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Rise of In-Game Advertising

A New Frontier of Relating to the Brand
10:16 PM Mar 09, 2025 IST | Dr. Mehak Jonjua
rise of in game advertising
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The video gaming industry has become eminent and now considers itself to have a fairly serious chance of outpacing all other industries to reach an estimate of $503.15 billion by the year 2025. Such unprecedented growth will be a turning point for entertainment and also give rise to an unprecedented marketing model, as brands will be able to create immersive, creative, and interactive new ways of connecting with their consumers.

In contrast to the traditional forms of marketing, the in-game ad had its fair share of innovations. Take Coca-Cola's K-pop-themed skin line for example, which Riot Games launched in cooperation with "League of Legends" in 2021 and garnered over 100 million views across all contents, engaging thousands of players around the globe. Similarly, Mercedes-Benz became the first car brand to provide a fully-customized vehicle within "Fortnite," letting players get behind the wheel of its branded G-Class SUV.

From a luxury brand point of view, these developments are becoming progressively more original. In this regard, Louis Vuitton designed exclusive skins for "League of Legends" characters, while Ralph Lauren dressed tennis players in "Tennis World Tour 2." Such partnerships are much more than the simple product placement; they seize upon cultural moments that reverberate throughout gaming communities.

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Tech firms also are adeptly monetizing from gaming platforms. Microsoft's Xbox has integrated real-brand advertisements inside games like "Forza Horizon 5," allowing players to see billboards and sponsorships loosely emulating what players would experience in real-life racing environments. From such events, Intel has consistently sponsored esports events and in-game content to reach millions of tech-savvy consumers directly in their entertainment space of choice.

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The food and beverage industry, too, has understood these interesting advertising opportunities. Wendy's stole the show in "Fortnite," and when tearing freezers down in that game-a take-off of their "fresh, never frozen" messaging-it hit a viral note and brought in millions in earned media. In China, KFC even came out with a dating simulator game called "I Love You, Colonel Sanders"- -a peculiar but very effective marketing stunt, created considerable social media chatter.

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Demographic data makes it all the more convincing. The average gamer is 35 years of age; at least 41% of all gamers are female. This wide demographic represents a very large market that traditional advertising has hard time connecting with. Even more remarkable is the fact that 73% of gamers said they were open to in-game commercials as long as they felt natural and did not disrupt gameplay.

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Expectations in the economics also create excitement; the revenue from in-game ads is forecast to increase from US$14.8 billion back in 2022 to US$32.6 billion by 2027, thereby posting a compound annual growth rate of 17.2%. The likes of Roblox have become exceptionally attractive to brands- these include Gucci- creating virtual experiences yielding hundreds of millions in sales of virtual goods.

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Technology also leads the way for upper-tier advertising strategies. As a commendable example, "Fortnite" by Epic Games has organized virtual concerts featuring performers like Travis Scott and Ariana Grande, drawing hundreds of millions of concurrent players. Indeed, these events showcase how games are quickly becoming massive interactive marketing platforms, far beyond conventional advertising.

Successful in-game advertising is augmented; it's not an intrusion but an enhancement. Those brands able to weave immersive experiences, offer exclusive virtual rewards, and create narratives that unroll along with the gaming environments stand the best chance. Today's virtual worlds are tomorrow's main battlefield for marketers, where a diligent application of creativity and authenticity is paramount. It allows brands to move advertising from being clashing intrusions into the core of entertainment experiences, helping them build stronger emotional ties with consumers in the rouse of interactive media.