DUBLIN, October 12, 2016 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Video Games Advertising Market 2016-2020" report to their offering.
The report forecasts the global video games advertising market to grow at a CAGR of 13.71% during the period 2016-2020.
One of the notable trends in the global video game advertising market is the increased social media for advertising of video games. The number of social media users globally was more than 2.1 billion in 2015. With this widespread reach, social media is becoming one of the lucrative platforms for advertising as it connects to a large segment of gamers. Over 90% of social media enthusiasts play at least one video game in a period of 30 days. Social media platforms further provide the advertisers with efficient targeting options and enhanced conversion tracking since they also take advantage of the user interests.
According to the report, improved measurement standards will be a key driver for market growth. In the early 2000s, measuring the effectiveness of the video game advertisements was very complicated. The advertisers consider the type of advertisement, the number of games sold in the previous years, average time spent on the game, and the budget allocated for measuring the effectiveness of the gaming advertisement. The technique provided an estimation of its impact but never managed to give an accurate or reliable data on the effectiveness of the advertisement.
Further, the report states that pirated video games are another big challenge for video game advertisers. The in-game ads are used to connect with the gamers based on their geography. However, video games get pirated and are used in different regions. In-game advertisements have very little relevance in the other regions. The number of end-users for pirated video gaming is as high as the number of end-users for legal video game industry. Pirated games accounted for $72 billion unmonetized video game revenue in 2015.
Key vendors:
- BrightRoll
- Flurry
- InMobi
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by type
PART 07: Market segmentation by genre
PART 08: Geographical segmentation
PART 09: Key leading countries
PART 10: Market drivers
PART 11: Impact of drivers
PART 12: Market challenges
PART 13: Impact of drivers and challenges
PART 14: Market trends
PART 15: Vendor landscape
For more information about this report visit http://www.researchandmarkets.com/research/5nwk77/global_video
Media Contact:
Research and Markets
Laura Wood, Senior Manager
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SOURCE Research and Markets
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