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Global IP-Based Mobile Games Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Mar 30, 2026
Length 194 Pages
SKU # APRC21107483

Description

The global IP-Based Mobile Games market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for IP-Based Mobile Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period.
of 2026 through 2032.

Europe market for IP-Based Mobile Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period.
of 2026 through 2032.

Asia-Pacific market for IP-Based Mobile Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period.
of 2026 through 2032.

The China market for IP-Based Mobile Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period.
of 2026 through 2032.

The major global companies of IP-Based Mobile Games include Niantic, Tencent, Activision, Scopely, Bandai Namco and Netease, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for IP-Based Mobile Games, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of IP-Based Mobile Games, also provides the revenue of main regions and countries. Of the upcoming market potential for IP-Based Mobile Games, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the IP-Based Mobile Games revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global IP-Based Mobile Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for IP-Based Mobile Games revenue, projected growth trends, production technology, application and end-user industry.

IP-Based Mobile Games Segment by Company

Niantic
Tencent
Activision
Scopely
Bandai Namco
Netease
IP-Based Mobile Games Segment by Type

Android
iOS
IP-Based Mobile Games Segment by Application

Adults
Teenages
IP-Based Mobile Games Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global IP-Based Mobile Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of IP-Based Mobile Games and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of IP-Based Mobile Games.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of IP-Based Mobile Games in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of IP-Based Mobile Games company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, IP-Based Mobile Games revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Table of Contents

194 Pages
1 Market Overview
1.1 Product Definition
1.2 IP-Based Mobile Games Market by Type
1.2.1 Global IP-Based Mobile Games Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Android
1.2.3 iOS
1.3 IP-Based Mobile Games Market by Application
1.3.1 Global IP-Based Mobile Games Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Adults
1.3.3 Teenages
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 IP-Based Mobile Games Market Dynamics
2.1 IP-Based Mobile Games Industry Trends
2.2 IP-Based Mobile Games Industry Drivers
2.3 IP-Based Mobile Games Industry Opportunities and Challenges
2.4 IP-Based Mobile Games Industry Restraints
3 Global Growth Perspective
3.1 Global IP-Based Mobile Games Market Perspective (2021-2032)
3.2 Global IP-Based Mobile Games Growth Trends by Region
3.2.1 Global IP-Based Mobile Games Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global IP-Based Mobile Games Market Size by Region (2021-2026)
3.2.3 Global IP-Based Mobile Games Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global IP-Based Mobile Games Revenue by Players
4.1.1 Global IP-Based Mobile Games Revenue by Players (2021-2026)
4.1.2 Global IP-Based Mobile Games Revenue Market Share by Players (2021-2026)
4.1.3 Global IP-Based Mobile Games Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global IP-Based Mobile Games Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global IP-Based Mobile Games Key Players Headquarters & Area Served
4.4 Global IP-Based Mobile Games Players, Product Type & Application
4.5 Global IP-Based Mobile Games Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global IP-Based Mobile Games Market CR5 and HHI
4.6.3 2025 IP-Based Mobile Games Tier 1, Tier 2, and Tier 3
5 IP-Based Mobile Games Market Size by Type
5.1 Global IP-Based Mobile Games Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global IP-Based Mobile Games Revenue by Type (2021-2032)
5.3 Global IP-Based Mobile Games Revenue Market Share by Type (2021-2032)
6 IP-Based Mobile Games Market Size by Application
6.1 Global IP-Based Mobile Games Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global IP-Based Mobile Games Revenue by Application (2021-2032)
6.3 Global IP-Based Mobile Games Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Niantic
7.1.1 Niantic Company Information
7.1.2 Niantic Business Overview
7.1.3 Niantic IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.1.4 Niantic IP-Based Mobile Games Product Portfolio
7.1.5 Niantic Recent Developments
7.2 Tencent
7.2.1 Tencent Company Information
7.2.2 Tencent Business Overview
7.2.3 Tencent IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.2.4 Tencent IP-Based Mobile Games Product Portfolio
7.2.5 Tencent Recent Developments
7.3 Activision
7.3.1 Activision Company Information
7.3.2 Activision Business Overview
7.3.3 Activision IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.3.4 Activision IP-Based Mobile Games Product Portfolio
7.3.5 Activision Recent Developments
7.4 Scopely
7.4.1 Scopely Company Information
7.4.2 Scopely Business Overview
7.4.3 Scopely IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.4.4 Scopely IP-Based Mobile Games Product Portfolio
7.4.5 Scopely Recent Developments
7.5 Bandai Namco
7.5.1 Bandai Namco Company Information
7.5.2 Bandai Namco Business Overview
7.5.3 Bandai Namco IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.5.4 Bandai Namco IP-Based Mobile Games Product Portfolio
7.5.5 Bandai Namco Recent Developments
7.6 Netease
7.6.1 Netease Company Information
7.6.2 Netease Business Overview
7.6.3 Netease IP-Based Mobile Games Revenue and Gross Margin (2021-2026)
7.6.4 Netease IP-Based Mobile Games Product Portfolio
7.6.5 Netease Recent Developments
8 North America
8.1 North America IP-Based Mobile Games Revenue (2021-2032)
8.2 North America IP-Based Mobile Games Revenue by Type (2021-2032)
8.2.1 North America IP-Based Mobile Games Revenue by Type (2021-2026)
8.2.2 North America IP-Based Mobile Games Revenue by Type (2027-2032)
8.3 North America IP-Based Mobile Games Revenue Share by Type (2021-2032)
8.4 North America IP-Based Mobile Games Revenue by Application (2021-2032)
8.4.1 North America IP-Based Mobile Games Revenue by Application (2021-2026)
8.4.2 North America IP-Based Mobile Games Revenue by Application (2027-2032)
8.5 North America IP-Based Mobile Games Revenue Share by Application (2021-2032)
8.6 North America IP-Based Mobile Games Revenue by Country
8.6.1 North America IP-Based Mobile Games Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America IP-Based Mobile Games Revenue by Country (2021-2026)
8.6.3 North America IP-Based Mobile Games Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe IP-Based Mobile Games Revenue (2021-2032)
9.2 Europe IP-Based Mobile Games Revenue by Type (2021-2032)
9.2.1 Europe IP-Based Mobile Games Revenue by Type (2021-2026)
9.2.2 Europe IP-Based Mobile Games Revenue by Type (2027-2032)
9.3 Europe IP-Based Mobile Games Revenue Share by Type (2021-2032)
9.4 Europe IP-Based Mobile Games Revenue by Application (2021-2032)
9.4.1 Europe IP-Based Mobile Games Revenue by Application (2021-2026)
9.4.2 Europe IP-Based Mobile Games Revenue by Application (2027-2032)
9.5 Europe IP-Based Mobile Games Revenue Share by Application (2021-2032)
9.6 Europe IP-Based Mobile Games Revenue by Country
9.6.1 Europe IP-Based Mobile Games Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe IP-Based Mobile Games Revenue by Country (2021-2026)
9.6.3 Europe IP-Based Mobile Games Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China IP-Based Mobile Games Revenue (2021-2032)
10.2 China IP-Based Mobile Games Revenue by Type (2021-2032)
10.2.1 China IP-Based Mobile Games Revenue by Type (2021-2026)
10.2.2 China IP-Based Mobile Games Revenue by Type (2027-2032)
10.3 China IP-Based Mobile Games Revenue Share by Type (2021-2032)
10.4 China IP-Based Mobile Games Revenue by Application (2021-2032)
10.4.1 China IP-Based Mobile Games Revenue by Application (2021-2026)
10.4.2 China IP-Based Mobile Games Revenue by Application (2027-2032)
10.5 China IP-Based Mobile Games Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia IP-Based Mobile Games Revenue (2021-2032)
11.2 Asia IP-Based Mobile Games Revenue by Type (2021-2032)
11.2.1 Asia IP-Based Mobile Games Revenue by Type (2021-2026)
11.2.2 Asia IP-Based Mobile Games Revenue by Type (2027-2032)
11.3 Asia IP-Based Mobile Games Revenue Share by Type (2021-2032)
11.4 Asia IP-Based Mobile Games Revenue by Application (2021-2032)
11.4.1 Asia IP-Based Mobile Games Revenue by Application (2021-2026)
11.4.2 Asia IP-Based Mobile Games Revenue by Application (2027-2032)
11.5 Asia IP-Based Mobile Games Revenue Share by Application (2021-2032)
11.6 Asia IP-Based Mobile Games Revenue by Country
11.6.1 Asia IP-Based Mobile Games Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia IP-Based Mobile Games Revenue by Country (2021-2026)
11.6.3 Asia IP-Based Mobile Games Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA IP-Based Mobile Games Revenue (2021-2032)
12.2 SAMEA IP-Based Mobile Games Revenue by Type (2021-2032)
12.2.1 SAMEA IP-Based Mobile Games Revenue by Type (2021-2026)
12.2.2 SAMEA IP-Based Mobile Games Revenue by Type (2027-2032)
12.3 SAMEA IP-Based Mobile Games Revenue Share by Type (2021-2032)
12.4 SAMEA IP-Based Mobile Games Revenue by Application (2021-2032)
12.4.1 SAMEA IP-Based Mobile Games Revenue by Application (2021-2026)
12.4.2 SAMEA IP-Based Mobile Games Revenue by Application (2027-2032)
12.5 SAMEA IP-Based Mobile Games Revenue Share by Application (2021-2032)
12.6 SAMEA IP-Based Mobile Games Revenue by Country
12.6.1 SAMEA IP-Based Mobile Games Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA IP-Based Mobile Games Revenue by Country (2021-2026)
12.6.3 SAMEA IP-Based Mobile Games Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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