Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Attractiveness - Porter’s Five Forces Analysis
4.2.1 Bargaining Power of Buyers
4.2.2 Bargaining Power of Suppliers
4.2.3 Threat of New Entrants
4.2.4 Threat of Substitutes
4.2.5 Intensity of Competitive Rivalry
4.3 Assessment of the Impact of COVID-19 on the Market


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Increase in Online Gaming
5.1.2 Growth in the Smartphone Penetration
5.2 Market Restrains
5.2.1 Complexity in Gaming and Advertisment Technology Integration


6 MARKET SEGMENTATION
6.1 By Type
6.1.1 Static
6.1.2 Dynamic
6.1.3 Advergaming
6.2 By Geography
6.2.1 North America
6.2.1.1 United States
6.2.1.2 Canada
6.2.2 Europe
6.2.2.1 United Kingdom
6.2.2.2 Germany
6.2.2.3 France
6.2.2.4 Other European Countries
6.2.3 APAC
6.2.3.1 China
6.2.3.2 Japan
6.2.3.3 India
6.2.3.4 South Korea
6.2.3.5 Other APAC countries
6.2.4 Middle East and Africa
6.2.5 Latin America


7 COMPETETIVE LANDSCAPE
7.1 Company Profile
7.1.1 Google LLC
7.1.2 Anzu Virtual Reality Ltd.
7.1.3 Blizzard Entertainment Inc.
7.1.4 Electronic Arts Inc.
7.1.5 ironSource Ltd.
7.1.6 Motive Interactive Inc.
7.1.7 Playwire LLC
7.1.8 RapidFire Inc.
7.1.9 Blizzard Entertainment, Inc.
7.1.10 Frameplay


8 INVESTMENT ANALYSIS


9 MARKET OPPORTUNITIES AND FUTURE TRENDS