Report cover image

Global Mobile Moba Games Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 04, 2026
Length 193 Pages
SKU # APRC20823691

Description

The global Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba Games include UCOOL, Supercell, Tencent, NetEase, Electronic Soul, Jump World, JJWorld (Beijing) Network Technology, 4399 and NetDragon, 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 Mobile Moba 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 Mobile Moba Games, also provides the revenue of main regions and countries. Of the upcoming market potential for Mobile Moba 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 Mobile Moba Games revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Mobile Moba 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 Mobile Moba Games revenue, projected growth trends, production technology, application and end-user industry.

Mobile Moba Games Segment by Company

UCOOL
Supercell
Tencent
NetEase
Electronic Soul
Jump World
JJWorld (Beijing) Network Technology
4399
NetDragon
Moonton

Mobile Moba Games Segment by Type

3V3
5V5
Other

Mobile Moba Games Segment by Application

Android
IOS

Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba 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 Mobile Moba 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, Mobile Moba 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.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

193 Pages
1 Market Overview
1.1 Product Definition
1.2 Mobile Moba Games Market by Type
1.2.1 Global Mobile Moba Games Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 3V3
1.2.3 5V5
1.2.4 Other
1.3 Mobile Moba Games Market by Application
1.3.1 Global Mobile Moba Games Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Android
1.3.3 IOS
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Mobile Moba Games Market Dynamics
2.1 Mobile Moba Games Industry Trends
2.2 Mobile Moba Games Industry Drivers
2.3 Mobile Moba Games Industry Opportunities and Challenges
2.4 Mobile Moba Games Industry Restraints
3 Global Growth Perspective
3.1 Global Mobile Moba Games Market Perspective (2021-2032)
3.2 Global Mobile Moba Games Growth Trends by Region
3.2.1 Global Mobile Moba Games Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Mobile Moba Games Market Size by Region (2021-2026)
3.2.3 Global Mobile Moba Games Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Mobile Moba Games Revenue by Players
4.1.1 Global Mobile Moba Games Revenue by Players (2021-2026)
4.1.2 Global Mobile Moba Games Revenue Market Share by Players (2021-2026)
4.1.3 Global Mobile Moba Games Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Mobile Moba Games Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Mobile Moba Games Key Players Headquarters & Area Served
4.4 Global Mobile Moba Games Players, Product Type & Application
4.5 Global Mobile Moba Games Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Mobile Moba Games Market CR5 and HHI
4.6.3 2025 Mobile Moba Games Tier 1, Tier 2, and Tier 3
5 Mobile Moba Games Market Size by Type
5.1 Global Mobile Moba Games Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Mobile Moba Games Revenue by Type (2021-2032)
5.3 Global Mobile Moba Games Revenue Market Share by Type (2021-2032)
6 Mobile Moba Games Market Size by Application
6.1 Global Mobile Moba Games Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Mobile Moba Games Revenue by Application (2021-2032)
6.3 Global Mobile Moba Games Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 UCOOL
7.1.1 UCOOL Company Information
7.1.2 UCOOL Business Overview
7.1.3 UCOOL Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.1.4 UCOOL Mobile Moba Games Product Portfolio
7.1.5 UCOOL Recent Developments
7.2 Supercell
7.2.1 Supercell Company Information
7.2.2 Supercell Business Overview
7.2.3 Supercell Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.2.4 Supercell Mobile Moba Games Product Portfolio
7.2.5 Supercell Recent Developments
7.3 Tencent
7.3.1 Tencent Company Information
7.3.2 Tencent Business Overview
7.3.3 Tencent Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.3.4 Tencent Mobile Moba Games Product Portfolio
7.3.5 Tencent Recent Developments
7.4 NetEase
7.4.1 NetEase Company Information
7.4.2 NetEase Business Overview
7.4.3 NetEase Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.4.4 NetEase Mobile Moba Games Product Portfolio
7.4.5 NetEase Recent Developments
7.5 Electronic Soul
7.5.1 Electronic Soul Company Information
7.5.2 Electronic Soul Business Overview
7.5.3 Electronic Soul Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.5.4 Electronic Soul Mobile Moba Games Product Portfolio
7.5.5 Electronic Soul Recent Developments
7.6 Jump World
7.6.1 Jump World Company Information
7.6.2 Jump World Business Overview
7.6.3 Jump World Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.6.4 Jump World Mobile Moba Games Product Portfolio
7.6.5 Jump World Recent Developments
7.7 JJWorld (Beijing) Network Technology
7.7.1 JJWorld (Beijing) Network Technology Company Information
7.7.2 JJWorld (Beijing) Network Technology Business Overview
7.7.3 JJWorld (Beijing) Network Technology Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.7.4 JJWorld (Beijing) Network Technology Mobile Moba Games Product Portfolio
7.7.5 JJWorld (Beijing) Network Technology Recent Developments
7.8 4399
7.8.1 4399 Company Information
7.8.2 4399 Business Overview
7.8.3 4399 Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.8.4 4399 Mobile Moba Games Product Portfolio
7.8.5 4399 Recent Developments
7.9 NetDragon
7.9.1 NetDragon Company Information
7.9.2 NetDragon Business Overview
7.9.3 NetDragon Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.9.4 NetDragon Mobile Moba Games Product Portfolio
7.9.5 NetDragon Recent Developments
7.10 Moonton
7.10.1 Moonton Company Information
7.10.2 Moonton Business Overview
7.10.3 Moonton Mobile Moba Games Revenue and Gross Margin (2021-2026)
7.10.4 Moonton Mobile Moba Games Product Portfolio
7.10.5 Moonton Recent Developments
8 North America
8.1 North America Mobile Moba Games Revenue (2021-2032)
8.2 North America Mobile Moba Games Revenue by Type (2021-2032)
8.2.1 North America Mobile Moba Games Revenue by Type (2021-2026)
8.2.2 North America Mobile Moba Games Revenue by Type (2027-2032)
8.3 North America Mobile Moba Games Revenue Share by Type (2021-2032)
8.4 North America Mobile Moba Games Revenue by Application (2021-2032)
8.4.1 North America Mobile Moba Games Revenue by Application (2021-2026)
8.4.2 North America Mobile Moba Games Revenue by Application (2027-2032)
8.5 North America Mobile Moba Games Revenue Share by Application (2021-2032)
8.6 North America Mobile Moba Games Revenue by Country
8.6.1 North America Mobile Moba Games Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Mobile Moba Games Revenue by Country (2021-2026)
8.6.3 North America Mobile Moba Games Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Mobile Moba Games Revenue (2021-2032)
9.2 Europe Mobile Moba Games Revenue by Type (2021-2032)
9.2.1 Europe Mobile Moba Games Revenue by Type (2021-2026)
9.2.2 Europe Mobile Moba Games Revenue by Type (2027-2032)
9.3 Europe Mobile Moba Games Revenue Share by Type (2021-2032)
9.4 Europe Mobile Moba Games Revenue by Application (2021-2032)
9.4.1 Europe Mobile Moba Games Revenue by Application (2021-2026)
9.4.2 Europe Mobile Moba Games Revenue by Application (2027-2032)
9.5 Europe Mobile Moba Games Revenue Share by Application (2021-2032)
9.6 Europe Mobile Moba Games Revenue by Country
9.6.1 Europe Mobile Moba Games Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Mobile Moba Games Revenue by Country (2021-2026)
9.6.3 Europe Mobile Moba 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 Mobile Moba Games Revenue (2021-2032)
10.2 China Mobile Moba Games Revenue by Type (2021-2032)
10.2.1 China Mobile Moba Games Revenue by Type (2021-2026)
10.2.2 China Mobile Moba Games Revenue by Type (2027-2032)
10.3 China Mobile Moba Games Revenue Share by Type (2021-2032)
10.4 China Mobile Moba Games Revenue by Application (2021-2032)
10.4.1 China Mobile Moba Games Revenue by Application (2021-2026)
10.4.2 China Mobile Moba Games Revenue by Application (2027-2032)
10.5 China Mobile Moba Games Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Mobile Moba Games Revenue (2021-2032)
11.2 Asia Mobile Moba Games Revenue by Type (2021-2032)
11.2.1 Asia Mobile Moba Games Revenue by Type (2021-2026)
11.2.2 Asia Mobile Moba Games Revenue by Type (2027-2032)
11.3 Asia Mobile Moba Games Revenue Share by Type (2021-2032)
11.4 Asia Mobile Moba Games Revenue by Application (2021-2032)
11.4.1 Asia Mobile Moba Games Revenue by Application (2021-2026)
11.4.2 Asia Mobile Moba Games Revenue by Application (2027-2032)
11.5 Asia Mobile Moba Games Revenue Share by Application (2021-2032)
11.6 Asia Mobile Moba Games Revenue by Country
11.6.1 Asia Mobile Moba Games Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Mobile Moba Games Revenue by Country (2021-2026)
11.6.3 Asia Mobile Moba 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 Mobile Moba Games Revenue (2021-2032)
12.2 SAMEA Mobile Moba Games Revenue by Type (2021-2032)
12.2.1 SAMEA Mobile Moba Games Revenue by Type (2021-2026)
12.2.2 SAMEA Mobile Moba Games Revenue by Type (2027-2032)
12.3 SAMEA Mobile Moba Games Revenue Share by Type (2021-2032)
12.4 SAMEA Mobile Moba Games Revenue by Application (2021-2032)
12.4.1 SAMEA Mobile Moba Games Revenue by Application (2021-2026)
12.4.2 SAMEA Mobile Moba Games Revenue by Application (2027-2032)
12.5 SAMEA Mobile Moba Games Revenue Share by Application (2021-2032)
12.6 SAMEA Mobile Moba Games Revenue by Country
12.6.1 SAMEA Mobile Moba Games Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Mobile Moba Games Revenue by Country (2021-2026)
12.6.3 SAMEA Mobile Moba 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
How Do Licenses Work?
Request A Sample
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.