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.
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.
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
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