DISQO:2025年游戏内置广告(IGA)报告(英文版)(32页).pdf

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1、In-GameAdvertising2025REPORTUnlocking diverse and engaged audiences In-Game Advertising|2Since its inception,gaming has been at the forefront of tech,culture,and entertainment.Today,more than 2.6 billion gamers worldwide interact,co-create,or trade in virtual economies across a variety of platforms.

2、Once confined to niche communities,the explosive growth of live streamers,gaming consoles,and mobile flexibility has unlocked new audiences.As one of the worlds most popular and enduring hobbies,gaming presents advertisers with the unique opportunity to grow their brands and drive performance.Gaming

3、s lean-in engagement model starkly contrasts the casual and passive nature of television viewing or social media scrolling.This dynamic allows gaming platforms to build ad experiences that captivate beyond traditional exposure and visibility.By understanding the user journey and embedding relevant i

4、ncentives that enhance the overall gameplay experience rather than disrupt it,they can create ad campaigns that resonate and drive loyalty.Brands,agencies,and gaming publishers that grasp the nuances of in-game advertising and harness full-funnel insights about what audiences play and why,can unlock

5、 the potential to redefine engagement in a way few other platforms can match.DISQOs annual In-Game Advertising report examines the mediums current and future landscape to build your ad strategies in 2025 and beyond.MethodologyDISQO surveyed 3,323 US Adults(18+)from our first-party,identity-based aud

6、ience from October 30 to November 15,2024.People who game represented 79%(n=2,568)of respondents.The data informing the report was balanced on age,sex,and income and weighted to represent the US population.More than 28 million people have opted in to share their brand experiences with DISQO,empoweri

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