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United States In-Game Advertising Market Competition Forecast & Opportunities, 2028




The “United States In-Game Advertising Market Competition Forecast & Opportunities, 2028” report has been added to’s offering.

The United States in-game advertising market has experienced rapid growth and is projected to reach a value of $13.09 billion by 2028 from $7.45 billion in 2022, growing at a CAGR of 10.2% fueled by various factors such as the increasing popularity of esports among gaming audiences and the integration of native and non-disruptive ad formats.

United States In-Game Advertising Market Scope

In-game advertising includes a wide range of formats and strategies. One of the most common methods is integrating static or dynamic ads into the game environment. These formats can be billboards, posters, or even virtual product placements within the game. Such layouts are carefully designed to blend seamlessly with the game’s aesthetics, ensuring they don’t break the player’s immersion.

The growing interest in social and mobile games is expected to positively impact the expansion of the in-game advertising market share. Advertisements can be integrated into desktop and mobile games through in-game advertising through advertisements, clip art, billboards, and background screens.

United States In-Game Advertising Market Overview

United States in-game advertising market share will benefit from growing social and mobile gaming. Ads, cutscenes, billboards, and background graphics can be used to add ads to desktop and mobile games. Since these ads are not intrusive, players can experience the game smoothly. In-game ads are expected to have a stronger audiovisual impact and leave viewers with a positive and lasting product impression.

United States in-game advertising is driven by several factors, including lower ad costs, increased reach and ROI, fast integration, and clear ad setup in social games. In addition, the inclusion of trusted gaming payment methods will reduce fraud, which may drive the market during the forecast period. Market growth is fueled by a growing selection of free-to-play smartphone games that monetize through in-game ads.

Increasing time and the cost to develop new games and shorter product life cycles are expected to impede market growth. The growing reluctance of video game companies as a result of declining advertising revenues is expected to challenge the growth of the in-game advertising market. In addition, market growth can be hindered by the need to limit poorly designed advertisements with low consumer impact. The increase in irrelevant and intrusive advertisements related to online and social gaming is expected to adversely affect the United States in-game advertising market growth.

United States In-Game Advertising Market Drivers

The United States in-game advertising market is driven by various key factors such as the rising popularity of console gaming and esports. The game has come to become an accepted form of distraction, which draws a wide and diverse audience.

The United States in-game advertising market growth is likely to be boosted by the rising availability of high-speed internet connections and the significant increase in the number of smartphone users in the country. Additionally, a surging number of gamers in the country is expected to contribute to the expansion of the United States in-game advertising market during the forecast period.

In addition, the adoption of various gambling payment mechanisms will reduce fraud, which may increase the expansion of the United States in-game advertising market during the forecast period. In-game advertising is growing portions of free-to-play mobile games and is expected to boost industry growth. This service can earn extra money for game creators, which helps in the expansion of the industry.

The surging popularity of online and mobile games drives the expansion of the United States in-game advertising market during the forecast period. Game advertisers are using in-game advertisements to reach their target audience as more people are using online and mobile games for their entertainment.

United States In-Game Advertising Market Trends

A major trend in the United States in-game advertising market is the integration of native and non-disruptive ad formats which drives the industry’s growth during the forecast period. Advertisers are moving away from intrusive and disruptive ad placements that can negatively impact the gaming experience. Instead, they implement strategies to seamlessly incorporate advertising into the game environment, such as in-game billboards, product placements, and branded virtual products. This approach allows advertisers to capture players’ attention without causing significant disruption, improving both user experience and advertising effectiveness.

Additionally, the rise in influencer marketing collaborations fuels the growth of the United States in-game advertising market during the forecast period. Influencers and creators in the gaming community have gained significant influence and followers, making them valuable partners for advertisers. Brands are increasingly partnering with gaming influencers to promote their products or services through sponsored gameplay, branded content, or product reviews. This collaboration helps advertisers leverage the trust and loyalty built by influencers, which increases brand visibility and engagement with their target audience.

Furthermore, there is more emphasis on metrics and measurement in the United States in-game advertising market which drives the industry’s growth during the forecast period.

United States In-Game Advertising Market Challenges

A major challenge in the United States in-game advertising market is increasing competition among companies for the consumer’s attention in games may hinder the growth of the market during the forecast period.

Additionally, the difficulty of companies in targeting the right audience impedes the United States in-game advertising market expansion during the forecast period. Advertisers must ensure that their ads reach the targeted demographic of the gaming community. However, targeting a precise audience can be difficult due to the diversity and segmentation of the gaming market. Different types, platforms, and gaming habits require tailored approaches that can be difficult to achieve effectively.

Furthermore, the issue of advertisement intrusiveness may hinder the growth of the United States in-game advertisement market during the forecast period. The intrusiveness of advertisements is a major concern of the companies. It is very important to balance the integration of ads into games without compromising the user experience. Intrusive ads that interfere with gameplay or with immersion can cause players to react negatively and may create lack of interest for the game.

United States In-Game Advertising Market Opportunities

The United States in-game advertising market provides various opportunities to the companies to have a competitive edge in the market. Esports has grown significantly in the United States, with widespread recognition of professional games and attracting millions of viewers. This phenomenon offers advertisers a great opportunity to target their brand to popular eSports events, teams, or individual players. In-game advertising can take the form of sponsorship, branded content, or product placement within games, allowing companies to gain exposure and build brand loyalty among the passionate sports community.

The advantage of in-game advertising is that it offers different advertising options for brands to reach their target audience and increase engagement. While in-game and in-field billboards are frequently explored by many developers and publishers, they represent only a fraction of the ad formats available. There are 3 formats of in-game advertising: static ads, dynamic ads, and advergaming. Each format offers several different options to help businesses build and maintain brand awareness without disrupting the users’ experience.

Furthermore, robust infrastructure and technological upgradation provide opportunities to companies in the United States in-game advertising market. Advertisers are able to monetize in-game advertising due to the availability of high-speed internet connections and the rising penetration of streaming platforms in the country.

Key Attributes:

Report Attribute Details
No. of Pages 77
Forecast Period 2022 – 2028
Estimated Market Value (USD) in 2022 $7.45 Billion
Forecasted Market Value (USD) by 2028 $13.09 Billion
Compound Annual Growth Rate 10.2%
Regions Covered United States

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the United States in-game advertising market.

  • Activision Blizzard, Inc.
  • AppsFlyer Inc.
  • Frameplay Corporation
  • Pubfinity LLC
  • Super League Gaming, Inc.
  • Motive Interactive, Inc.
  • MediaSpike, Inc.
  • Electronic Arts Inc.
  • Playwire LLC
  • Bidstack Group PLC

Market Dynamics


  • Proliferation of mobile devices
  • Increasing internet penetration
  • Rising gaming audience

Market Trends & Developments

  • Rising popularity of esports
  • Growing influencer marketing collaborations
  • Increasing popularity of console gaming
  • Integration of native and non-disruptive ad format
  • Growing popularity of video games


  • Increasing competition
  • Difficulty in targeting the right audience

Impact of COVID-19 on United States In-Game Advertising Market

  • Impact Assessment Model
  • Key Segments Impacted
  • Key Regions Impacted

Report Scope:

United States In-Game Advertising Market, By Type:

  • Static Ads
  • Dynamic Ads
  • Advergaming

United States In-Game Advertising Market, By Platform:

  • Smartphone/Tablet
  • PC/Laptop

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Hawks Talon Will Begin 3v3 Gameplay During SLAM OPEN; Opening with Matches Against Nets GC and Cavs Legion GC.

Hawks Talon GC, the official NBA 2K League affiliate of the Atlanta Hawks, will begin the 2024 NBA 2K League season later tonight on Wednesday, Feb. 28, with matchups against Nets Gaming Club (6 p.m.) and Cavs Legion Gaming Club (7:30 p.m.) in 3v3 gameplay. All games throughout the season can be found on the NBA 2K League’s Twitch and Youtube channels. To find the full Hawks Talon schedule during SLAM OPEN, visit website.

Hawks Talon GC returns to the virtual court behind last year’s first overall pick, ‘MDS’, and four newcomers. In this year’s NBA 2K League Draft, Hawks Talon selected power forward Tyler ‘BaitPickk’ Montague with the 11th overall pick and four-year veteran Christopher ‘Duck’ Charles with the 35th overall pick. Prior to the draft in September, the team also acquired Ludlow ‘LOW’ Samuels and Elijah ‘UNDERRATEDGOAT’ Spears in separate trades.

“We are really happy with the group of guys we have this year,” said Hawks Talon Head Coach Ismael ‘MAELO’ Diaz-Tolentino. “The team has been working hard to get ready for these matchups and we are confident that we will accomplish many great things together. We have solid vets in ‘LOW’, ‘UNDERRATEDGOAT’, and ‘Duck’. These are players that have won in this league and understand what it takes. Additionally, the evolution of ‘MDS’ and the incredible potential rookie ‘BaitPickk’ has shown makes me feel very confident in this team’s ability to succeed.”

All 3v3 tournaments will be played beginning on February 28 and will run through April 27. This will include the SLAM OPEN, SWITCH OPEN, STEAL OPEN, and the 3v3 NBA 2K League Playoffs presented by Google Pixel. The 3v3 format will include five groups of five with mixed conferences for group play, and double elimination bracket play. At the end of one week of group play in each tournament, all 25 NBA 2K League teams and seven community teams will advance to a 32-team double elimination bracket, which will take place over two weeks.

The STEAL OPEN is the last chance qualifier for 3v3 playoffs and will feature 15 teams plus one amateur team from an open qualifier. It will feature over two days of single-elimination bracket play, with the top two teams advancing to the 3v3 playoffs.

Following the conclusion of all 3v3 tournaments, 5v5 gameplay will commence, beginning on May 8 and running through June 29. The 5v5 format will follow last season’s traditional format with conferences and single elimination bracket play and will include THE TIPOFF, THE TURN, THE TICKET, and the 5v5 NBA 2K League Playoffs presented by Google Pixel. During two weeks of group play, teams will face off in smaller groups (three groups of six teams, one group of seven) within their conferences. After group play, the top two teams from each group will advance to in-person bracket play in Washington, D.C.

Similar to THE STEAL, THE TICKET is the last chance qualifier for 5v5 playoffs and will feature 15 teams over two days of single-elimination bracket play. The top team from each conference will then advance to the 5v5 playoffs.

To stay up to date on Hawks Talon Gaming Club, visit HawksTalonGC and follow the team’s social channels on Twitter, Instagram and Facebook.



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Gen.G and University of Kentucky Bring Back Award Winning Conference “Campus Takeover” Designed to Drive the Future of Collegiate Esports




Global esports and gaming organization Gen.G and the University of Kentucky (UK) are bringing back their award winning collegiate esports industry conference, Campus Takeover, on March 30 and April 6. This two-day event will bring together esports professionals with students and administrators from different universities. UK continues to pave the way as an esports ecosystem leader in the SEC and Midwest region.

Campus Takeover Day 1 is a student-focused event leading up to the professional conference, and will be live-streamed at on March 30 starting at 4:30 PM EST. Campus Takeover Day 2, the flagship professional conference, will be hosted at the Don & Cathy Jacobs Science Building on the University of Kentucky campus on April 6, starting at 10:00 AM EST.

“Since we started this event, we had a responsibility to uphold what future students expect of the University of Kentucky when it comes to their budding esports careers. There’s a lot expected about the future of gaming and esports, and we want to make sure our students are well equipped to be that expected change for years to come,” Heath Price, Associate Chief Information Officer at University of Kentucky, said.

Additionally, many esports professionals hailing from different segments of esports business will participate in various panels during Campus Takeover. The panels and discussions will cover a bevy of topics, including how to maximize your time when looking for new jobs, a conversation around esports, influencers, business, and video games, a look at intersectionality in games, and much more. Other clubs and programs will also be welcome to have tables within the Atrium during Campus Takeover, so even newer students get to see everything UK has to offer.

“University of Kentucky has been our long term collegiate partner; their investment in this community allows us to have a small hand in making sure the future of gaming and esports is secure. We all want to see this industry thrive, and we hope Campus Takeover is a stepping stone for other schools to form their own ways to develop the collegiate esports ecosystem,” Martin Kim, Chief Revenue Officer at Gen.G, said.

Campus Takeover was recognized at the 2023 Esports & Gaming Business Summit Tempest Awards, where it won the award for the Collegiate Esports Program of the Year.

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ESL FACEIT Group and Znipe Esports reveal FACEIT Watch: A cutting-edge, new digital streaming platform from esports fans for esports fans




Designed for the competitive gaming community and now open to all, FACEIT Watch is created to disrupt the esports content distribution model by putting users in control of their viewing experience.

ESL FACEIT Group (EFG), the leading esports and video game entertainment company, has unveiled FACEIT Watch, the new streaming platform built by esports fans for esports fans. Free and available to all, FACEIT Watch is designed to put fans in control of their viewing experience, with features that include a multi-perspective view, live chat, profile access and FACEIT point in-game rewards.

Designed in collaboration with Znipe Esports, a technical partner, FACEIT Watch marks the first major product launch from FACEIT that moves beyond gameplay by offering its audience a unique streaming experience tailored to the user.

Featuring a unique multi-perspective view selector where users can watch their favorite player’s perspective directly next to the main event stream, it enables esports fans to pause and rewind, with access to killcams and live-generated replays of key moments and adjust the volume of caster and multi-perspective sounds, as well as disable spoilers, letting them personalize how they engage with FACEIT Watch streaming content.

Earlier this year, FACEIT announced its collaboration with Call of Duty 2024 Challengers Season and partnership with Overwatch, that aim to grow the community of competitive gamers and fans on its platform. The launch of FACEIT Watch will provide an unparalleled viewing experience and create a new way for users to connect and enjoy content with friends, bringing fans closer together. By enabling users to watch their favorite players’ perspectives and offering tools that mean they will never miss a play again, FACEIT Watch establishes a new environment where esports enthusiasts can discuss and debate, celebrate victories, and forge lasting connections.

Our mission at EFG is to create worlds beyond gameplay. FACEIT Watch represents a new chapter for the platform as it moves beyond the ultimate competitive environment to play and provides players multiple ways to engage with their favorite games,” said Warren Leigh, Senior Vice President of Product, Digital Platforms, ESL FACEIT Group. “On the FACEIT platform, we’ve had unparalleled insight into the needs and nuances of this community for over a decade, and, together with Znipe Esports, we’ve designed FACEIT Watch to meet them. We look forward to hearing their feedback after Katowice and continuing to develop and optimize Watch with them.”

Johan Ryman, CEO, Znipe Esports, added: “We are honored and excited about being a part of this initiative from EFG and their commitment towards the esports community and looking forward to our combined efforts to create best in class esports streaming.”

Over 100,000 viewers have tuned in so far on FACEIT Watch during the play-ins of EFG’s flagship event, IEM Katowice, which culminates this weekend and will see the world’s best Counter-Strike 2 teams battle it out for a share of the $1,000,000 prize pool.

FACEIT Watch is now available to all at Tune in to see the Grand Final of IEM Katowice on the 11th of February on FACEIT. Watch at 17:00 CET.

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