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ゲームの中の広告市場調査:市場動向、関連企業、2013年までの予測

In-Game Advertising: Advertising & Video Game, 2009-2013
Market & Data Reports

 

出版社 出版日電子媒体
(05/22 レート)
ページ数
イダテ社 2009年12月Eur 3,500
\378,929(税込)
ライセンス別価格
50

目次

価格・ご注文について

この調査レポートは、ゲーム内広告の市場を調査し、市場動向や分析、市場予測などを掲載しています。

In-Game Advertising, or IGA, is a fast-growing market that is expected to increase from 716 million euros globally in 2009 to 1.4 billion euros in 2013. This report, which provides a detailed view of how the market is structured and the strategies being employed by the players, sheds new light on the market’s promising outlook, its inherent challenges and the medium-term growth levers. 

Key Questions

  • What momentum for the different market segments: in-game, around-game advertising and advergames? 
  • How can advertising adapt to the immersive and interactive nature of video games? 
  • Are the tools used for measuring in-game advertising efficient? 
  • Are gamer profiles and their consumption of digital entertainment growth levers for in-game advertising? 
  • How do gamers view the arrival of in-game advertising? 
  • What are the issues for the stakeholders: advertisers, in-game advertising companies, publishers, platform manufacturers, developers, technology providers, etc.? 
  • In-game advertising market forecasts up to 2013, by platform (home console, handheld console), PC (offline and online) and mobile phone.

Actors Analysed

  • Blockdot 
  • Double Fusion 
  • Google / Adscape Media 
  • Greystripe 
  • IGA Worldwide 
  • Jogo Media 
  • Massive Incorporated 
  • Neo Edge 
  • Onlive Gaikai
  • SL Business Directory 
  • WildTangent 
  • Yahoo

※当レポートはハードコピー版もございます。詳細につきましてはデータリソースまでお問合せください。

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TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. METHODOLOGY

3. IN-GAME ADVERTISING MARKET

3.1. Market overview

3.1.1. The shrinking TV audience
3.1.2. Video games: growing competition

  • The Apple ecosystem: iPhone/iPod + App Store
  • MMORPG on handheld devices
  • Dematerialised distribution 
  • On-demand gaming platforms
  • Free2play: the success of dematerialisation

3.1.3. Definition of IGA
3.1.4. Advertising and video game segments 

  • In-game advertising
  • Around-game advertising
  • Advergames

3.2. Product/service trends

3.2.1. IGA formats

  • Advergames
  • Dynamic advertising 
  • Advertising inserted between levels
  • Game skinning
  • Advertising before the game starts
  • Advertising after the game is over
  • Product placement 
  • Sponsoring 

3.2.2. Still largely static multi-platform services 
3.2.3. Internet connection, IGA lever

  • Assets of dynamic IGA 
  • Internet-ready consoles becoming the rule 
  • Casual gaming + Free-To-Play + Advertising: a winning trio 
  • MMO games and persistent universes, a broad field for advertising to explore

3.3. Usage

3.3.1. Extremely diverse gamer profiles

  • In the United States and in Europe

3.3.2. Casual vs. hard core gamers 
3.3.3. Effectiveness of IGA

3.4. Current market estimates 

3.4.1. Video games: a thriving market
3.4.2. Advertising: lessons from the recession 
3.4.3. In-game advertising: a nascent market

  • Global market: + 39% since 2006 
  • Advergames: 30% annual growth
  • IGA: number one video game advertising segment 

3.5. Key factors 

3.5.1. Key technologies 

  • "In-house solutions"
  • Contribution of standardised tools
  • IGA formats

3.5.2. Regulatory environment 

4. PLAYERS & STRATEGIES

4.1. Industry structure 

4.1.1. Player profiles

  • Advertisers
  • In-game advertising companies 
  • Gaming platform providers
  • Marketing agencies
  • Game publishers 
  • Developers

4.1.2. Value chain 

  • Ad market players
  • In- and around-game advertising value chain
  • Advergame value chain

4.1.3. Competition structure 

  • Player specialisation by platform
  • Entry barriers on certain platforms

4.1.4. Business models

  • Static advertising: one-shot agreement
  • Dynamic advertising: like an online ad broker 

4.2. Key players 

  • Profiles of the key players

4.3. IGA short-term issues 

  • A segment unto itself
  • Converting gamers
  • Convincing advertisers

4.4. Growth enablers
4.5. Growth impediments
4.6. Keys to success

5. MARKETS & FORECASTS 2009-2013 

5.1. Forecast hypotheses 
5.2. Forecasts by geographical area

  • North America 
  • Latin America 
  • Asia-Pacific 
  • EMEA 
  • World

5.3. Forecasts by segment

  • Static advertising
  • Static advertising

5.4. Forecasts by platform

  • Home console 
  • Handheld console 
  • Computer, offline 
  • Computer, online 
  • Mobile phone

 

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