
Online Smartphone and Tablet Games Market
Description
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
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
Table of Contents
- 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
Pricing
Currency Rates
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