In-game Advertising - Serbia

  • Serbia
  • Revenue in the In-game Advertising market is projected to reach US$8.32m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.64%, resulting in a projected market volume of US$13.18m by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$12.76.
  • In global comparison, most revenue will be generated in China (US$46,610.00m in 2024).

Key regions: France, United Kingdom, United States, South Korea, Europe

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The In-game Advertising market in Serbia is experiencing significant growth and development.

Customer preferences:
Serbian gamers are increasingly open to in-game advertising, as they see it as a way to access free or discounted games. They are also becoming more receptive to targeted advertising that is relevant to their gaming interests. Additionally, the rise of mobile gaming has created new opportunities for in-game advertising, as gamers are spending more time playing games on their smartphones and tablets.

Trends in the market:
One of the key trends in the Serbian In-game Advertising market is the increasing use of native advertising. Native ads seamlessly blend into the gaming environment, making them less intrusive and more effective. This trend is driven by the desire to create a more immersive gaming experience and to avoid disrupting gameplay. Advertisers are also leveraging the popularity of eSports in Serbia to reach a highly engaged audience. They are sponsoring eSports tournaments and teams, and incorporating in-game advertising into live streams and broadcasts.

Local special circumstances:
Serbia has a growing gaming community, with a significant number of gamers who are actively engaged in the gaming culture. This presents a unique opportunity for advertisers to connect with a passionate and dedicated audience. Furthermore, Serbia has a relatively low cost of living compared to other European countries, which attracts international game developers and publishers to establish a presence in the country. This has led to an increase in the availability of games that can be monetized through in-game advertising.

Underlying macroeconomic factors:
The growth of the In-game Advertising market in Serbia is supported by several macroeconomic factors. The country has a young and tech-savvy population, with a high level of internet penetration. This provides a large and active user base for in-game advertising. Additionally, Serbia has a growing digital advertising industry, driven by the increasing popularity of online and mobile advertising. Advertisers are shifting their budgets towards digital channels, including in-game advertising, to reach their target audience more effectively. The overall economic growth and stability in Serbia also contribute to the development of the In-game Advertising market, as advertisers have more confidence in investing in the country.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on in-app advertising spending and exclude agency commissions, rebates, production costs, and taxes. The market covers ad spending on advertisements displayed within a mobile application.

Modeling approach / Market size:

The market size is determined through a combined top-down and bottom-up approach. We use market data from independent databases, the number of application downloads from data partners, survey results taken from our primary research (e.g., Consumer Insights), and third-party reports to analyze and estimate global in-app advertising spending. To analyze the markets, we start by researching digital advertising in mobile applications for each advertising format, incidents of in-app and mobile browser usage, as well as the time spent in mobile apps by categories. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as GDP, mobile users, and digital consumer spending. Lastly, we benchmark key countries and/or regions (e.g., global, the United States, China) with external sources.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Demographics
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)