Online Smartphone and Tablet Games Market

The global market for online smartphone and tablet games was valued at $41.07 billion in 2020 and is projected to reach $236.42 billion by 2028, reflecting a compound annual growth rate (CAGR) of 23.75% from 2021 to 2028. This expansion is driven by various macro and microeconomic factors, including the growing popularity of cloud gaming.

The latest research report by Evolve Business Intelligence explores the various factors influencing the global market. It includes an analysis of the current market size, forecasts for key segments and regions, and the driving forces behind market growth. The report examines the potential impacts of key trends on business strategies and provides a SWOT analysis of critical sectors for each major competitor and customer group. This valuable data highlights the conglomerates likely to impact the industry, crucial for any company planning to invest strategically over the next five years. These insights complement our initial quantitative study, aiding in new investments and strategic planning to mitigate threats in existing sectors.

Segments covered

By Operating System (iOS, Android, Others)
By Game Type (Massive Multiplayer Online Games, Casual, Social, Other)

Key players

Electronics Arts, Inc.
Gameloft
Kabam Games, Inc.
King Limited
MachineZone, Inc.
Melior Games
NCSOFT Corporation
Rovio Entertainment Corporation
Supercell
The Walt Disney Company


Chapter 1. Executive Summary
Chapter 2. Scope Of The Study
2.1. Market Definition
2.2. Scope Of The Study
2.2.1. Objectives of Report
Chapter 3. Evolve BI Methodology
Chapter 4. Market Insights and Trends
4.1. Supply/ Value Chain Analysis
4.2. Porter’s Five Forces Analysis
4.2.1. Threat Of New Entrants
4.2.2. Bargaining Power Of Buyers
4.2.3. Bargaining Power Of Suppliers
4.2.4. Threat Of Substitutes
4.2.5. Industry Rivalry
4.3. Impact of COVID-19 on Online Smartphone and Tablet Games Market
4.3.1. Impact on Market Size
4.3.2. End User Trend, Preferences and Budget Impact
4.3.3. Regulatory Framework/Government Policies
4.3.4. Key Players Strategy to Tackle Negative Impact
4.3.5. Opportunity Window
Chapter 5. Market Dynamics
5.1. Introduction
5.2. DRO Analysis
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
Chapter 6. Global Online Smartphone and Tablet Games Market, By Operating System
6.1. Introduction
6.2. iOS
6.3. Android
6.3. Others
Chapter 7. Global Online Smartphone and Tablet Games Market, By Game Type
7.1. Introduction
7.2. Massive Multiplayer Online Games
7.3. Casual
7.4. Social
Chapter 8. Global Online Smartphone and Tablet Games Market, By Region
8.1. Introduction
8.2. North America
8.2.1. Introduction
8.2.2. Driving Factors, Opportunity Analyzed and Key Trends
8.2.3. Market Size and Forecast, By Country, 2020 - 2028
8.2.4. Market Size and Forecast, By Operating System, 2020 - 2028
8.2.5. Market Size and Forecast, By Game Type, 2020 – 2028
8.2.6. US
8.2.6.1. Introduction
8.2.6.2. Driving Factors, Opportunity Analyzed and Key Trends
8.2.6.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.2.6.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.2.7. Canada
8.2.7.1. Introduction
8.2.7.2. Driving Factors, Opportunity Analyzed and Key Trends
8.2.7.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.2.7.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.3. Europe
8.3.1. Introduction
8.3.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.3. Market Size and Forecast, By Country, 2020 - 2028
8.3.4. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.5. Market Size and Forecast, By Game Type, 2020 – 2028
8.3.6. Germany
8.3.6.1. Introduction
8.3.6.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.6.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.6.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.3.7. France
8.3.7.1. Introduction
8.3.7.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.7.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.7.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.3.8. UK
8.3.8.1. Introduction
8.3.8.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.8.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.8.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.3.9. Italy
8.3.9.1. Introduction
8.3.9.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.9.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.9.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.3.10. Rest Of Europe
8.3.10.1. Introduction
8.3.10.2. Driving Factors, Opportunity Analyzed and Key Trends
8.3.10.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.3.10.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.4. Asia-Pacific
8.4.1. Introduction
8.4.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.3. Market Size and Forecast, By Country, 2020 - 2028
8.4.4. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.5. Market Size and Forecast, By Game Type, 2020 - 2028
8.4.6. China
8.4.6.1. Introduction
8.4.6.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.6.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.6.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.4.7. India
8.4.7.1. Introduction
8.4.7.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.7.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.7.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.4.8. Japan
8.4.8.1. Introduction
8.4.8.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.8.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.8.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.4.9. South Korea
8.4.9.1. Introduction
8.4.9.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.9.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.9.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.4.10. Rest Of Asia-Pacific
8.4.10.1. Introduction
8.4.10.2. Driving Factors, Opportunity Analyzed and Key Trends
8.4.10.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.4.10.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.5. Rest Of The World (RoW)
8.5.1. Introduction
8.5.2. Driving Factors, Opportunity Analyzed and Key Trends
8.5.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.5.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.5.5. Market Size and Forecast, By Region, 2020 - 2028
8.5.6. South America
8.5.6.1. Introduction
8.5.6.2. Driving Factors, Opportunity Analyzed and Key Trends
8.5.6.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.5.6.4. Market Size and Forecast, By Game Type, 2020 - 2028
8.5.7. Middle East and Africa
8.5.7.1. Introduction
8.5.7.2. Driving Factors, Opportunity Analyzed and Key Trends
8.5.7.3. Market Size and Forecast, By Operating System, 2020 - 2028
8.5.7.4. Market Size and Forecast, By Game Type, 2020 - 2028
Chapter 9. Competitive Landscape
9.1. Introduction
9.2. Vendor Share Analysis, 2020/Key Players Positioning, 2020
Chapter 10. Company Profiles
10.1. Electronics Arts, Inc.
10.1.1. Business Overview
10.1.2. Financial Analysis
10.1.3. Product Portfolio
10.1.4. Recent Development and Strategies Adopted
10.1.5. SWOT Analysis
10.2. Gameloft
10.2.1. Business Overview
10.2.2. Financial Analysis
10.2.3. Product Portfolio
10.2.4. Recent Development and Strategies Adopted
10.2.5. SWOT Analysis
10.3. Kabam Games, Inc.
10.3.1. Business Overview
10.3.2. Financial Analysis
10.3.3. Product Portfolio
10.3.4. Recent Development and Strategies Adopted
10.3.5. SWOT Analysis
10.4. King Limited
10.4.1. Business Overview
10.4.2. Financial Analysis
10.4.3. Product Portfolio
10.4.4. Recent Development and Strategies Adopted
10.4.5. SWOT Analysis
10.5. MachineZone, Inc.
10.5.1. Business Overview
10.5.2. Financial Analysis
10.5.3. Product Portfolio
10.5.4. Recent Development and Strategies Adopted
10.5.5. SWOT Analysis
10.6. Melior Games
10.6.1. Business Overview
10.6.2. Financial Analysis
10.6.3. Product Portfolio
10.6.4. Recent Development and Strategies Adopted
10.6.5. SWOT Analysis
10.7. NCSOFT Corporation
10.7.1. Business Overview
10.7.2. Financial Analysis
10.7.3. Product Portfolio
10.7.4. Recent Development and Strategies Adopted
10.7.5. SWOT Analysis
10.8. Rovio Entertainment Corporation
10.8.1. Business Overview
10.8.2. Financial Analysis
10.8.3. Product Portfolio
10.8.4. Recent Development and Strategies Adopted
10.8.5. SWOT Analysis
10.9. Supercell
10.9.1. Business Overview
10.9.2. Financial Analysis
10.9.3. Product Portfolio
10.9.4. Recent Development and Strategies Adopted
10.9.5. SWOT Analysis
10.10. The Walt Disney Company
10.10.1. Business Overview
10.10.2. Financial Analysis
10.10.3. Product Portfolio
10.10.4. Recent Development and Strategies Adopted
10.10.5. SWOT Analysis
Chapter 11. Key Takeaways

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