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THE GLOBAL MOBILE GAMING MARKET SIZE WAS VALUED AT USD 87.56 BILLION IN 2021 AND IS EXPECTED TO REACH USD 165.54 BILLION BY 2026, GROWING AT A CAGR OF 11.20% DURING THE FORECAST PERIOD
Mobile Gaming Market Research Report Includes Size, Share, & Trends by Platform (App Store, Google Play, and Others), Age Group (24-44 Years, Above 44 Years, and Below 24 Years), Business Model (Freemium, Paid, Free, and Paymium), Category (Casual Games, Hardcore & Midcore Games, and Social Casino Games), Geography (APAC, North America, Europe, Latin America, and the Middle East & Africa), Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast, 2021-2026
This report includes market data points, ranging from trend
analyses to market estimates & forecasts that you can customize
MOBILE GAMING MARKET REPORT SCOPE
REPORT ATTRIBUTE | DETAILS |
---|---|
MARKET SIZE | USD 165.54 BILLION (2026) |
CAGR | 11.20% (2021-2026) |
BASE YEAR | 2020 |
FORECAST YEAR | 2021-2026 |
MARKET SEGMENTS | Platform (App Store, Google Play, and Others), Age Group (24-44 Years, Above 44 Years, and Below 24 Years), Business Model (Freemium, Paid, Free, and Paymium), and Category (Casual Games, Hardcore & Midcore Games, and Social Casino Games) |
GEOGRAPHIC ANALYSIS | APAC, North America, Europe, Latin America, and Middle East & Africa |
COUNTRIES COVERED | China, Japan, South Korea, India, Rest of APAC, US, Canada, Germany, UK, France, Italy, Rest of Europe, Brazil, Mexico, Rest of Latin America, Saudi Arabia, Turkey, UAE, and Rest of MEA |
MARKET OVERVIEW
The global mobile gaming market was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026, growing at a CAGR of 11.20% from 2021 to 2026. The increased focus on localizing the content, launching multiplayer games, and live streaming of mobile games boosts the global mobile gaming market. The ongoing mergers, acquisitions & partnerships by the vendors in the mobile games market are enabling vendors to expand their games portfolio, upgrade existing games, expand across various genres, and enter new markets. This will enhance the customer base of the company. There has also been a prevalence of high-speed internet connections, even in developing countries. This has led the mobile gaming industry to acquire and retain more users over the last few years. Mobile gaming companies also witnessed a boom in downloads due to the COVID-19 pandemic.
KEY HIGHLIGHTS
- The launch of cloud gaming is revolutionizing the mobile games market with a better experience and is providing new growth opportunities to mobile game vendors. Such a platform allows players to play the games on mobile and other devices without downloads or updates.
- AR and VR-enabled games have provided a better experience to gamers by providing them with a better user experience. Several successful mobile-based AR games are already available in the industry, such as Pokémon Go, Ingress Prime, Jurassic World Alive, Harry Potter: Wizards Unite, and others.
- COVID-19 has resulted in an increase in viewership and the rising popularity of Esports as it provided entertainment to people stuck in their homes due to the lockdown. Esports also takes away the gender limitation of traditional sports, where men and women mostly have separate teams and respective games. This benefit is going to change mobile gaming demographics in the forecast period.
- Google Play platform is expected to witness the fastest growth rate at a CAGR of 11.85%, owing to the growing penetration of android mobile devices worldwide.
- As consumers prefer their well-known characters, IP licensing is increasingly gaining momentum in the mobile game market.
MOBILE GAMING MARKET SEGMENTATION
- Appstore held the highest share in mobile gaming statistics, and the industry share is expected to increase during the forecast period. This is due to the rising disposable income and purchasing power supporting the growth of iPhone penetration worldwide. In 2020, consumer spending on mobile games on App Store witnessed a growth of nearly 24%-26% compared to 2019.
- The below 24 years segment had a low industry share as youngsters in this age group prefer playing free games instead of paid games. Action games, board, and card games are the most popular game genres among the gamers belonging to the 24–44-year-old segment. People in this age group are willing to spend more money to enjoy additional benefits, thus driving the market.
- The freemium gaming model works on the consumer psychology of ‘try before buy,’ thus having the highest share. These games are based on the strategy to attract the players' attention and get the users hooked. This will influence the individuals to purchase the advanced features, hence supporting the industry growth.
- Casual games accounted for the highest share in downloads as they have simple rules requiring fewer skills and are short-duration. In 2020, Among Us became one of the most famous & successful casual games in the global market. Hyper casual gamers watch twice as many ads managed by other category gamers. Thus, vendors launching these games can earn a good amount of money by putting ads in between the games.
GEOGRAPHICAL ANALYSIS
- APAC: APAC region will witness exponential growth in the mobile gaming market in the forecast period. The availability of data packs at a lower cost across the region is leading to the expansion of the industry. In-app purchases have been prevalent in Japan’s market, while more than 60% of China’s population prefers free mobile games. The growth in affordable devices and technology has led to the increased penetration of mobile games across the region. Moreover, continuous innovation & technological advancements are leading to the expansion of the industry across the region.
- North America: The North American mobile gaming market is expected to witness an incremental growth of USD 16.23 billion during the forecast period. The high bandwidth offered with the launch of 5G connectivity increased the popularity of online games across the region. The mobile gaming genres saw substantial growth, with more than 50% of the revenue generated by puzzle, skill & chance, and strategy.
VENDOR LANDSCAPE
- The key players in the mobile gaming market are- Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga.
- Action, Arcade, RPG, and Puzzle are the key genres that attract the majority of the users attractions. Hence, the vendors must focus on such genres to achieve growth in mobile game marketing.
- The companies must invest significantly in research and development to introduce new technologies, enhance their offering and expand their games portfolio.
- In 2020 Lilith games partnered with Aurora Mobile, a mobile developer service, to enhance consumer engagement through Aurora mobile's technical capability and data analytics expertise.
The mobile gaming market report includes in-depth coverage of the industry analysis with revenue and forecast insights for the following segments:
By Platform
- App Store
- Google Play
- Others
By Age Group
- 24-44 Years
- Above 44 Years
- Below 24 Years
By Business Model
- Freemium
- Paid
- Free
- Paymium
By Category
- Casual Games
- Hardcore & Midcore Games
- Social Casino Games
By Geography
- APAC
- China
- Japan
- South Korea
- India
- Rest of APAC
- North America
- US
- Canada
- Europe
- Germany
- UK
- France
- Italy
- Rest of Europe
- Latin America
- Brazil
- Mexico
- Rest of Latin America
- Middle East & Africa
- Saudi Arabia
- Turkey
- UAE
- Rest of MEA
SNAPSHOT
The mobile gaming market size was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026, growing at a CAGR of 11.20% during the forecast period
The following factors are likely to contribute to the growth of the mobile gaming market –
- Rise of Cloud Gaming
- AR & VR Enabled Mobile Games
- Rising Popularity of Esports
- Evolving Mobile Game Landscape
- Increasing Smartphone Penetration
- Increasing Popularity Among Millennials & Gen Z Population
Base Year: 2020
Forecast Year: 2021-2026
The study considers a detailed scenario of the present mobile gaming market and its market dynamics for the period 2021−2026. It covers a detailed overview of several market growth enablers, restraints, and trends. The report offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent ones operating in the market.
Key Vendors
- Activision Blizzard
- Business Overview
- Product Offerings
- Key Strategies
- Key Strengths
- Key Opportunities
- Electronic Arts
- Take-Two Interactive
- Tencent Holdings Ltd
- Ubisoft
- Zynga
Other Prominent Vendors
- Behold Studios
- Business Overview
- Product Offerings
- CyberAgent
- Hothead Games
- IGG
- Innersloth
- Larva Game Studios
- Lilith Games
- NetEase Games
- Netmarble
- NEXON
- Niantic
- Onemt
- Rovio Entertainment Corporation
- Sea (Garena)
- SEGA
- SCOPELY
- Zeptolab
- 37 Interactive Entertainment
Market Segmentation by Platform
- App Store
- Google Play
- Others
Market Segmentation by Age Group
- 24-44 Years
- Above 44 Years
- Below 24 Years
Market Segmentation by Business Model
- Freemium
- Paid
- Free
- Paymium
Market Segmentation by Category
- Casual Games
- Hardcore & Midcore Games
- Social Casino Games
Market Segmentation by Geography
- APAC
- China
- Japan
- South Korea
- India
- Rest of APAC
- North America
- US
- Canada
- Europe
- Germany
- UK
- France
- Italy
- Rest of Europe
- Latin America
- Brazil
- Mexico
- Rest of Latin America
- Middle East & Africa
- Saudi Arabia
- Turkey
- UAE
- Rest of MEA
Frequently Asked Questions
How big is the mobile gaming market?
Which region has the highest growth rate in the mobile gaming market?
What are some technologies brought about by key players to stay relevant in the mobile gaming industry?
Who are the prominent vendors in the mobile gaming industry?
What are the challenges that key players need to overcome to sustain in the market?
LIST OF EXHIBITS
Exhibit 1 Segmentation of Global Mobile Games Market
Exhibit 2 Market Size Calculation Approach 2020
Exhibit 3 Popularity of Different App Categories (% of Population)
Exhibit 4 Online Gaming Ecosystem
Exhibit 5 Share of Different Factors Influencing Trials of New Mobile Games 2020
Exhibit 6 Key Mobile Gaming Statistics 2020
Exhibit 7 Value Chain of Mobile Games Market
Exhibit 8 Impact of Rise of Cloud Gaming
Exhibit 9 Impact of AR & VR Enabled Mobile Games
Exhibit 10 Impact of Rising Popularity of Esports
Exhibit 11 Impact of Evolving Mobile Game Landscape
Exhibit 12 Recent Upgradations Driving the Mobile Games Market
Exhibit 13 Impact of Increasing Smartphone Penetration
Exhibit 14 Global Smartphone Penetration Statistics
Exhibit 15 Impact of Increasing Popularity Among Millennials & Gen Z
Exhibit 16 Region-Wise Global Millennial Population 2020 (million)
Exhibit 17 Preference of Mobile Platform for Playing Games by Various Generation 2020 (%)
Exhibit 18 Impact of Health Hazards of Gaming
Exhibit 19 Impact of Risk of Fraud & Privacy Issues
Exhibit 20 Frauds Affecting the Mobile Games Market
Exhibit 21 Market Size of Mobile Games by Various Segments in 2020 ($ billion)
Exhibit 22 Global Mobile Games Market 2020–2026 ($ billion)
Exhibit 23 Five Forces Analysis 2020
Exhibit 24 Incremental Growth by Platform 2020 & 2026
Exhibit 25 Classification of Mobile Games Market by Platform
Exhibit 26 Leading Games in Terms of Overall Revenues and Number of Downloads 2020
Exhibit 27 Market Share & Incremental Growth of Mobile Games by Platform 2020–2026
Exhibit 28 Growth in Global Mobile Game Downloads from App Store (billion)
Exhibit 29 Global Mobile Games App Store Market 2020–2026 ($ billion)
Exhibit 30 Growth in Global Mobile Game Downloads from Google Play (billion)
Exhibit 31 Global Mobile Games Google Play Market 2020–2026 ($ billion)
Exhibit 32 Global Mobile Games Other Third-Party Stores Market 2020–2026 ($ billion)
Exhibit 33 Incremental Growth by Age Group 2020 & 2026
Exhibit 34 Classification of Mobile Games Market by Age Group
Exhibit 35 Market Share of Mobile Games Market by Age Group – 2020
Exhibit 36 Global Below 24 Years of Age Mobile Games Market 2020–2026 ($ billion)
Exhibit 37 Detailed Classification of Mobile Games Market: 24-44 Years
Exhibit 38 Global 24-44 Years of Age Mobile Games Market 2020–2026 ($ billion)
Exhibit 39 Detailed Classification of Mobile Games Market: Age Group Above 44 Years
Exhibit 40 Global Above 44 Years of Age Mobile Games Market 2020–2026 ($ billion)
Exhibit 41 Incremental Growth by Business Model 2020 & 2026
Exhibit 42 Classification of Mobile Games Market by Business Model
Exhibit 43 Revenue Increment & Absolute Growth of Mobile Games Market by Different Business Models 2020–2026
Exhibit 44 Types of In-App Purchases Driving the Freemium Business Model
Exhibit 45 Global Freemium Mobile Games Market 2020–2026 ($ billion)
Exhibit 46 Global Paid Mobile Games Market 2020–2026 ($ billion)
Exhibit 47 Global Free-To-Play Mobile Games Market 2020–2026 ($ billion)
Exhibit 48 Global Paymium Mobile Games Market 2020–2026 ($ billion)
Exhibit 49 Classification of Mobile Games Market by Category
Exhibit 50 Factors Influencing Individuals to Try New Games – Statistics (%)
Exhibit 51 Game Streaming Platforms Influencing Market Growth
Exhibit 52 Factors Driving the Demand for Social Casino Games
Exhibit 53 Incremental Growth by Geography 2020 & 2026
Exhibit 54 Market Share & CAGR of Various Regions 2020 (%)
Exhibit 55 Market Share and Growth Momentum of Major APAC Countries 2020
Exhibit 56 Percentage Increase in Internet Users in Various APAC Countries 2021 (%)
Exhibit 57 Mobile Games Market in APAC 2020–2026 ($ billion)
Exhibit 58 Incremental Growth in APAC 2020 & 2026
Exhibit 59 Mobile Games Market in China 2020–2026 ($ billion)
Exhibit 60 Growth in Mobile Game Spending in Japan 2021 ($ billion)
Exhibit 61 Mobile Games Market in Japan 2020–2026 ($ billion)
Exhibit 62 Number of Mobile Game Users by Various Genres – South Korea 2020 (in millions)
Exhibit 63 Mobile Games Market in South Korea 2020–2026 ($ billion)
Exhibit 64 Key Factors Driving the Indian Mobile Games Market
Exhibit 65 Mobile Games Market in India 2020–2026 ($ billion)
Exhibit 66 Mobile Games Market in the Rest of APAC 2020–2026 ($ billion)
Exhibit 67 Age-Wise Percentage Increase in Mobile Gamers from 2019 to 2020 in North America (%)
Exhibit 68 Market Share of North American Countries 2020 (%)
Exhibit 69 Mobile Games Market in North America 2020–2026 ($ billion)
Exhibit 70 Incremental Growth in North America 2020 & 2026
Exhibit 71 Growth in Mobile Game Spending in the US 2021 ($ billion)
Exhibit 72 Key Mobile Gaming Statistics US – 2021
Exhibit 73 Mobile Games Market in the US 2020–2026 ($ billion)
Exhibit 74 Mobile Gamers in Canada: Age-Gender Demographics
Exhibit 75 Mobile Games Market in Canada 2020–2026 ($ billion)
Exhibit 76 Market Size & Incremental Growth of Major European Countries 2020 ($ billion)
Exhibit 77 Key Mobile Game Insights Europe 2019 & 2020
Exhibit 78 Monetization Model Preferences Among Mobile Gamers in Key European Countries 2020
Exhibit 79 Mobile Games Market in Europe 2020–2026 ($ billion)
Exhibit 80 Incremental Growth in Europe 2020 & 2026
Exhibit 81 Revenue Growth from In-App and App Purchases in Germany 2017-2020 ($ million)
Exhibit 82 Mobile Games Market in Germany 2020–2026 ($ billion)
Exhibit 83 Popular Gaming Genres in the UK 2020
Exhibit 84 Average Monthly Spending by Mobile Gamers 2020
Exhibit 85 Mobile Games Market in the UK 2020–2026 ($ billion)
Exhibit 86 Mobile Games Market in France 2020–2026 ($ billion)
Exhibit 87 Key Mobile Game Insights – Italy
Exhibit 88 Mobile Games Market in Italy 2020–2026 ($ billion)
Exhibit 89 Percentage of Gamers Preferring Mobile Devices Over Others in European Countries
Exhibit 90 Mobile Games Market in the Rest of Europe 2020–2026 ($ billion)
Exhibit 91 Growth in Spending Per Payer on Mobile Games – Latin America 2019-2021 ($)
Exhibit 92 Market Size & Incremental Growth of Key Countries in Latin America 2020
Exhibit 93 Mobile Games Market in Latin America 2020–2026 ($ billion)
Exhibit 94 Incremental Growth in Latin America 2020 & 2026
Exhibit 95 Key Demographics Insights on Mobile Games Market – Brazil 2019
Exhibit 96 Mobile Games Market in Brazil 2020–2026 ($ billion)
Exhibit 97 Mobile Games Market in Mexico 2020–2026 ($ billion)
Exhibit 98 Mobile Games Market in the Rest of Latin America 2020–2026 ($ billion)
Exhibit 99 Market Size and Incremental Growth of Key Countries in the Middle East & Africa 2020 ($ billion)
Exhibit 100 Percentage of Population Using the Internet – MEA (%)
Exhibit 101 Mobile Games Market in the Middle East & Africa 2020–2026 ($ billion)
Exhibit 102 Incremental Growth in the Middle East & Africa 2020 & 2026
Exhibit 103 Percentage of Online Population Playing Various Types of Gaming Genres – Saudi Arabia
Exhibit 104 Mobile Games Market in Saudi Arabia 2020–2026 ($ billion)
Exhibit 105 Mobile Games Market in Turkey 2020–2026 ($ billion)
Exhibit 106 Mobile Games Market in the UAE 2020–2026 ($ billion)
Exhibit 107 Mobile Games Market in the Rest of MEA 2020–2026 ($ billion)
LIST OF TABLES
Table 1 Key Caveats
Table 2 Currency Conversion 2013−2020
Table 3 Global Mobile Games App Store Market by Geography 2020−2026 ($ billion)
Table 4 Global Mobile Games Google Play Market by Geography 2020−2026 ($ billion)
Table 5 Global Mobile Games Other Third-Party Stores Market by Geography 2020−2026 ($ billion)
Table 6 Global Below 24 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)
Table 7 Global 24-44 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)
Table 8 Global Above 44 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)
Table 9 Monetization Method Used in Various Business Models
Table 10 Global Freemium Mobile Games Market by Geography 2020−2026 ($ billion)
Table 11 Global Paid Mobile Games Market by Geography 2020−2026 ($ billion)
Table 12 Global Free-To-Play Mobile Games Market by Geography 2020−2026 ($ billion)
Table 13 Global Paymium Mobile Games Market by Geography 2020−2026 ($ billion)
Table 14 Mobile Games Market by Platform in APAC 2020−2026 ($ billion)
Table 15 Mobile Games Market by Age Group in APAC 2020−2026 ($ billion)
Table 16 Mobile Games Market by Business Model in APAC 2020−2026 ($ billion)
Table 17 Average Monthly Hours Spent Per User on Various Game Genres – South Korea 2020
Table 18 Mobile Games Market by Platform in North America 2020−2026 ($ billion)
Table 19 Mobile Games Market by Age Group in North America 2020−2026 ($ billion)
Table 20 Mobile Games Market by Business Model in North America 2020−2026 ($ billion)
Table 21 Mobile Games Market by Platform in Europe 2020−2026 ($ billion)
Table 22 Mobile Games Market by Age Group in Europe 2020−2026 ($ billion)
Table 23 Mobile Games Market by Business Model in Europe 2020−2026 ($ billion)
Table 24 Mobile Games Market by Platform in Latin America 2020−2026 ($ billion)
Table 25 Mobile Games Market by Age Group in Latin America 2020−2026 ($ billion)
Table 26 Mobile Games Market by Business Model in Latin America 2020−2026 ($ billion)
Table 27 Mobile Games Market by Platform in the Middle East & Africa 2020−2026 ($ billion)
Table 28 Mobile Games Market by Age Group in the Middle East & Africa 2020−2026 ($ billion)
Table 29 Mobile Games Market by Business Model in the Middle East & Africa 2020−2026 ($ billion)
Table 30 Activision Blizzard: Major Product Offerings
Table 31 Electronic Arts: Major Product Offerings
Table 32 Take-Two Interactive: Major Product Offerings
Table 33 Tencent Holdings: Major Product Offerings
Table 34 Ubisoft: Major Product Offerings
Table 35 Zynga: Major Product Offerings
Table 36 Behold Studios: Major Product Offerings
Table 37 CyberAgent: Major Product Offerings
Table 38 Hothead Games: Major Product Offerings
Table 39 IGG: Major Product Offerings
Table 40 Innersloth: Major Product Offerings
Table 41 Larva Game Studios: Major Product Offerings
Table 42 Lilith Games: Major Product Offerings
Table 43 NetEase: Major Product Offerings
Table 44 Netmarble: Major Product Offerings
Table 45 Nexon: Major Product Offerings
Table 46 Niantic: Major Product Offerings
Table 47 Onemt: Major Product Offerings
Table 48 Rovio Entertainment: Major Product Offerings
Table 49 Sea (Garena): Major Product Offerings
Table 50 SEGA: Major Product Offerings
Table 51 SCOPELY: Major Product Offerings
Table 52 ZeptoLab: Major Product Offerings
Table 53 37 Interactive Entertainment: Major Product Offerings
Table 54 Global Mobile Games Market by Geography 2020−2026 ($ billion)
Table 55 Global Mobile Games Market by Geography 2020−2026 (% revenue)
Table 56 Mobile Games Market by Platform in APAC 2020−2026 ($ billion)
Table 57 Mobile Games Market by Age Group in APAC 2020−2026 ($ billion)
Table 58 Mobile Games Market by Business Model in APAC 2020−2026 ($ billion)
Table 59 Mobile Games Market by Platform in North America 2020−2026 ($ billion)
Table 60 Mobile Games Market by Age Group in North America 2020−2026 ($ billion)
Table 61 Mobile Games Market by Business Model in North America 2020−2026 ($ billion)
Table 62 Mobile Games Market by Platform in Europe 2020−2026 ($ billion)
Table 63 Mobile Games Market by Age Group in Europe 2020−2026 ($ billion)
Table 64 Mobile Games Market by Business Model in Europe 2020−2026 ($ billion)
Table 65 Mobile Games Market by Platform in Latin America 2020−2026 ($ billion)
Table 66 Mobile Games Market by Age Group in Latin America 2020−2026 ($ billion)
Table 67 Mobile Games Market by Business Model in Latin America 2020−2026 ($ billion)
Table 68 Mobile Games Market by Platform in the Middle East & Africa 2020−2026 ($ billion)
Table 69 Mobile Games Market by Age Group in the Middle East & Africa 2020−2026 ($ billion)
Table 70 Mobile Games Market by Business Model in the Middle East & Africa 2020−2026 ($ billion)
Table 71 Global Mobile Games Market by Platform 2020–2026 ($ billion)
Table 72 Global Mobile Games Market by Platform 2020–2026 (% Revenue)
Table 73 Global Mobile Games Market by Age Group 2020–2026 ($ billion)
Table 74 Global Mobile Games Market by Age Group 2020–2026 (% Revenue)
Table 75 Global Mobile Games Market by Business Model 2020–2026 ($ billion)
Table 76 Global Mobile Games Market by Business Model 2020–2026 (% Revenue)
1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 Base Year
4.3 Scope of The Study
4.3.1 Market Segmentation by Platform
4.3.2 Market Segmentation by Age Group
4.3.3 Market Segmentation by Business Model
4.3.4 Market Segmentation by Category
4.3.5 Market Segmentation by Geography
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Market at a Glance
7 Introduction
7.1 Overview
7.1.1 Factors Influencing Trials of New Mobile Games
7.2 Key Statistics
7.3 Value Chain
7.4 Mergers & Acquisitions and Partnerships
7.5 New Game Launches
7.6 Government Initiatives
7.7 Impact of Covid-19
8 Market Opportunities & Trends
8.1 Rise of Cloud Gaming
8.2 AR & VR Enabled Mobile Games
8.3 Rising Popularity of Esports
9 Market Growth Enablers
9.1 Evolving Mobile Game Landscape
9.1.1 Localization of Games
9.1.2 Multiplayer Games
9.1.3 Live Streaming of Games
9.1.4 Traditional Games Going Online
9.1.5 Age-Friendly Mobile Games
9.1.6 Monetization of Games
9.2 Increasing Smartphone Penetration
9.2.1 Launch of Gaming Smartphones
9.3 Increasing Popularity Among Millennials & Gen Z
10 Market Restraints
10.1 Health Hazards of Gaming
10.2 Risk of Fraud & Privacy Issues
11 Market Landscape
11.1 Market Overview
11.2 Risk Assessment
11.3 Promotional Methods
11.4 Market Size & Forecast
11.5 Five Forces Analysis
11.5.1 Threat of New Entrants
11.5.2 Bargaining Power of Suppliers
11.5.3 Bargaining Power of Buyers
11.5.4 Threat of Substitutes
11.5.5 Competitive Rivalry
12 Platform
12.1 Market Snapshot & Growth Engine
12.2 Market Overview
12.3 App Store
12.3.1 Market Overview
12.3.2 Market Size & Forecast
12.3.3 Market by Geography
12.4 Google Play
12.4.1 Market Overview
12.4.2 Market Size & Forecast
12.4.3 Market by Geography
12.5 Other Third-Party Stores
12.5.1 Market Overview
12.5.2 Market Size & Forecast
12.5.3 Market by Geography
13 Age Group
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Below 24 Years
13.3.1 Market Overview
13.3.2 Market Size & Forecast
13.3.3 Market by Geography
13.4 24-44 Years
13.4.1 Market Overview
13.4.2 Market Size & Forecast
13.4.3 Market by Geography
13.5 Above 44 Years
13.5.1 Market Overview
13.5.2 Market Size & Forecast
13.5.3 Market by Geography
14 Business Model
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Freemium
14.3.1 Market Overview
14.3.2 Market Size & Forecast
14.3.3 Market by Geography
14.4 Paid
14.4.1 Market Overview
14.4.2 Market Size & Forecast
14.4.3 Market by Geography
14.5 Free-To-Play
14.5.1 Market Overview
14.5.2 Market Size & Forecast
14.5.3 Market by Geography
14.6 PAYMIUM
14.6.1 Market Overview
14.6.2 Market Size & Forecast
14.6.3 Market by Geography
15 Category
15.1 Market Overview
15.2 Casual Games
15.2.1 Market Overview
15.2.2 Arcade
15.2.3 Puzzle
15.2.4 Others
15.3 Hardcore & Midcore Games
15.3.1 Market Overview
15.3.2 Action
15.3.3 Role-Playing Games (RPG)
15.4 Social Casino Games
15.4.1 Market Overview
16 Geography
16.1 Market Snapshot & Growth Engine
16.2 Geographic Overview
17 APAC
17.1 Market Overview
17.2 Market Size & Forecast
17.3 Platform
17.3.1 Market Size & Forecast
17.4 Age Group
17.4.1 Market Size & Forecast
17.5 Business Model
17.5.1 Market Size & Forecast
17.6 Key Countries
17.6.1 China: Market Size & Forecast
17.6.2 Japan: Market Size & Forecast
17.6.3 South Korea: Market Size & Forecast
17.6.4 India: Market Size & Forecast
17.6.5 Rest Of APAC: Market Size & Forecast
18 North America
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Platform
18.3.1 Market Size & Forecast
18.4 Age Group
18.4.1 Market Size & Forecast
18.5 Business Model
18.5.1 Market Size & Forecast
18.6 Key Countries
18.6.1 US: Market Size & Forecast
18.6.2 Canada: Market Size & Forecast
19 Europe
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Platform
19.3.1 Market Size & Forecast
19.4 Age Group
19.4.1 Market Size & Forecast
19.5 Business Model
19.5.1 Market Size & Forecast
19.6 Key Countries
19.6.1 Germany: Market Size & Forecast
19.6.2 UK: Market Size & Forecast
19.6.3 France: Market Size & Forecast
19.6.4 Italy: Market Size & Forecast
19.6.5 Rest of Europe: Market Size & Forecast
20 Latin America
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Platform
20.3.1 Market Size & Forecast
20.4 Age Group
20.4.1 Market Size & Forecast
20.5 Business Model
20.5.1 Market Size & Forecast
20.6 Key Countries
20.6.1 Brazil: Market Size & Forecast
20.6.2 Mexico: Market Size & Forecast
20.6.3 Rest of Latin America: Market Size & Forecast
21 Middle East & Africa
21.1 Market Overview
21.2 Market Size & Forecast
21.3 Platform
21.3.1 Market Size & Forecast
21.4 Age Group
21.4.1 Market Size & Forecast
21.5 Business Model
21.5.1 Market Size & Forecast
21.6 Key Countries
21.6.1 Saudi Arabia: Market Size & Forecast
21.6.2 Turkey: Market Size & Forecast
21.6.3 UAE: Market Size & Forecast
21.6.4 Rest Of MEA: Market Size & Forecast
22 Competitive Landscape
22.1 Competition Overview
23 Key Company Profiles
23.1 ACTIVISION BLIZZARD
23.1.1 Business Overview
23.1.2 Product Offerings
23.1.3 Key Strategies
23.1.4 Key Strengths
23.1.5 Key Opportunities
23.2 ELECTRONIC ARTS
23.2.1 Business Overview
23.2.2 Product Offerings
23.2.3 Key Strategies
23.2.4 Key Strengths
23.2.5 Key Opportunities
23.3 TAKE-TWO INTERACTIVE
23.3.1 Business Overview
23.3.2 Product Offerings
23.3.3 Key Strategies
23.3.4 Key Strengths
23.3.5 Key Opportunities
23.4 TENCENT HOLDINGS
23.4.1 Business Overview
23.4.2 Product Offerings
23.4.3 Key Strategies
23.4.4 Key Strengths
23.4.5 Key Opportunities
23.5 UBISOFT
23.5.1 Business Overview
23.5.2 Product Offerings
23.5.3 Key Strategies
23.5.4 Key Strengths
23.5.5 Key Opportunities
23.6 ZYNGA
23.6.1 Business Overview
23.6.2 Product Offerings
23.6.3 Key Strategies
23.6.4 Key Strengths
23.6.5 Key Opportunities
24 Other Prominent Vendors
24.1 BEHOLD STUDIOS
24.1.1 Business Overview
24.1.2 Product Offerings
24.2 CYBERAGENT
24.2.1 Business Overview
24.2.2 Product Offerings
24.3 HOTHEAD GAMES
24.3.1 Business Overview
24.3.2 Product Offerings
24.4 IGG
24.4.1 Business Overview
24.4.2 Product Offerings
24.5 INNERSLOTH
24.5.1 Business Overview
24.5.2 Product Offerings
24.6 LARVA GAME STUDIOS
24.6.1 Business Overview
24.6.2 Product Offerings
24.7 LILITH GAMES
24.7.1 Business Overview
24.7.2 Product Offerings
24.8 NETEASE
24.8.1 Business Overview
24.8.2 Product Offerings
24.9 NETMARBLE
24.9.1 Business Overview
24.9.2 Product Offerings
24.10 NEXON
24.10.1 Business Overview
24.10.2 Product Offerings
24.11 NIANTIC
24.11.1 Business Overview
24.11.2 Product Offerings
24.12 ONEMT
24.12.1 Business Overview
24.12.2 Product Offerings
24.13 ROVIO ENTERTAINMENT CORPORATION
24.13.1 Business Overview
24.13.2 Product Offerings
24.14 SEA (GARENA)
24.14.1 Business Overview
24.14.2 Product Offerings
24.15 SEGA
24.15.1 Business Overview
24.15.2 Product Offerings
24.16 SCOPELY
24.16.1 Business Overview
24.16.2 Product Offerings
24.17 ZEPTOLAB
24.17.1 Business Overview
24.17.2 Product Offerings
24.18 37 INTERACTIVE ENTERTAINMENT
24.18.1 Business Overview
24.18.2 Product Offerings
25 Report Summary
25.1 Key Takeaways
25.2 Strategic Recommendations
26 Quantitative Summary
26.1 Market by Geography
26.1.1 Market Size & Forecast (Value)
26.1.2 Market Size & Forecast (% Revenue)
26.2 APAC
26.2.1 Platform: Market Size & Forecast
26.2.2 Age Group: Market Size & Forecast
26.2.3 Business Model: Market Size & Forecast
26.3 North America
26.3.1 Platform: Market Size & Forecast
26.3.2 Age Group: Market Size & Forecast
26.3.3 Business Model: Market Size & Forecast
26.4 Europe
26.4.1 Platform: Market Size & Forecast
26.4.2 Age Group: Market Size & Forecast
26.4.3 Business Model: Market Size & Forecast
26.5 Latin America
26.5.1 Platform: Market Size & Forecast
26.5.2 Age Group: Market Size & Forecast
26.5.3 Business Model: Market Size & Forecast
26.6 Middle East & Africa
26.6.1 Platform: Market Size & Forecast
26.6.2 Age Group: Market Size & Forecast
26.6.3 Business Model: Market Size & Forecast
26.7 Platform
26.7.1 Market Size & Forecast
26.8 Age Group
26.8.1 Market Size & Forecast
26.9 Business Model
26.9.1 Market Size & Forecast
27 Appendix
27.1 Abbreviations
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Frequently Asked Questions
How big is the mobile gaming market?
Which region has the highest growth rate in the mobile gaming market?
What are some technologies brought about by key players to stay relevant in the mobile gaming industry?
Who are the prominent vendors in the mobile gaming industry?
What are the challenges that key players need to overcome to sustain in the market?