
Mobile Gaming Market - Global Outlook & Forecast 2021-2026
Description
Mobile Gaming Market - Global Outlook & Forecast 2021-2026
In-depth Analysis and Data-driven Insights on the Impact of COVID-19 Included in this Global Mobile Gaming Market Report
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 is 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.
The mobile gaming market is expected to grow at a CAGR of 11.20% during the forecast period
MARKET OPPORTUNITIES AND GROWTH DRIVERS
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 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 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.
VENDOR LANDSCAPE
The key players in the mobile gaming market are- Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga. The companies are required to invest a significant sum of money in research and development to introduce new technologies, enhance their offering and expand games portfolio. Although established players dominate the market, there are tremendous growth opportunities for new entrants in the market.
THE REPORT INCLUDES:
1. The analysis of the global mobile gaming market provides market size and growth rate for the forecast period 2022-2027.
2. It offers comprehensive insights into current industry trends, trend forecast, and growth drivers about the mobile gaming market.
3. The report provides the latest analysis of market share, growth drivers, challenges, and investment opportunities.
4. It offers a complete overview of market segments and the regional outlook of the global mobile gaming market.
5. The report offers a detailed overview of the vendor landscape, competitive analysis, and critical market strategies to gain competitive advantage.
In-depth Analysis and Data-driven Insights on the Impact of COVID-19 Included in this Global Mobile Gaming Market Report
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 is 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.
The mobile gaming market is expected to grow at a CAGR of 11.20% during the forecast period
MARKET OPPORTUNITIES AND GROWTH DRIVERS
- 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
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 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 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.
VENDOR LANDSCAPE
The key players in the mobile gaming market are- Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga. The companies are required to invest a significant sum of money in research and development to introduce new technologies, enhance their offering and expand games portfolio. Although established players dominate the market, there are tremendous growth opportunities for new entrants in the market.
THE REPORT INCLUDES:
1. The analysis of the global mobile gaming market provides market size and growth rate for the forecast period 2022-2027.
2. It offers comprehensive insights into current industry trends, trend forecast, and growth drivers about the mobile gaming market.
3. The report provides the latest analysis of market share, growth drivers, challenges, and investment opportunities.
4. It offers a complete overview of market segments and the regional outlook of the global mobile gaming market.
5. The report offers a detailed overview of the vendor landscape, competitive analysis, and critical market strategies to gain competitive advantage.
Table of Contents
248 Pages
- 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
Pricing
Currency Rates
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