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Worldwide Mobile and Handheld Gaming Forecast, 2024–2028: Spending Rebound Expected Next Year

Publisher IDC
Published Mar 29, 2024
Length 49 Pages
SKU # IDC18658448

Description

Worldwide Mobile and Handheld Gaming Forecast, 2024–2028: Spending Rebound Expected Next Year


This IDC study sizes and assesses the mobile and handheld console gaming marketplace worldwide through 2028. The forecast includes four regional breakouts: North America, Western Europe, Asia/Pacific (AP), and the rest of the world (ROW). Mobile and handheld console device installed bases, monthly active user (MAU) bases, storefront and distribution dynamics, average revenue per user (ARPU), in-game ad revenue, and other key trends are assessed. Market drivers and inhibitors, M&A deals, and leading mobile game developer/publisher dynamics are addressed as well."Global spending on local mobile games fell 3.7% last year, but we're projecting a 2.5% spending rebound in 2024 to $107.3 billion. We also anticipate that improving macroeconomic conditions and other factors will lead to significantly higher growth rates in 2025 and 2026." — Lewis Ward, research director, IDC's Gaming, eSports, and VR/AR services

Please Note: Extended description available upon request.

Table of Contents

49 Pages
IDC Market Forecast Figure
Executive Summary
Advice for Technology Suppliers
Market Forecast
Worldwide Forecast
Local Mobile and Handheld Gaming Revenue
Mobile Cloud-Streamed Game and Browser-Based Instant/HTML5/.IO Gaming Revenue
Worldwide Mobile Gaming Device Installed Bases, Gamers, and ARPU
Worldwide Handheld Console Shipments, Installed Bases, Gamers, and ARPU
North America Forecast
Western Europe Forecast
Asia/Pacific Forecast
Rest of World Forecast
Market Context
Drivers and Inhibitors
Drivers
5G Device, Network, and Service Adoption
Improving Macroeconomic Conditions
Inhibitors
Nongaming App Competition for Time, Eyeballs, and Spending
Wars and Geopolitical Conflicts
China's Gaming Crackdown
Significant Market Developments
Changes from Prior Forecast
Market Definition
Methodology
Related Research
How Do Licenses Work?
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