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Global In-Game Advertising Industry


News provided by

Reportlinker

Nov 07, 2011, 01:23 ET

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NEW YORK, Nov. 7, 2011 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Global In-Game Advertising Industry

http://www.reportlinker.com/p0681916/Global-In-Game-Advertising-Industry.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Online_Ad

This report analyzes the worldwide markets for In-Game Advertising in US$ Million. The report provides separate comprehensive analytics for US, Canada, Japan, Europe, Asia-Pacific, The Middle East, and Latin America. Annual estimates and forecasts are provided for the period 2009 through 2017. Also, a six-year historic analysis is provided for these markets. The report profiles 35 companies including many key and niche players such as Blockdot, Inc., BlueNoodle / NeoEdge, Double Fusion, Inc., Electronic Arts Inc., Google Adscape Media, Gaikai Inc., Game Creative Pty Ltd., Greystripe, IGA Worldwide, Intergi Entertainment, Mochi Media, Tap Me! Inc., WildTangent, Inc., and Yahoo, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are mostly extracted from URL research and reported select online sources.

1. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS 1

Study Reliability and Reporting Limitations 1

Disclaimers 2

Data Interpretation & Reporting Level 3

Quantitative Techniques & Analytics 3

Product Definitions and Scope of Study 3

In-Game Advertising (IGA) 3

2. INDUSTRY OVERVIEW 4

Market Snapshots 4

In-Game Advertising - Current and Future Analysis 4

Current and Future Analysis 5

Table 1: Global In-Game Advertising Revenues (2010)

Percentage Breakdown by Major Market Segments - Online Games,

Home Console, Offline Computer, Handheld Console and Mobile

(includes corresponding Graph/Chart) 5

In-game Advertisements - Inexpensive, Measurable and Effective 6

IGAs Notch the Highest Ad Recall Percentage 6

Table 2: Ad Recall Average Percentages for Various Media

Forms (includes corresponding Graph/Chart) 6

'Integrate' not 'Interrupt', is the Mantra for Success for In-

game Advertisers 7

Vertical Expansion of IGA 7

IGA Not Suitable for Niche Products 7

IGA Not Just for Corporates 7

Gaming Industry Witnesses A Shift in Demographics 8

In-game Ads Eye Social Networking Games 8

Social Networking Games Help in Brand Promotion 8

Table 3: Top 10 Social Networking Websites (Mar 2011):

Ranked by Number of Visits(includes corresponding Graph/

Chart) 8

Social Gaming Industry Governed by Varied Business Models 9

Few Big Advertising Agencies Hold Opposed Views 9

Tracking and Assessing In-game Ad Effectiveness 10

What Constitutes an Impression - A Million Dollar Question 10

Standardization is the Need of the Hour 10

Ranking of Key In-Game Advertising Drawbacks 11

In-Game Advertising - Pricing Models 11

Online Advertising Market 12

Table 4: Worldwide Advertising Market (2010): Percentage

Breakdown by Media -Television, Newspapers & Magazines,

Internet, Radio, Outdoor & Others and Cinema (includes

corresponding Graph/Chart) 12

The Regulatory Environment 12

IBA Guidelines for IGA in Console-based Games 12

Mobile Game Advertising 13

Table 5: Global Market for Mobile Games Advertising

(2008-2011): Breakdown of Market Value in US$ Million by

Geographic Region - US, Europe, Japan and Asia-Pacific

(includes corresponding Graph/Chart) 13

Advertising in Mobile Games - Few Facts 13

Recession and the Larger Advertising Industry 14

Ad-Spends Increase as Economies Recover 14

3. IGA - MARKET TRENDS AND ISSUES 15

Advertisers Leverage High Internet Traffic through Free Online

Casual Games 15

Games Become Shorter, Command Advertisers to be More Innovative 15

Big Advertises Pursue an Integrated Strategy for Advertising 15

More Marketing Dollars for IGA from the Sports Category 15

Developers Move Advertising In-House 15

IGA in the Race to Become Mainstream Revenue Source for

Developers 16

Overzealous Publishers Could Dampen IGA's Bright Future as an

Advertising Platform 16

Recession, a Boon for the IGA Industry 16

Crisis Fuels Demand for Branded Flash Games 17

Consumer is the King 17

Challenges Confronting In-Game Advertising 17

Lack of Platform Interoperability - Hampers Standardized

Performance Measurement 18

Need for Closer Regulation of Advertising in Games 18

Advergames More Prone to Hacking 18

Violent Games and Real Life Violence - Are they Linked? 19

Lack of Standardization in Metrics Make In-game Ad Campaigns a

Difficult Choice 19

4. ADVERTISING IN VIDEO AND COMPUTER GAMES 20

Top Video Game Advertising Trends 20

Industry Stakeholders 20

Few Vital Statistics 21

Table 6: Global Video Game Market (2010): Breakdown of Market

Size in US$ Billions by Geographic Region - EMEA,

Asia-Pacific, North America and Latin America (includes

corresponding Graph/Chart) 21

Table 7: Global Video Console Sales (2008-2010) in Millions

of Units (includes corresponding Graph/Chart) 21

Major Console Manufacturers and their Devices (Hand-Held and

Fixed) 21

Table 8: Global Market for Video and Computer Games (2011):

Percentage Share Breakdown by Market Segments - Home Console

Software, Online Game Revenues, Home Console Hardware, Mobile

Game, Handheld Software, Computer Software and Handheld

Hardware (includes corresponding Graph/Chart) 22

5. IGA - SERVICE OVERVIEW 23

In-Game Advertising 23

Table 9: Global In-game Advertising Audience as a Percentage

of TV Households for Years 2005-2010 (includes corresponding

Graph/Chart) 23

IGA - A Win-Win Proposal for Game Makers and Advertisers Alike 24

Various Options to Reach Target Audience in-Game Ads 24

In-game Advertising - Categories 25

Static In-game Advertising 25

Dynamic In-game Advertising 25

Pre game, Post game and Interstitial ads 25

Choice of a Game - The First Critical Choice 26

Appropriate Ad-Placement - A Vital Deal Point 26

Key Advantages Offered 26

Play it Right 26

Advergames 27

Chart Outlining Various Aspects of Video Game Advertising

Segments 28

Around Game Advertising 28

Game Types and Models 28

Various Game Types 28

Core and Casual Games 29

Casual, Hardcore and the Obsessive Type of Gamers 29

Table 10: Core and Casual Gamers Worldwide (2010):

Percentage Breakdown by Various Age-Groups - 18-34 Years,

35-44 Years, 45-54 Years and 55+ Years (includes

corresponding Graph/Chart) 30

Free-to-Play and Pay-to-Play Games 30

MMOGs 30

Gamer Engagement Measurement 30

Quantemo® Physiological Index for Measuring Gamer Engagement 30

Computer Games - Background 31

In-Game Advertising - A Brief History 32

6. SERVICE INTRODUCTIONS/ INNOVATIONS 33

Tap Me Introduces iPhone SDK, Ad Platform for iPhones 33

WildTangent Rolls Out Social Space Ad Platform BrandBoost™ in

the UK 33

WeeWorld Introduces SGA Network 33

SupersonicAds Launches BrandConnectTM, a Virtual Revenue

Monetization Solution 33

Tap Me Launches its First In-Game Advertising Platform 34

WildTangent Introduces BrandBoostTM In-game Advertising Platform 34

Electronic Arts Launches New In-Game Advertising Suite 35

Greystripe to Introduce iFlash Ads for iPads 35

Kingsoft to Introduce In-game Magazine Ads 35

Double Fusion to Introduce In-game Advertisements in WipEout®HD 35

Nissan Launches iPhone Game for Advertising Nissan Cube Car 36

Yahoo Unveils Games Site with Ad Supported Games 36

Greystripe to Introduce GS.Tailgate and GS.Impact

Advertisement Formats for iPhone 36

Google Launches Beta Version of AdSense 36

7. RECENT INDUSTRY ACTIVITY 37

ValueClick Takes Over Greystripe 37

Intergi and Ubisoft® Collaborate Over Ad Representation Services 37

NeoEdge Undergoes Name Change to 'BlueNoodle' 37

Gameloft to Develop Advergame for Audi 38

Shanda Games Acquires Mochi Media 38

UBM Acquires Game Advertising Online 38

Electronic Arts and Gaikai Ink a Multi-Year Licensing Agreement 38

Candystand.com and Intergi Entertainment Collaborate over In-

game Advertising 38

Electronic Arts Moves In-Game Advertising Business In-house 39

Double Fusion Obtains Dynamic IGA Rights for Sports Series of

2K Sports 39

iWin Incorporates BrandBoostTM Platform of WildTangent into

Family Feud 39

Playdom to Integrate BrandBoostTM Platform of WildTangent into

Tiki Farm 40

IGA Worldwide Delivers In-Game Advertisements to Rising Eagle 40

WildTangent® Collaborates with CrowdStar® 40

Microsoft Shuts Down Massive Inc. 41

NAMCO BANDAI and Double Fusion Ink In-game Agreement 41

WildTangent Collaborates with Mochi Media Over Ad Sales 41

PlaceVine Partners with Double Fusion 42

OMGPOP Inks Exclusive Ad-Sale Agreement with WildTangent 42

Double Fusion Introduces In-Game Advertising Service in Japan 42

Sony Selects IGA Worldwide for MLB® 09, Baseball Game 42

IGA Worldwide Provides Ad Network Service to G4Box's Cross Fire 43

DG FastChannel Takes over Enliven 43

Yahoo Signs Agreements with NeoEdge and DoubleFusion 43

Massive Signs Multi-title and Multi-year Agreement with

Activision Publishing 44

Double Fusion Partners with Leading Videogame Publishers to

Strengthen Gaming Portfolio 44

Massive Signs Global Multi-year Deal with THQ 44

Google Forays Into In-Game Advertising 45

eType Video Bags Contract from Mochi Media 45

SCEE and SCEA Select Double Fusion for IGA Delivery on PS3™ 45

Mangrove Capital Partners Invests in EnterMedia 45

Double Fusion and NCsoft® Collaborate For City of Heroes®, an

Online Multiplayer Game 46

Doppelganger Selects Double Fusion to Integrate Brands into

its vSide Virtual World 46

Double Fusion to Support Dynamic Advertising in Gearbox's New

Games 46

Massive and EA Extend Existing Dynamic IGA Agreement 47

id Software Selects IGA Worldwide for Supporting IGA in Quake

Live 47

Double Fusion Supports Spill Group's Casual Games 47

8. FOCUS ON SELECT GLOBAL PLAYERS 49

Blockdot, Inc (US) 49

BlueNoodle / NeoEdge (US) 49

Double Fusion, Inc (US) 49

Electronic Arts Inc., (US) 50

Google Adscape Media (US) 50

Gaikai Inc (US) 51

Game Creative Pty Ltd (Australia) 51

Greystripe (US) 51

IGA Worldwide (US) 52

Intergi Entertainment (US) 52

Mochi Media (US) 52

Tap Me! Inc. (US) 52

WildTangent, Inc. (US) 53

Yahoo, Inc (US) 53

9. GLOBAL MARKET PERSPECTIVE 54

Table 11: World Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with Annual

Revenues in US$ Million for Years 2009 through 2017 (includes

corresponding Graph/Chart) 54

Table 12: World Historic Review for In-game Advertising Market

Independently Analyzed with Annual Revenues in US$ Million for

Years 2003 through 2008 (includes corresponding Graph/Chart) 55

10. THE UNITED STATES 56

A.Market Analysis 56

Outlook 56

An Overview of the US Video Game Industry 56

Figures Speak 56

Table 13: US Media Market: Breakdown of Expected CAGRs for

Media Formats -Internet & Video Game, Television, Radio and

(Years 2009-2017) (includes corresponding Graph/Chart) 56

Advertising in Video Games Becomes Mainstream Activity 57

Table 14: US Video Game Advertising Spends (2007-2010):

Percentage Share Breakdown by Categories - In-Game

Advertising and Advergames (includes corresponding

Graph/Chart) 57

Table 15: US Console Game Sales in Millions of Units for

the Year 2008 (includes corresponding Graph/Chart) 58

Service Introductions/ Launches 58

Recent Industry Activity 61

Key players 71

B.Market Analytics 76

Table 16: US Recent Past, Current & Future Analysis for

In-Game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 76

Table 17: US Historic Review for In-Game Advertising Market

Independently Analyzed with Annual Revenues in US$ Million

for Years 2003 through 2008 (includes corresponding

Graph/Chart) 77

11. CANADA 78

A.Market Analysis 78

Outlook 78

B.Market Analytics 78

Table 18: Canadian Recent Past, Current & Future Analysis

for In-Game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 78

Table 19: Canadian Historic Review for In-Game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 79

12. JAPAN 80

A.Market Analysis 80

Outlook 80

Service Introductions/ Launche 80

Recent Industry Activity 80

B.Market Analytics 81

Table 20: Japanese Recent Past, Current & Future Analysis

for In-Game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 81

Table 21: Japanese Historic Review for In-Game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 82

13. EUROPE 83

A.Market Analysis 83

Outlook 83

IGA in Europe - A Nascent Yet Promising Advertising Segment 83

Table 22: European Console Sales (2010): Breakdown of Unit

Sales by the Big Five Countries- The United Kingdom,

France, Germany, Spain and Italy (Sales in Million)

(includes corresponding Graph/Chart) 83

Service Introductions/ Launche 84

Recent Industry Activity 84

B.Market Analytics 86

Table 23: European Recent Past, Current & Future Analysis

for In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 86

Table 24: European Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 87

13a. France 88

A.Market Analysis 88

Outlook 88

B.Market Analytics 88

Table 25: French Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 88

Table 26: French Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 89

13b. GERMANY 90

A.Market Analysis 90

Outlook 90

B.Market Analytics 90

Table 27: German Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 90

Table 28: German Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 91

13c. ITALY 92

A.Market Analysis 92

Outlook 92

B.Market Analytics 92

Table 29: Italian Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 92

Table 30: Italian Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 93

13d. THE UNITED KINGDOM 94

A.Market Analysis 94

Outlook 94

Service Introduction 94

B.Market Analytics 95

Table 31: UK Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 95

Table 32: UK Historic Review for In-game Advertising Market

Independently Analyzed with Annual Revenues in US$ Million

for Years 2003 through 2008 (includes corresponding

Graph/Chart) 96

13e. SPAIN 97

A.Market Analysis 97

Outlook 97

B.Market Analytics 97

Table 33: Spanish Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 97

Table 34: Spanish Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 98

13f. RUSSIA 99

A.Market Analysis 99

Outlook 99

B.Market Analytics 99

Table 35: Russian Recent Past, Current & Future Analysis for

In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 99

Table 36: Russian Historic Review for In-game Advertising

Market Independently Analyzed with Annual Revenues in US$

Million for Years 2003 through 2008 (includes corresponding

Graph/Chart) 100

13g. REST OF EUROPE 101

A.Market Analysis 101

Outlook 101

B.Market Analytics 101

Table 37: Rest of Europe Recent Past, Current & Future

Analysis for In-game Advertising Market Independently

Analyzed with Annual Revenues in US$ Million for Years 2009

through 2017 (includes corresponding Graph/Chart) 101

Table 38: Rest of Europe Historic Review for In-game

Advertising Market Independently Analyzed with Annual

Revenues in US$ Million for Years 2003 through 2008

(includes corresponding Graph/Chart) 102

14. ASIA-PACIFIC 103

A.Market Analysis 103

Outlook 103

The Australian IGA Market Displays Rapid Growth 103

The Chinese In-game Advertising Industry - An Overview 103

Entertainment and Media Industry in India to Witness a Boom 104

Service Introductions/ Launche 104

Key Player 105

B.Market Analytics 105

Table 39: Asia-Pacific Recent Past, Current & Future

Analysis for In-game Advertising Market Independently

Analyzed with Annual Revenues in US$ Million for Years 2009

through 2017 (includes corresponding Graph/Chart) 105

Table 40: Asia-Pacific Historic Review for In-game

Advertising Market Independently Analyzed with Annual

Revenues in US$ Million for Years 2003 through 2008

(includes corresponding Graph/Chart) 106

15. THE MIDDLE EAST 107

A.Market Analysis 107

Outlook 107

B.Market Analytics 107

Table 41: Middle East Recent Past, Current & Future Analysis

for In-game Advertising Market Independently Analyzed with

Annual Revenues in US$ Million for Years 2009 through 2017

(includes corresponding Graph/Chart) 107

Table 42: Middle East Historic Review for In-game

Advertising Market Independently Analyzed with Annual

Revenues in US$ Million for Years 2003 through 2008

(includes corresponding Graph/Chart) 108

16. LATIN AMERICA 109

A.Market Analysis 109

Outlook 109

B.Market Analytics 109

Table 43: Latin America Recent Past, Current & Future

Analysis for In-game Advertising Market Independently

Analyzed with Annual Revenues in US$ Million for Years 2009

through 2017 (includes corresponding Graph/Chart) 109

Table 44: Latin America Historic Review for In-game

Advertising Market Independently Analyzed with Annual

Revenues in US$ Million for Years 2003 through 2008

(includes corresponding Graph/Chart) 110

COMPETITIVE LANDSCAPE

Total Companies Profiled: 35 (including Divisions/Subsidiaries - 37)

------------------------------------------

Region/Country Players

------------------------------------------

The United States 25

Canada 2

Europe 5

The United Kingdom 2

Spain 1

Rest of Europe 2

Asia-Pacific (Excluding Japan) 5

------------------------------------------

To order this report:

Online Advertising Industry: Global In-Game Advertising Industry

Online Advertising Business News

More  Market Research Report

Check our  Industry Analysis and Insights

CONTACT
Nicolas Bombourg
Reportlinker
Email: [email protected]
US: (805)652-2626
Intl: +1 805-652-2626

SOURCE Reportlinker

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