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Mobile and Wearable Gaming Technologies: Global Markets

Mobile and Wearable Gaming Technologies: Global Markets

Report Highlights
The global market for Mobile and Wearable Gaming will grow from $39.0 billion in 2016 to $65.4 billion by 2021 with a compound annual growth rate (CAGR) of 10.9% for the period of 2016-2021.

Report Includes
An overview of the global mobile and wearable gaming market
Analyses of global market trends, with data from 2015 and 2016, and projections of compound annual growth rates (CAGRs) through 2021
A look at market driving factors, such as the emergence of low-cost smartphones with high-end features, more gaming startups focused on wearable technology, and rapid growth of the smartphone and tablets markets
Breakdowns of the market by platform, region, operating system, age group, and genre
Coverage of the recent developments in mobile and wearable gaming, and market trends, including growth drivers, restraints, and opportunities
Profiles of major players in the industry

Report Scope
The global mobile and wearable gaming market is a lucrative market that is being driven by the availability of a wide range of games, a rising number of smartphone users, and technological advancement and innovation. The future of the gaming market looks promising due to the introduction of VR technology and smartwatch gaming applications across the globe. Involvement of key players such as Apple, Samsung, Facebook, Google, HTC, and other key players has created significant scope for the market. Rising smartphone industries and rising demand for a variety of games across the globe have boosted the market considerably. Gaming market players collaborate, make alliances, merge with other gaming companies, invest in R&D, and regularly launch new gaming products for various genres to stay competitive. The rising entry of new players and rising number of start-ups in the gaming industry will create considerable opportunity for mobile and wearable gaming due to introduction of innovative games and mobile applications. The rising popularity of series games, VR-based games and increasing number of mobile games players across the globe create significant scope for the market. Smartphone users and broadband/internet adoption will boost mobile and wearable gaming across the globe. Promotion and advertisement of movies through games is a key business strategy to reach a wide market.

To provide a better understanding of the market, in this report the market is segmented by platform, operating system, genre, age group, and region. The new technologies and gaming applications which are widely adopted across the globe are also covered at length.

The major geographic regions covered in the report are North America (the U.S., Canada, and Mexico), Europe (U.K., Italy, France, Germany, and Spain), Asia-Pacific (China, Japan, Taiwan, South Korea, Indonesia, India) and the rest of world (RoW) (Russia, Brazil, Middle East, Africa). Estimated values used are based on manufacturers’ total revenues. Projected and forecasted revenue values are in constant U.S. dollars, unadjusted for inflation. The study covers the global market for mobile and wearable gaming. The selection of the countries which are included in this report was mainly based on the total revenue generated. Major countries included in the report are the U.S., Canada, Germany, the U.K., Spain, Italy, France, China, Japan, and India.

The competitive landscape of the global market for mobile and wearable gaming is discussed at length. Major companies involved in mobile and wearable gaming are profiled in the report, with a description of their product portfolios and recent developments. All categories are discussed in detail, describing each segment, identifying current popular games in the market, measuring market size, identifying market drivers, forecasting for 2016 to 2021, and assessing the competitors and competitor market shares.


Chapter 1: Introduction
Study Goals and Objectives
Reasons for Doing This Study
Scope of Report
Information Sources
Methodology
Geographic Breakdown
Analyst's Credentials
Related BCC Research Reports
Chapter 2: Summary and Highlights
Chapter 3: Market and Technology Background
Technological Advancement and Innovation in the Mobile and Wearable Gaming Industry
Virtual Reality
Augmented Reality
Cloud Computing
Wearable Technology
Adoption of Virtual Reality Technology in Gaming
Rising Global Adoption of Smart Phones and Mobile Devices
Increased Global Adoption of Broadband Internet Services
Global Distribution of Freemium Services to Attract Gamers
Health-Related Concerns
Confusion Between Virtual and Actual Reality
Obesity
Gaming Thumb
Aggressive Behavior
Backaches
Migraines
Vision Complications
Eating Irregularities
Carpal Tunnel Syndrome
Sleep Disturbances
Death
High Cost of Gaming Development
Piracy
The Switch to Freemium Model
Remote Server Connections
Social Consequences
Global Promotion of Movies Through Animation
Increasing Use of Cloud Services for Gaming
Emerging Areas in Gaming Market
Health Games
Learning Games
Return of Cult Games
Super Mario
Futurama World of Tomorrow
Live Casino Gaming
New Players and Sequels
Chapter 4: Market Breakdown by Mobile Gaming Technologies
Mobile Gaming Market by Operating System
Android
iOS
Windows
Others
Mobile Gaming Market by Device Type
Smartphones
Tablets
Mobile Gaming Market by Age Group
Below 12 Years
12-25 Years
25-40 Years
Above 40 Years
Mobile Gaming Market by Genre
Action
Role Play
Puzzle
Strategy
Racing
Sports
Education
Others
Chapter 5: Market Breakdown by Wearable Gaming
Wearable Gaming Market by Component
Hardware
Software
Wearable Gaming Market by Hardware
Headgear/head-Mounted Displays
Eyewear and Smart Glasses
Handwear
Bodywear
Others
Wearable Gaming Market by Operating System
Android
Windows
iOS/Mac
Linux/Unix-like
Hyper-V/Windows
Wii U
Wearable Gaming Market by Gaming Device
Mobile
Console
Other
Chapter 6: Market Breakdown by Region
North America
United States
Canada
Rest of North America
Europe
United Kingdom
France
Germany
Italy
Spain
Rest of Europe
Asia-Pacific
India
China
Japan
Taiwan
South Korea
Rest of Asia-Pacific (Indonesia)
Rest of the World
Mobile and Wearable Gaming Market in Russia and Africa
Chapter 7: Opportunity Analysis
Key Opportunities Available in the Market
Limited Entry Barriers
Partnerships
Startups and Funding
Product Launches
Emerging Markets
Market Share Analysis
Chapter 8: Company Profiles
About BCC Research
About BCC Research
BCC Membership
BCC Custom Research
List of Tables
Summary Table: Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions)
Table 1 Popular Virtual Reality Games to Experience on Mobile Devices
Table 2 Top Grossing Freemium Games, 2015-2017
Table 3 Projected Development Costs of Mobile Games, 2017
Table 4 Key Facts Related to Popular and Successful Mobile Game Sequels
Table 5 Global Market for Mobile Gaming, by Operating System, Through 2021 ($ Millions)
Table 6 Global Market Share for Mobile Gaming by Operating System, 2015 (%)
Table 7 Mobile Brand and Popular User Interfaces
Table 8 Global Market for Android Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 9 Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units)
Table 10 Number of Applications Available in Apple App Store, 2010-2016 (Millions)
Table 11 Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions)
Table 12 Global Market for IOS Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 13 Global Market for iOS Mobile Gaming, by Region, 2015 (%)
Table 14 Global Market for Windows Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 15 Global Market for Other OS in Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 16 Global Market for Mobile Gaming, by Device Type, Through 2021 ($ Millions)
Table 17 Global Market for Smartphone Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 18 Global Market for Tablet Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 19 Global Market for Mobile Gaming, by Age Group, Through 2021 ($ Millions)
Table 20 Global Market for Mobile Gaming (Below 12 years), by Region, Through 2021 ($ Millions)
Table 21 Global Market for Mobile Gaming (12 to 25 years), by Region, Through 2021 ($ Millions)
Table 22 Global Market for Mobile Gaming (25-40 years), by Region, Through 2021 ($ Millions)
Table 23 Global Market for Mobile Gaming (above 40 years), by Region, Through 2021 ($ Millions)
Table 24 Global Market for Mobile Action Games, by Region, Through 2021 ($ Millions)
Table 25 Global Market for Mobile RPG Games, by Region, Through 2021 ($ Millions)
Table 26 Global Market for Mobile Puzzle Games, by Region, Through 2021 ($ Millions)
Table 27 Global Market for Mobile Racing Games, by Region, Through 2021 ($ Millions)
Table 28 Global Market for Mobile Sports Games by Region, Through 2021 ($ Millions)
Table 29 Global Market for Mobile Education Games by Region, Through 2021 ($ Millions)
Table 30 Global Market for Mobile Gaming (Other), by Region, Through 2021 ($ Millions)
Table 31 Global Market for Wearable Gaming, by Component, Through2021 ($ Millions)
Table 32 Global Wearable Games Market, by Operating System, Through 2021 ($ Millions)
Table 33 Global Market for Wearable Games (Operating Systems), by Region, Through 2021 ($ Millions)
Table 34 Global Market for Wearable Gaming, by Hardware, Through 2021 ($ Millions)
Table 35 Global Market for Wearable Gaming Headgear/Head-Mounted Displays, by Region, Through 2021 ($ Millions)
Table 36 Global Market for Wearable Smart Glasses, by Region, Through 2021 ($ Millions)
Table 37 Global Market for Wearable Gaming Handwear, by Region, Through 2021 ($ Millions)
Table 38 Global Market for Bodywear Wearable Gaming, by Region, Through 2021 ($ Millions)
Table 39 Global Market for Other Wearable Gaming Hardware, by Region, Through 2021 ($ Millions) . 66
Table 40 Global Android-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
Table 41 Global Windows-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
Table 42 Global iOS/Mac-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
Table 43 Global Linux/Unix-like Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
Table 44 Global Hyper-V/Windows Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
Table 45 Global Wii U-based Wearable Gaming Software, by Region, Through 2021 ($ Millions)
Table 46 Global Other Operating System-based Wearable Gaming Market, 2015-2021 ($ Millions)
Table 47 Global Mobile Wearable Gaming Market, by Region, Through 2021 ($ Millions)
Table 48 Global Console Wearable Gaming Market, Through 2021 ($ Millions)
Table 49 Global Other Device Wearable Gaming Market, by Region, Through 2021 ($ Millions)
Table 50 Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions)
Table 51 Global Market for Mobile Gaming, by Region, Through 2021 ($ Millions)
Table 52 Global Market for Wearable Gaming, by Region, Through 2021 ($ Millions)
Table 53 North American Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions)
Table 54 Top Grossing iPhone Games in the U.S., 2016-2017
Table 55 European Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions) .. 81
Table 56 Asia-Pacific Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions) 88
Table 57 Mobile Games Made in India
Table 58 Top Mobile Games Made in China
Table 59 Popular Mobile Games Made in South Korea
Table 60 Key Funding for Startups in 2016-2017
Table 61 Global Mobile and Wearable Gaming Market Share, by Companies, 2016 ($ Billions/%)
Table 62 Activision Blizzard Products
Table 63 Activision Blizzard Recent Developments
Table 64 Capcom Products
Table 65 CD PROJEKT SA Products
Table 66 Colopl Products
Table 67 Colopl Recent Developments
Table 68 Com2us Products
Table 69 CyberAgent Products
Table 70 Cyberagent Recent Developments
Table 71 Dena Co. Ltd. Products
Table 72 Dena Co. Ltd. Recent Developments
Table 73 Electronic Arts Products
Table 74 Electronic Arts Recent Developments
Table 75 Elex Technology Co. Ltd. Products
Table 76 EveryWear Games Products
Table 77 Gameloft SE Products
Table 78 Gameloft SE Recent Developments
Table 79 Gameloft SE Recent Developments
Table 80 Glu Mobile Inc. Products
Table 81 GREE Products
Table 82 GungHo Online Entertainment Products
Table 83 Kabam Products
Table 84 Kabam Recent Developments
Table 85 KetchApp Products
Table 86 Konami Products
Table 87 Machine Zone Products
Table 88 Meta Company Product Portfolio
Table 89 Microsoft Products
Table 90 NetEase Products
Table 91 Nexon Product Portfolio
Table 92 Nintendo Products
Table 93 Oculus VR Product Portfolio
Table 94 Pocket Gems Product Portfolio
Table 95 Rovio Product Portfolio
Table 96 Rovio Recent Activities
Table 97 Samsung Product
Table 98 Samsung Recent Developments
Table 99 Scopely Product
Table 100 Scopely Recent Developments
Table 101 Sega Products
Table 102 Sony Products
Table 103 Sony Recent Developments
Table 104 Square Enix Products
Table 105 Square Enix Recent Developments
Table 106 Supercell Products
Table 107 Tactical Haptics Products
Table 108 Tencent Products
Table 109 Tencent Recent Developments
Table 110 Walt Disney Products
Table 111 Warner Bros. Products
Table 112 Ubisoft Products
Table 113 Ubisoft Recent Developments
Table 114 Virtuix Products
Table 115 Vuzix Products
Table 116 Vuzix Recent Developments
Table 117 Carl Zeiss Products
Table 118 Carl Zeiss Recent Developments
Table 119 Zynga Products
Table 120 Zynga Recent Developments
List of Figures
Summary Figure: Global Market for Mobile and Wearable Gaming, by Region, 2015-2021 ($ Millions) 11
Figure 1 Smartphone Users Worldwide, 2014-2020 (Billions)
Figure 2 Global Market for Mobile Gaming by Operating System, 2015 (%)
Figure 3 Smartphones and Tablets Shipped with Android Operating Systems, 2010-2016 (Million Units)
Figure 4 Global Market for Android Mobile Gaming, by Region, 2015 (%)
Figure 5 Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units)
Figure 6 Number of Applications Available in Apple App Store, 2010-2016 (Millions)
Figure 7 Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions)
Figure 8 Global Market for iOS Mobile Gaming, by Region, 2015 (%)
Figure 9 Number of Smartphone Users Across the Globe, 2014-2020 (Billions)
Figure 10 Number of Tablet Users Across the Globe, 2014-2020
(Billions)
Figure 11 Global Mobile and Wearable Gaming Market Share, by Company, 2016 (%)

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