boosting product sales. Advertisers are drawn to the return on investments and profitability, which provides ample opportunities. In-app ads and video ads including banners, videos, and interstitials, are key for marketers looking to enhance user engagement and reach customers on their mobile devices. These ads play a crucial role in influencing the purchase decision by providing relevant product information. With the increasing number of smartphone users, especially in online gaming and e-commerce platforms, the industry is poised for further growth

  9. d

    OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic...

    • datarade.ai
    Updated Jan 16, 2024
    + more versions
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    OAN (2024). OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic Campaigns | 500 Player Segments & 1B+ Unique TTD IDs per Month [Dataset]. https://datarade.ai/data-products/oan-global-gaming-audience-data-gamer-behavior-and-gaming-t-online-advertising-network
    Explore at:
    Dataset updated
    Jan 16, 2024
    Dataset authored and provided by
    OAN
    Area covered
    Aruba, Bulgaria, Sweden, Luxembourg, Belarus, American Samoa, Finland, Northern Mariana Islands, Anguilla, Andorra
    Description

    OAN helps you reach gamers across the world. Our gaming audience data offers categorized audience segments into gamer behavior and gaming trends. This powerful dataset provides a deep understanding of the gaming industry by delivering unique categories such as: demography, interest, hardware, spenders, genres and titles, e-sports fans and players.

    By understanding this data, businesses can make data-driven decisions to optimize their marketing strategies, game development, and monetization efforts.

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through the last 30 days. There are also gamer audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Furthermore, we offer segments for: - Virtual Reality - Interest in Gaming Subscriptions - Payments - Micropayments - Devices and Platforms.

    We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Themes (e.g. Historical), which are definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.

    Gaming audience data is just a part of all audience data we provide. We deliver millions of users’ profiles gathered globally and grouped into IAB-compliant segments. You can choose which target groups you want to reach. Contact us to check all the possibilities: team@oan.pl

    How you can use our data?

    There are two main areas where you can use our data: - Marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. - Ad tech companies Enriching 1st party data or using our raw data by your own data science team.

  10. Global mobile game ad spend market value 2020-2025

    • statista.com
    Updated Jan 5, 2023
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    Statista (2023). Global mobile game ad spend market value 2020-2025 [Dataset]. https://www.statista.com/statistics/1240471/mobile-game-ad-spend-market-value/
    Explore at:
    Dataset updated
    Jan 5, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Worldwide
    Description

    The worldwide advertising expenditure on mobile gaming is projected to increase from 46.7 billion U.S. dollars in 2021 to 130.9 million U.S. dollars in 2025. Currently, mobile gaming accounts for more than half of global gaming market revenues.

  11. Game Streaming Market Size, Companies & Share Analysis

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Game Streaming Market Size, Companies & Share Analysis [Dataset]. https://www.mordorintelligence.com/industry-reports/game-streaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Game Streaming Market is Segmented by Revenue Model (In-Game Advertising Model, Subscription Model, and Other Revenue Models), Solutions (Web-Based (Twitch, Youtube, Facebook, Dailymotion) and Applications-Based (Xbox Game Streaming, Remotr, Steam Link, Rainway Inc)), and Geography (North America (United States, Canada), Europe (Germany, United Kingdom, Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Rest of Asia-Pacific), Rest of the World). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

  12. Vietnam Gaming Market Report by Device Type (Consoles, Mobiles and Tablets,...

    • imarcgroup.com
    pdf,excel,csv,ppt
    Updated Dec 14, 2023
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    IMARC Group (2023). Vietnam Gaming Market Report by Device Type (Consoles, Mobiles and Tablets, Computers), Platform (Online, Offline), Revenue (In-Game Purchase, Game Purchase, Advertising), Type (Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, and Others), Age Group (Adult, Children), and Region 2024-2032 [Dataset]. https://www.imarcgroup.com/vietnam-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Dec 14, 2023
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

    https://www.imarcgroup.com/privacy-policyhttps://www.imarcgroup.com/privacy-policy

    Time period covered
    2024 - 2032
    Area covered
    Vietnam, Global
    Description

    Vietnam gaming market size is projected to exhibit a growth rate (CAGR) of 9.60% during 2024-2032. The growing advancements in technology to offer immersive and visually stunning experiences, rising prevalence of microtransactions, downloadable content, and loot boxes, and increasing emergence of esports and professional leagues represent some of the key factors driving the market.

    Report Attribute
    Key Statistics
    Base Year
    2023
    Forecast Years
    2024-2032
    Historical Years
    2018-2023
    Market Growth Rate (2024-2032)9.60%

    IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2024-2032. Our report has categorized the market based on device type, platform, revenue, type, and age group.

  13. Mobile Gaming Market Size | Industry Analysis & Forecast Report

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Mobile Gaming Market Size | Industry Analysis & Forecast Report [Dataset]. https://www.mordorintelligence.com/industry-reports/mobile-games-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Mobile Gaming is Experiencing Significant Growth and Transformation, With Brands Increasing Advertising To Attract Users and Expand Their Market Presence. The Development of Mobile Game Play, Coupled With the Rapid Advancement of Smartphone Hardware, Has Enabled High-Quality Handheld Gaming. In-Game Purchases and the Rise of Cloud Services are Driving Revenue in the Portable Gaming Sector. The North American Market, With Its High Smartphone Usage and Pocket Gaming Culture, is Particularly Profitable. Key Players are Using Strategies Like Partnerships and Acquisitions To Enhance Their Offerings in Digital Gaming.

  14. J

    Semi-structural models of advertising competition (replication data)

    • journaldata.zbw.eu
    • jda-test.zbw.eu
    txt
    Updated Dec 8, 2022
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    Joris Pinkse; Margaret E. Slade; Joris Pinkse; Margaret E. Slade (2022). Semi-structural models of advertising competition (replication data) [Dataset]. http://doi.org/10.15456/jae.2022319.0717892669
    Explore at:
    txt(2701), txt(4576)Available download formats
    Dataset updated
    Dec 8, 2022
    Dataset provided by
    ZBW - Leibniz Informationszentrum Wirtschaft
    Authors
    Joris Pinkse; Margaret E. Slade; Joris Pinkse; Margaret E. Slade
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    We propose a semi-structural discrete-choice model that can be used to estimate static or dynamic decision rules. It is particularly useful in strategic contexts when games involve a rich set of choices, when private information is correlated, and when one wants to uncover the effect of historic behavior (on, for example, prices, sales, and profits). We apply our discrete-choice estimator to study decision rules for a dynamic game of price and advertising competition, and we evaluate the long-run consequences of those rules.

  15. Video game ad spend in the U.S. 2021-2022

    • statista.com
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    Statista, Video game ad spend in the U.S. 2021-2022 [Dataset]. https://www.statista.com/statistics/516094/value-video-games-advertising-market-usa/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2022, video game advertising spending in the United States amounted to five billion U.S. dollars and remained flat, compared to the figure reported a year earlier.

  16. Real Time Bidding Market Analysis North America, APAC, Europe, South...

    • technavio.com
    Updated Oct 1, 2002
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    Real Time Bidding Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, Germany, Japan, UK - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/real-time-bidding-market-industry-analysis
    Explore at:
    Dataset updated
    Oct 1, 2002
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Real Time Bidding Market Size 2024-2028

    The real time bidding market size is forecast to increase by USD 15.6 billion at a CAGR of 21.8% between 2023 and 2028.

    Real-time bidding (RTB) is a dynamic online bidding process that enables advertisers to purchase ad inventory in real time through an auction. This market is witnessing significant growth due to the digital transformation and increasing participation of overseas buyers in e-commerce. However, the possibility of fraud in RTB is a major challenge. Demand-Side Platforms (DSPs) and Supply-Side Platforms (SSPs) play crucial roles in this process, facilitating programmatic buying through the exchange of cookie data. Mobile games are a significant sector for RTB, as they offer a large and engaged user base. Advertisers leverage DSPs to target specific audiences, while SSPs provide inventory from various sources. RTB's auction-based model ensures efficient ad placement and maximizes returns for both buyers and sellers. This streamlined process is essential for businesses looking to effectively reach their target audience in today's digital marketplace.
    

    What will be the Size of the Market During the Forecast Period?

    Request Free Sample

    Real-Time Bidding (RTB) is a programmatic advertising technology that revolutionizes the way advertisers purchase online ad impressions. This method enables automated, real-time auctions for online ad inventory, allowing advertisers to place bids on individual impressions based on specific targeting criteria. In the context of e-commerce and digital media, RTB is increasingly popular among advertisers due to its efficiency and precision. The DSP represents the advertisers and their advertising campaigns, while the SSP manages the inventory of online content available for auction. The automated auction process is initiated when an ad impression becomes available on a website or mobile application. The SSP sends a bid request to multiple DSPs, which then use computer-based algorithms to evaluate the potential value of the impression based on the advertiser's targeting criteria. Advertisers can employ various strategies, such as open auctions, private auctions, or hybrid auction models, to participate in the bidding process. In an open auction, all DSPs can bid on the impression, while private auctions limit participation to selected DSPs. The hybrid auction model combines elements of both open and private auctions. Once the bidding process concludes, the highest bidder secures the ad impression. This real-time, automated process ensures that advertisers reach their target audience efficiently and effectively, minimizing media wastage and optimizing campaign performance.
    
    
    
    Moreover, RTB is not limited to desktop websites; it is also applicable to mobile applications and mobile games. This versatility makes RTB an essential tool for advertisers seeking to engage with consumers across various digital platforms. In summary, Real-Time Bidding (RTB) is a game-changing technology in digital advertising. It enables automated, real-time auctions for online ad inventory, allowing advertisers to target their desired audience with precision and efficiency. The use of computer-based algorithms, open and private auctions, and hybrid models ensures that advertisers optimize their digital ad spend and minimize media wastage. RTB is applicable to various digital platforms, including websites, mobile applications, and mobile games. Advertisers can leverage cookie data and demographics to target their desired audience, reducing media wastage and optimizing digital ad spend. The RTB process begins with a demand-side platform (DSP) and a supply-side platform (SSP).
    

    How is this market segmented and which is the largest segment?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Type
    
      Open auction
      Invitation-only auction
    
    
    Geography
    
      North America
    
        US
    
    
      APAC
    
        China
        Japan
    
    
      Europe
    
        Germany
        UK
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The open auction segment is estimated to witness significant growth during the forecast period.
    

    Real-time Bidding (RTB) refers to the automated process of buying online advertising inventory in real time through an auction held on a Demand-Side Platform (DSP) or Supply-Side Platform (SSP). In this marketplace, advertisers bid on impressions for specific audiences based on cookie data and other demographic information. Open auctions, where companies allow multiple bidders to participate, accounted for the largest share of the global RTB market in 2023. However, other categories, such as private marketplaces and programmatic direct, are anticipated to gain more traction in the future, pot

  17. w

    Data from: Social media marketing : game theory and the emergence of...

    • workwithdata.com
    Updated Sep 8, 2022
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    Work With Data (2022). Social media marketing : game theory and the emergence of collaboration [Dataset]. https://www.workwithdata.com/object/social-media-marketing-game-theory-and-the-emergence-of-collaboration-book-by-eric-anderson-0000
    Explore at:
    Dataset updated
    Sep 8, 2022
    Dataset authored and provided by
    Work With Data
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Social media marketing : game theory and the emergence of collaboration is a book. It was written by Eric Anderson and published by : Springer in 2010.

  18. d

    Mobile Advertisement Identification database / MAIDs / Audience data / 10B+...

    • datarade.ai
    .csv
    Updated Sep 2, 2023
    + more versions
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    OAN (2023). Mobile Advertisement Identification database / MAIDs / Audience data / 10B+ profiles / global [US, Euro5, EMEA, APAC, LATAM] [Dataset]. https://datarade.ai/data-products/mobile-advertisement-identification-database-maids-audien-online-advertising-network
    Explore at:
    .csvAvailable download formats
    Dataset updated
    Sep 2, 2023
    Dataset authored and provided by
    OAN
    Area covered
    United States
    Description

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through last 30 days. There are classical Demographic, Game Genre, Title and Studio segments. However, we provide also plenty of specific User Types, which contain e.g. Hardcore Gamers, Big Spenders or Parents of Gamers. There are also audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Moreover, we offer segments for Virtual Reality, interest in Gaming Subscriptions, Payments, Micropayments, Devices and Platforms. We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Theme (e.g. Historical), which is definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.

    Our data base include millions of profiles divided into popular categories. You can choose which target groups you want to reach. Segments based on users' interests, purchase intentions or demography. Contact us to check all the possibilities: team@oan.pl

    How you can use our data?

    There are two main areas where you can use our data: • marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. • ad tech companies - enriching 1st party data or using our raw data by your own data science team

    We are ready for a cookieless era. We already gather and provide non-cookie ID - for example Universal IDs, CTV IDs or Mobile IDs.

  19. AI Market In Media And Entertainment Industry Analysis North America,...

    • technavio.com
    Updated Oct 10, 2024
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    Technavio (2024). AI Market In Media And Entertainment Industry Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Germany, China, UK, Canada - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/ai-in-media-and-entertainment-industry-market-analysis
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    Dataset updated
    Oct 10, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Europe, United States, United Kingdom, Global
    Description

    Snapshot img

    AI Market In Media And Entertainment Industry Size 2024-2028

    The AI market in media and entertainment industry size is forecast to increase by USD 30.73 billion at a CAGR of 26.4% between 2023 and 2028. The market is experiencing significant growth, driven by the usage of multimodal AI to enhance consumer experience, analyze audience behavior, and automate content production. Multimodal AI, which combines text, speech, and visual data, is revolutionizing media and entertainment by enabling personalized recommendations, real-time sentiment analysis, and advanced content creation. Additionally, the utilization of blockchain technology is gaining traction in the industry, offering secure and transparent data sharing, and ensuring data privacy and security. Furthermore, the reliance on external sources of data to train AI models is a key trend, as media and entertainment companies seek to leverage diverse datasets to improve their offerings and stay competitive. These factors are expected to fuel market growth in the coming years.

    What will the size of the market be during the forecast period?

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    Artificial Intelligence (AI) is revolutionizing the media and entertainment industry by enhancing various applications, including game play, fake story recognition, plagiarism detection, production planning, talent discovery, and virtual creation. AI's integration in media and entertainment is enabling high-definition graphics, real-time virtual worlds, and internet video streaming on Ott platforms. In the gaming sector, AI is used to create intelligent opponents, personalize gameplay experiences, and analyze player behavior for sales and marketing purposes. Social media platforms leverage AI and Machine Learning (ML) for natural language processing to provide personalized content recommendations. AI is also transforming sports analysis by generating live footage and identifying patterns to enhance the online gaming experience. Overall, AI is a game-changer in the media and entertainment industry, offering innovative solutions in content creation, distribution, and consumption. Our researchers analyzed the data with 2023 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

    Further, AI-powered rendering engines can create lifelike visuals by analyzing data from real-world environments and applying it to virtual creations. This not only enhances the viewing experience for consumers but also reduces production costs by allowing for more efficient and cost-effective production. AI is also being used to improve the online gaming experience. Real-time virtual worlds can be created using AI, allowing players to interact with each other and their environment in a better way. AI-generated live footage is also being used to enhance sports analysis, providing more accurate and detailed information to broadcasters and fans. In the realm of sales and marketing, AI is being used to analyze consumer behavior and preferences to create targeted marketing campaigns.

    AI-powered chatbots can interact with customers, providing personalized recommendations and support. Additionally, AI can be used to analyze social media trends and identify potential marketing opportunities. In conclusion, AI is transforming the media and entertainment industry in numerous ways, from gameplay and talent discovery to high-definition graphics and sales and marketing. As AI and ML technologies continue to advance, we can expect to see even more innovative applications in this industry.

    Market Segmentation

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Technology
    
      Machine learning
      Computer vision
      Speech recognition
    
    
    End-user
    
      Media companies
      Gaming industry
      Advertising agencies
      Film production houses
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Technology Insights

    The machine learning segment is estimated to witness significant growth during the forecast period. The media and entertainment industry has witnessed significant advancements with the integration of artificial intelligence (AI) and machine learning (ML) technologies. ML, in particular, has been instrumental in revolutionizing video data management and analysis. One illustration of this trend is the latest developments in object storage solutions, such as those provided by Wasabi Technologies. These solutions incorporate AI and ML capabilities for automated tagging of video data, facilitating efficient storage in S3-compatible object storage systems.

  20. Willingness to view in-game advertising in the U.S. 2022

    • statista.com
    Updated Dec 5, 2023
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    Willingness to view in-game advertising in the U.S. 2022 [Dataset]. https://www.statista.com/statistics/1346700/willingness-view-in-game-advertising-usa/
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    Dataset updated
    Dec 5, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2022, a survey among gamers in the United States found that habitual gamers - ones that view gaming as their primary source of entertainment and follow gaming content online - are the ones most willing to accept in-game advertising in exchange for free in-game content. Habitual gamers constituted 77 percent of respondents among mobile gamers, while in the other two groups - recreational and occasional gamers - they constituted 50 and 40 percent, respectively.

Share
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The Business Research Company (2025). In-Game Advertising Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/in-game-advertising-global-market-report
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In-Game Advertising Global Market Report 2025

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pdf,excel,csv,pptAvailable download formats
Dataset updated
Jan 10, 2025
Dataset authored and provided by
The Business Research Company
License

https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

Description

Explore the In-Game Advertising Global Market Report 2025 Market trends! Covers key players, growth rate 13.3% CAGR, market size $18.17 Billion, and forecasts to 2033. Get insights now!

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