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Global Mobile Gaming Market 2015-2019

Global Mobile Gaming Market 2015-2019

About Mobile Games

Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform to run the gaming software.

TechNavio's analysts forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games.The report consolidates the revenues generated from the following major regions: APAC, North America, EMEA, and Latin America.

TechNavio's report, Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions

  • APAC
  • EMEA
  • Latin America
  • North America
Key Vendors
  • Activision Blizzard
  • Electronic Arts
  • Gameloft
  • Glu Mobile
  • GungHo Online Entertainment
  • Kabam
  • King Digital Entertainment
  • Rovio Entertainment
  • Supercell
  • Zynga
Other Prominent Vendors
  • CJ E&M Netmarble
  • Colopl
  • CyberAgent
  • DeNa
  • Disney Interactive
  • Facebook
  • Gamevil
  • GREE
  • IGG
  • Kiloo
  • Konami Digital
  • Locojoy
  • Machine Zone
  • MindJolt
  • SEGA
  • Square Enix
  • Storm8
  • Tencent
  • Ubisoft Entertainment
  • Warner Bros. Entertainment
  • WeMade Entertainment
Market Driver
  • Increased Adoption of Smartphones and Tablets
  • For a full, detailed list, view our report
Market Challenge
  • Presence of Alternative Gaming Devices
  • For a full, detailed list, view our report
Market Trend
  • Changing Demographics of Gamers
  • For a full, detailed list, view our report
Key Questions Answered in this Report
  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Mobile Gaming Market 2015-2019

Technavio recognizes the following companies as the key players in the Global Mobile Gaming Market: Activision Blizzard Inc., Electronic Arts Inc., Gameloft SA, Glu Mobile Inc., GungHo Online Entertainment Inc., Kabam Inc., King Digital Entertainment plc, Rovio Entertainment Ltd., Supercell Oy and Zynga Inc.

Other Prominent Vendors in the market are: CJ E&M Netmarble, Colopl, CyberAgent, DeNa, Disney Interactive, Gamevil, GREE, IGG, Kiloo, Konami Digital, Locojoy, Machine Zone, MindJolt, Nintendo, SEGA, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment and WeMade Entertainment

Commenting on the report, an analyst from Technavio’s team said: “The change in the demographics of gamers is one of the major trends witnessed in the market. Females and kids now constitute a sizable population of gamers. This change in gamer demographics results in vendors shifting focus from traditional sales, to sales of virtual goods, subscription-based games, ad-based games, and games as a service”

According to the report, the increased adoption of smartphones and tablets is one of the major drivers of the Global Mobile Gaming market. Mobile devices generate the highest revenue in the overall Global Video Game market. As smartphones and tablets have diverse connectivity options such as 3G, Bluetooth, and Wi-Fi, they are preferred to laptops.

Further, the report states that the presence of alternative gaming devices is one of the major challenges for the market. The Global Mobile Gaming market is facing competition from alternative Gaming segments such as PC, Console, and Online and Social Gaming. Vendors catering only to the Mobile Gaming segment are likely to find it difficult to sustain their positions in this market scenario. This could hinder the growth of the Global Mobile Gaming market.

Companies Mentioned

Activision Blizzard, Electronic Arts, Gameloft, Glu Mobile, GungHo Online Entertainment, Kabam, King Digital Entertainment, Rovio Entertainmen, Supercell, Zynga, CJ E&M Netmarble, Colopl, CyberAgent, DeNa, Disney Interactive, Facebook, Gamevil, GREE, IGG, Kiloo, Konami Digital, Locojoy, Machine Zone, MindJolt, SEGA, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment, WeMade Entertainment

  • Executive Summary
  • List of Abbreviations
  • Scope of the Report
    • Market Overview
    • End-user Segments
    • Market Size Calculation and Segmentation
    • Product Offerings
  • Market Research Methodology
    • Market Research Process
    • Research Methodology
      • Table Market Research Methodology
  • Introduction
  • Market Description
    • Video Games: Introduction
      • Table Segmentation of Video Games
      • Table Value Chain of Global Online Gaming Market
    • Video Games by Type
      • Table Segmentation of Video Games by Type in 2014
  • Market Landscape
    • Market Overview
    • Product Lifecycle of Mobile Games
      • Table Product Lifecycle of Mobile Games
    • Global Video Game Market
      • Market Size and Forecast
        • Table Global Video Game Market 2014-2019 (US$ billion)
    • Market Share of Mobile Games in Global Video Game Market
      • Table Market Share of Mobile Games in Global Video Game Market 2014 and 2019
    • Global Mobile Gaming Market
      • Market Size and Forecast
        • Table Global Mobile Gaming Market 2014-2019 (US$ billion)
    • Five Forces Analysis
  • Segmentation by Device
    • Segmentation of Global Mobile Gaming Market by Device
      • Table Segmentation of Global Mobile Gaming Market by Device 2014
  • Geographical Segmentation
    • Segmentation of Global Mobile Gaming Market by Geography 2014
      • Table Segmentation of Global Mobile Gaming Market by Geography 2014
    • Segmentation of Global Mobile Gaming Market by Geography 2014-2019
      • Table Segmentation of Global Mobile Gaming Market by Geography 2014-2019
    • Mobile Gaming Market in APAC Region
      • Market Size and Forecast
        • Table Mobile Gaming Market in APAC Region 2014-2019 (US$ billion)
    • Mobile Gaming Market in North America
      • Market Size and Forecast
        • Table Mobile Gaming Market in North America 2014-2019 (US$ billion)
    • Mobile Gaming Market in EMEA Region
      • Market Size and Forecast
        • Table Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion)
    • Mobile Gaming Market in Latin America
      • Market Size and Forecast
        • Table Mobile Gaming Market in Latin America 2014-2019 (US$ billion)
  • Market Attractiveness
    • Market Attractiveness by Geography
      • Table Market Attractiveness by Geography
  • Key Leading Countries
    • US
    • China
    • Japan
  • Buying Criteria
  • Market Growth Drivers
  • Drivers and their Impact
  • Market Challenges
  • Impact of Drivers and Challenges
  • Market Trends
  • Trends and their Impact
  • Vendor Landscape
    • Competitive Scenario
    • Competitive Analysis
    • Other Prominent Vendors
  • Key Vendor Analysis
    • Activision Blizzard
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2013
        • Table Activision Blizzard: Business Segmentation by Revenue 2013
      • Product Segmentation
        • Table Activision Blizzard: Product Segmentation
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Electronic Arts
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2014
        • Table Electronic Arts: Business Segmentation by Revenue 2014
      • Business Segmentation by Revenue 2013 and 2014
        • Table Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
      • Geographical Segmentation by Revenue 2014
        • Table Electronic Arts: Geographical Segmentation by Revenue 2014
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Gameloft
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2013
        • Table Gameloft: Business Segmentation by Revenue 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table Gameloft: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Glu Mobile
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2013
        • Table Glu Mobile: Business Segmentation by Revenue 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table Glu Mobile: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • SWOT Analysis
    • GungHo Online
      • Key Facts
      • Business Overview
      • Business Segmentation
        • Table GungHo Online : Business Segmentation 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Kabam
      • Key Facts
      • Business Overview
      • Recent Developments
      • SWOT Analysis
    • King
      • Key Facts
      • Business Overview
      • Business Segmentation
        • Table King: Business Segmentation 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table King: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Rovio Entertainment
      • Key Facts
      • Business Overview
      • Product Segmentation
        • Table Rovio Entertainment: Product Segmentation
      • Geographical Presence
        • Table Rovio Entertainment: Geographical Presence
      • Recent Developments
      • SWOT Analysis
    • Supercell
      • Key Facts
      • Business Overview
      • Geographical Segmentation
        • Table Supercell: Geographical Segmentation
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Zynga
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2013
        • Table Zynga: Business Segmentation by Revenue 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table Zynga: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
  • Key Insights
    • Leading Revenue Generating Countries in Global Mobile Gaming Market
      • Table Leading Revenue Generating Countries in Global Mobile Gaming Market 2014
    • Penetration of Games in Global Mobile Gaming Market
      • Table Penetration of Games in Global Mobile Gaming Market 2014
  • Other Reports in this Series

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