1、MethodologyThis report is based on data collected between H1 2023 to H1 2024.in partnering with Insightrackr.Reference PeriodGlobal markets(excluding Mainland China)including the United States,Japan,South Korea,Southeast Asia,the United Kingdom,France,Germany,Brazil,and over 100 others.Market ScopeA
2、ction&Shooting,Adventure,Arcade,Board,Card,Casino,Music,Racing,Role-Playing,Simulation,Sports,Strategy,Trivia,Word,and others.Game GenreMetrics1.Number of apps with ad media buys:The quantity of apps buying ads in the market.2.Ad media buys:The amount of ads purchased in game advertising.3.Ad creati
3、ve volume:The amount of gaming ads shown in apps.THE STATE OF MEDIA BUYING IN H1 2024-SEA SPOTLIGHTKey Findings4%Increase in the number of apps with ad media buys2MAd creatives displayed3XIncrease use of playable ads2ndKey market ranking of SEA in ad viewsTHE STATE OF MEDIA BUYING IN H1 2024-SEA SPO
4、TLIGHT1stKey market ranking in number of apps with ad media THE STATE OF MEDIA BUYING IN H1 2024-SEA SPOTLIGHTThe mobile gaming market in Southeast Asia is experiencing phenomenal growth,driven by its advancing mobile networks,widespread smartphone adoption,and robust mobile payment systems.The infr
5、astructure has fostered a thriving mobile industry,particularly in gaming,where consumer preference for mobile apps is strong.This report equips marketers and game developers,particularly those specializing in Casual and Hybrid Casual games,with the latest trends and data to capitalize on this dynam
6、ic market.By understanding regional trends and implementing effective advertising strategies,businesses can unlock new growth opportunities and significantly enhance brand awareness of their games within the thriving Southeast Asian mobile gaming landscape.DJ LiHead of Global Business Development,Mi