目次
Table of Contents
Chapter 1 Introduction
1.1 Study Goals and Objectives
1.2 Reasons for Doing This Study
1.3 Scope of Report
1.4 Information Sources
1.5 Research Methodology
1.6 Intended Audience
1.7 Geographic Breakdown
1.8 Analyst's Credentials
1.9 BCC Custom Research
1.10 Related BCC Research Reports
Chapter 2 Summary and Highlights
Chapter 3 Market Overview
3.1 Introduction
3.1.1 Market Evolution/History
3.2 Market Factors
3.2.1 COVID-19 Impact
3.2.2 Porter's Five Forces Analysis
3.2.3 PEST Analysis
3.3 Use-Case Analysis
Chapter 4 Market Dynamics and Trends
4.1 Introduction
4.1.1 Market Drivers
4.1.2 Market Restraints
4.1.3 Market Challenges
4.1.4 Market Opportunities
4.2 Market Trends
4.2.1 Virtual Reality (VR)
4.2.2 Metaverse
4.2.3 5G Technology
4.2.4 Cloud Gaming
Chapter 5 Market Breakdown by Type of Ad
5.1 Introduction
5.2 Static Ads
5.2.1 Regional Markets for Static Ads
5.3 Dynamic Ads
5.3.1 Types of DIGA
5.3.2 Regional Markets for Dynamic Ads
5.4 Advergaming
5.4.1 Regional Markets for Advergaming
Chapter 6 Market Breakdown by Device Type
6.1 Introduction
6.2 PC/Laptop
6.2.1 Regional Markets for PC/Laptop Devices
6.3 Smartphones/Tablets
6.3.1 Regional Markets for Smartphone/Tablet Devices
Chapter 7 Market Breakdown by End User
7.1 Introduction
7.2 Gen X
7.2.1 Regional Markets for Gen X
7.3 Gen Y/Millennials
7.3.1 Regional Markets for Millennials
7.4 Gen Z
7.4.1 Regional Markets for Gen Z
Chapter 8 Market Breakdown by Region
8.1 Introduction
8.2 North American Market Outlook
8.2.1 North American Market, by Country
8.2.2 North American Market, by Segment
8.3 European Market Outlook
8.3.1 European Market, by Country
8.3.2 European Market, by Segments
8.4 Asia-Pacific Market Outlook
8.4.1 Asia-Pacific Market, by Country
8.4.2 Asia-Pacific Market, by Segment
8.5 Rest of the World Market Outlook
8.5.1 South America
8.5.2 RoW Market, by Segment
Chapter 9 Competitive Landscape
9.1 Top Companies
9.1.1 Market Ranking of IGA Players
9.2 IGA Pricing Models
9.3 Strategic Analysis
9.3.1 Product Launches and Developments
9.3.2 Agreements, Collaborations and Partnerships
9.3.3 Mergers and Acquisitions
9.3.4 Investments and Funding
Chapter 10 Company Profiles
ACTIVISION BLIZZARD INC.
ADVERTY AB
ALPHABET INC.
ANZU VIRTUAL REALITY LTD.
BIDSTACK GROUP PLC
DENTSU GROUP INC.
ELECTRONIC ARTS INC.
FRAMEPLAY
FREAKOUT HOLDINGS INC.
GADSME
INMOBI
IRONSOURCE LTD.
LANDVAULT
META PLATFORMS INC.
NEXTPLAY TECHNOLOGIES INC.
OVERWOLF LTD.
RAPIDFIRE INC.
SAYOLLO INC.
VIANT TECHNOLOGY LLC
VIVENDI SE
Chapter 11 Appendix: Abbreviations