Mobile Gaming Market By Device Type (Smartphone, Tablet), By Genre (Action, Adventure, Puzzle, Simulation, Role Playing, Others), By Platform (Google Play, App Store): Global Opportunity Analysis and Industry Forecast, 2023-2032

Mobile Gaming Market By Device Type (Smartphone, Tablet), By Genre (Action, Adventure, Puzzle, Simulation, Role Playing, Others), By Platform (Google Play, App Store): Global Opportunity Analysis and Industry Forecast, 2023-2032


The mobile gaming industry refers to revenue generated from mobile games played in the smart devices such as phones, tablets and others. For many years, heavy computers and specially designed consoles have dominated the video game market. The majority of video games were played at home, whether they were produced by Atari or Commodore in the past or by Microsoft or Ryzen in the present. However, the arrival of the iPhone, Android, and BlackBerry have altered the course of gaming and consumer electronics forever. More than 6 billion people own smartphones today, and mobile gaming accounts for more than 52% of the market. Mobile gaming has various benefits such as it improves mood, it increases brain power, it brings people together, it help kids suffering from autism, it improves dexterity, it improves problem solving, and it improves concentration

The key factors such as increase in use and availability of mobile devices, and growth in purchasing power of people, are significant factors driving the growth of this market. Furthermore, rise of mobile e-sports and advancements in AR and VR technologies are providing more opportunities for market growth. In today’s time mobile phones are being manufactured at an increasing rate. Large population is using smartphones to operate in daily life. Various services and data accessibility are being provided through mobile phones. Growing technology and improving functionality and features of mobile phones are attracting majority of population around the world. Video game has always been a part of human life and is growing more through mobile phone medium. Free games are available in different cloud platforms that are easily accessible through internet and mobile phones thus increasing the thrill for mobile gaming. Furthermore, the rise in purchasing power has correlated with increased affordability of smartphones. More people have access to a platform where mobile games are available, as they can afford modern smartphones. Moreover, the growth of mobile e-sports has given rise to professional gaming careers. Players can now aspire to become professional mobile e-sports athletes, earning income through sponsorships, team contracts, and participation in tournaments. This professionalization has attracted talent to the mobile gaming industry. In addition, augmented reality (AR) technology can enhance educational and training games by overlaying informative content into reality. This has applications in both entertainment and educational contexts, making learning more interactive and engaging. Moreover, virtual reality (VR) technology can create fully immersive gaming environments, transporting players to virtual worlds.

The mobile gaming market is segmented into device type, genre, platform, and region. On the basis of device type, the market is bifurcated into smartphone and tablet. By On the basis of genre, the market is categorized into action, adventure, puzzle, simulation, role playing, and others. On the basis of platform, the market is bifurcated into google play and app store. On the basis of region, the market is studied across North America, Europe, Asia-Pacific and LAMEA.

The report analyzes the profiles of key players operating in the mobile gaming market such as Google Inc., Apple Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Gameloft SE, Kabam Games Inc., Rovio Entertainment Oyj, Nintendo Co., Ltd., Take-Two Interactive Software, Inc., and Tencent Holdings Limited. These players have adopted various strategies to increase their market penetration and strengthen their position in the mobile gaming market.

Key Benefits For Stakeholders

This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the mobile gaming market analysis from 2022 to 2032 to identify the prevailing mobile gaming market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the mobile gaming market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global mobile gaming market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Device Type

Smartphone
Tablet

By Genre

Action
Adventure
Puzzle
Simulation
Role Playing
Others

By Platform

Google Play
App Store

By Region

North America
U.S.
Canada
Europe
UK
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific
China
Japan
India
Australia
South Korea
Rest of Asia-Pacific
LAMEA
Latin Amerca
Middle East
Africa

Key Market Players

Google Inc.
Electronic Arts Inc.
Tencent Holdings Limited.
Nintendo Co. Ltd.
Gameloft SE
Rovio Entertainment Oyj
Ubisoft Entertainment SA
Apple Inc. (US)
Take-Two Interactive Software Inc.
Kabam Games Inc.

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CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Low bargaining power of suppliers
3.3.2. Low threat of new entrants
3.3.3. Low threat of substitutes
3.3.4. Low intensity of rivalry
3.3.5. Low bargaining power of buyers
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growth in purchasing power of people
3.4.1.2. Increase in use and availability of mobile devices
3.4.2. Restraints
3.4.2.1. Lack of user-privacy
3.4.3. Opportunities
3.4.3.1. Advancements in augmented reality (AR) and virtual reality (VR) technologies
3.4.3.2. Rise of mobile e-sports
CHAPTER 4: MOBILE GAMING MARKET, BY DEVICE TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Smartphone
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Tablet
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: MOBILE GAMING MARKET, BY GENRE
5.1. Overview
5.1.1. Market size and forecast
5.2. Action
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Adventure
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Puzzle
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Simulation
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
5.6. Role Playing
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market share analysis by country
5.7. Others
5.7.1. Key market trends, growth factors and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market share analysis by country
CHAPTER 6: MOBILE GAMING MARKET, BY PLATFORM
6.1. Overview
6.1.1. Market size and forecast
6.2. Google Play
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. App Store
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
CHAPTER 7: MOBILE GAMING MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key market trends, growth factors and opportunities
7.2.2. Market size and forecast, by Device Type
7.2.3. Market size and forecast, by Genre
7.2.4. Market size and forecast, by Platform
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by Device Type
7.2.5.1.2. Market size and forecast, by Genre
7.2.5.1.3. Market size and forecast, by Platform
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by Device Type
7.2.5.2.2. Market size and forecast, by Genre
7.2.5.2.3. Market size and forecast, by Platform
7.3. Europe
7.3.1. Key market trends, growth factors and opportunities
7.3.2. Market size and forecast, by Device Type
7.3.3. Market size and forecast, by Genre
7.3.4. Market size and forecast, by Platform
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Market size and forecast, by Device Type
7.3.5.1.2. Market size and forecast, by Genre
7.3.5.1.3. Market size and forecast, by Platform
7.3.5.2. Germany
7.3.5.2.1. Market size and forecast, by Device Type
7.3.5.2.2. Market size and forecast, by Genre
7.3.5.2.3. Market size and forecast, by Platform
7.3.5.3. France
7.3.5.3.1. Market size and forecast, by Device Type
7.3.5.3.2. Market size and forecast, by Genre
7.3.5.3.3. Market size and forecast, by Platform
7.3.5.4. Italy
7.3.5.4.1. Market size and forecast, by Device Type
7.3.5.4.2. Market size and forecast, by Genre
7.3.5.4.3. Market size and forecast, by Platform
7.3.5.5. Spain
7.3.5.5.1. Market size and forecast, by Device Type
7.3.5.5.2. Market size and forecast, by Genre
7.3.5.5.3. Market size and forecast, by Platform
7.3.5.6. Rest of Europe
7.3.5.6.1. Market size and forecast, by Device Type
7.3.5.6.2. Market size and forecast, by Genre
7.3.5.6.3. Market size and forecast, by Platform
7.4. Asia-Pacific
7.4.1. Key market trends, growth factors and opportunities
7.4.2. Market size and forecast, by Device Type
7.4.3. Market size and forecast, by Genre
7.4.4. Market size and forecast, by Platform
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by Device Type
7.4.5.1.2. Market size and forecast, by Genre
7.4.5.1.3. Market size and forecast, by Platform
7.4.5.2. Japan
7.4.5.2.1. Market size and forecast, by Device Type
7.4.5.2.2. Market size and forecast, by Genre
7.4.5.2.3. Market size and forecast, by Platform
7.4.5.3. India
7.4.5.3.1. Market size and forecast, by Device Type
7.4.5.3.2. Market size and forecast, by Genre
7.4.5.3.3. Market size and forecast, by Platform
7.4.5.4. Australia
7.4.5.4.1. Market size and forecast, by Device Type
7.4.5.4.2. Market size and forecast, by Genre
7.4.5.4.3. Market size and forecast, by Platform
7.4.5.5. South Korea
7.4.5.5.1. Market size and forecast, by Device Type
7.4.5.5.2. Market size and forecast, by Genre
7.4.5.5.3. Market size and forecast, by Platform
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Market size and forecast, by Device Type
7.4.5.6.2. Market size and forecast, by Genre
7.4.5.6.3. Market size and forecast, by Platform
7.5. LAMEA
7.5.1. Key market trends, growth factors and opportunities
7.5.2. Market size and forecast, by Device Type
7.5.3. Market size and forecast, by Genre
7.5.4. Market size and forecast, by Platform
7.5.5. Market size and forecast, by country
7.5.5.1. Latin Amerca
7.5.5.1.1. Market size and forecast, by Device Type
7.5.5.1.2. Market size and forecast, by Genre
7.5.5.1.3. Market size and forecast, by Platform
7.5.5.2. Middle East
7.5.5.2.1. Market size and forecast, by Device Type
7.5.5.2.2. Market size and forecast, by Genre
7.5.5.2.3. Market size and forecast, by Platform
7.5.5.3. Africa
7.5.5.3.1. Market size and forecast, by Device Type
7.5.5.3.2. Market size and forecast, by Genre
7.5.5.3.3. Market size and forecast, by Platform
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
9.1. Google Inc.
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Business performance
9.1.7. Key strategic moves and developments
9.2. Apple Inc. (US)
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.2.7. Key strategic moves and developments
9.3. Electronic Arts Inc.
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Business performance
9.3.7. Key strategic moves and developments
9.4. Ubisoft Entertainment SA
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.5. Gameloft SE
9.5.1. Company overview
9.5.2. Key executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Business performance
9.6. Kabam Games Inc.
9.6.1. Company overview
9.6.2. Key executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.7. Rovio Entertainment Oyj
9.7.1. Company overview
9.7.2. Key executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. Business performance
9.8. Nintendo Co. Ltd.
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. Business performance
9.8.7. Key strategic moves and developments
9.9. Take-Two Interactive Software Inc.
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. Tencent Holdings Limited.
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Business performance
9.10.7. Key strategic moves and developments
LIST OF TABLES
TABLE 01. GLOBAL MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 02. MOBILE GAMING MARKET FOR SMARTPHONE, BY REGION, 2022-2032 ($MILLION)
TABLE 03. MOBILE GAMING MARKET FOR TABLET, BY REGION, 2022-2032 ($MILLION)
TABLE 04. GLOBAL MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 05. MOBILE GAMING MARKET FOR ACTION, BY REGION, 2022-2032 ($MILLION)
TABLE 06. MOBILE GAMING MARKET FOR ADVENTURE, BY REGION, 2022-2032 ($MILLION)
TABLE 07. MOBILE GAMING MARKET FOR PUZZLE, BY REGION, 2022-2032 ($MILLION)
TABLE 08. MOBILE GAMING MARKET FOR SIMULATION, BY REGION, 2022-2032 ($MILLION)
TABLE 09. MOBILE GAMING MARKET FOR ROLE PLAYING, BY REGION, 2022-2032 ($MILLION)
TABLE 10. MOBILE GAMING MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
TABLE 11. GLOBAL MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 12. MOBILE GAMING MARKET FOR GOOGLE PLAY, BY REGION, 2022-2032 ($MILLION)
TABLE 13. MOBILE GAMING MARKET FOR APP STORE, BY REGION, 2022-2032 ($MILLION)
TABLE 14. MOBILE GAMING MARKET, BY REGION, 2022-2032 ($MILLION)
TABLE 15. NORTH AMERICA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 16. NORTH AMERICA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 17. NORTH AMERICA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 18. NORTH AMERICA MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 19. U.S. MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 20. U.S. MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 21. U.S. MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 22. CANADA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 23. CANADA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 24. CANADA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 25. EUROPE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 26. EUROPE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 27. EUROPE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 28. EUROPE MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 29. UK MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 30. UK MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 31. UK MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 32. GERMANY MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 33. GERMANY MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 34. GERMANY MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 35. FRANCE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 36. FRANCE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 37. FRANCE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 38. ITALY MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 39. ITALY MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 40. ITALY MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 41. SPAIN MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 42. SPAIN MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 43. SPAIN MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 44. REST OF EUROPE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 45. REST OF EUROPE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 46. REST OF EUROPE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 47. ASIA-PACIFIC MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 48. ASIA-PACIFIC MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 49. ASIA-PACIFIC MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 50. ASIA-PACIFIC MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 51. CHINA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 52. CHINA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 53. CHINA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 54. JAPAN MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 55. JAPAN MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 56. JAPAN MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 57. INDIA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 58. INDIA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 59. INDIA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 60. AUSTRALIA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 61. AUSTRALIA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 62. AUSTRALIA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 63. SOUTH KOREA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 64. SOUTH KOREA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 65. SOUTH KOREA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 66. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 67. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 68. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 69. LAMEA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 70. LAMEA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 71. LAMEA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 72. LAMEA MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 73. LATIN AMERCA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 74. LATIN AMERCA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 75. LATIN AMERCA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 76. MIDDLE EAST MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 77. MIDDLE EAST MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 78. MIDDLE EAST MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 79. AFRICA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 80. AFRICA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
TABLE 81. AFRICA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 82. GOOGLE INC.: KEY EXECUTIVES
TABLE 83. GOOGLE INC.: COMPANY SNAPSHOT
TABLE 84. GOOGLE INC.: SERVICE SEGMENTS
TABLE 85. GOOGLE INC.: PRODUCT PORTFOLIO
TABLE 86. GOOGLE INC.: KEY STRATERGIES
TABLE 87. APPLE INC. (US): KEY EXECUTIVES
TABLE 88. APPLE INC. (US): COMPANY SNAPSHOT
TABLE 89. APPLE INC. (US): SERVICE SEGMENTS
TABLE 90. APPLE INC. (US): PRODUCT PORTFOLIO
TABLE 91. APPLE INC. (US): KEY STRATERGIES
TABLE 92. ELECTRONIC ARTS INC.: KEY EXECUTIVES
TABLE 93. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
TABLE 94. ELECTRONIC ARTS INC.: SERVICE SEGMENTS
TABLE 95. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 96. ELECTRONIC ARTS INC.: KEY STRATERGIES
TABLE 97. UBISOFT ENTERTAINMENT SA: KEY EXECUTIVES
TABLE 98. UBISOFT ENTERTAINMENT SA: COMPANY SNAPSHOT
TABLE 99. UBISOFT ENTERTAINMENT SA: SERVICE SEGMENTS
TABLE 100. UBISOFT ENTERTAINMENT SA: PRODUCT PORTFOLIO
TABLE 101. GAMELOFT SE: KEY EXECUTIVES
TABLE 102. GAMELOFT SE: COMPANY SNAPSHOT
TABLE 103. GAMELOFT SE: SERVICE SEGMENTS
TABLE 104. GAMELOFT SE: PRODUCT PORTFOLIO
TABLE 105. KABAM GAMES INC.: KEY EXECUTIVES
TABLE 106. KABAM GAMES INC.: COMPANY SNAPSHOT
TABLE 107. KABAM GAMES INC.: SERVICE SEGMENTS
TABLE 108. KABAM GAMES INC.: PRODUCT PORTFOLIO
TABLE 109. ROVIO ENTERTAINMENT OYJ: KEY EXECUTIVES
TABLE 110. ROVIO ENTERTAINMENT OYJ: COMPANY SNAPSHOT
TABLE 111. ROVIO ENTERTAINMENT OYJ: SERVICE SEGMENTS
TABLE 112. ROVIO ENTERTAINMENT OYJ: PRODUCT PORTFOLIO
TABLE 113. NINTENDO CO. LTD.: KEY EXECUTIVES
TABLE 114. NINTENDO CO. LTD.: COMPANY SNAPSHOT
TABLE 115. NINTENDO CO. LTD.: SERVICE SEGMENTS
TABLE 116. NINTENDO CO. LTD.: PRODUCT PORTFOLIO
TABLE 117. NINTENDO CO. LTD.: KEY STRATERGIES
TABLE 118. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY EXECUTIVES
TABLE 119. TAKE-TWO INTERACTIVE SOFTWARE INC.: COMPANY SNAPSHOT
TABLE 120. TAKE-TWO INTERACTIVE SOFTWARE INC.: SERVICE SEGMENTS
TABLE 121. TAKE-TWO INTERACTIVE SOFTWARE INC.: PRODUCT PORTFOLIO
TABLE 122. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY STRATERGIES
TABLE 123. TENCENT HOLDINGS LIMITED.: KEY EXECUTIVES
TABLE 124. TENCENT HOLDINGS LIMITED.: COMPANY SNAPSHOT
TABLE 125. TENCENT HOLDINGS LIMITED.: SERVICE SEGMENTS
TABLE 126. TENCENT HOLDINGS LIMITED.: PRODUCT PORTFOLIO
TABLE 127. TENCENT HOLDINGS LIMITED.: KEY STRATERGIES
LIST OF FIGURES
FIGURE 01. MOBILE GAMING MARKET, 2022-2032
FIGURE 02. SEGMENTATION OF MOBILE GAMING MARKET,2022-2032
FIGURE 03. TOP IMPACTING FACTORS IN MOBILE GAMING MARKET (2022 TO 2032)
FIGURE 04. TOP INVESTMENT POCKETS IN MOBILE GAMING MARKET (2023-2032)
FIGURE 05. LOW BARGAINING POWER OF SUPPLIERS
FIGURE 06. LOW THREAT OF NEW ENTRANTS
FIGURE 07. LOW THREAT OF SUBSTITUTES
FIGURE 08. LOW INTENSITY OF RIVALRY
FIGURE 09. LOW BARGAINING POWER OF BUYERS
FIGURE 10. GLOBAL MOBILE GAMING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 11. MOBILE GAMING MARKET, BY DEVICE TYPE, 2022 AND 2032(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR SMARTPHONE, BY COUNTRY 2022 AND 2032(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR TABLET, BY COUNTRY 2022 AND 2032(%)
FIGURE 14. MOBILE GAMING MARKET, BY GENRE, 2022 AND 2032(%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ACTION, BY COUNTRY 2022 AND 2032(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ADVENTURE, BY COUNTRY 2022 AND 2032(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR PUZZLE, BY COUNTRY 2022 AND 2032(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR SIMULATION, BY COUNTRY 2022 AND 2032(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ROLE PLAYING, BY COUNTRY 2022 AND 2032(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 21. MOBILE GAMING MARKET, BY PLATFORM, 2022 AND 2032(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR GOOGLE PLAY, BY COUNTRY 2022 AND 2032(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR APP STORE, BY COUNTRY 2022 AND 2032(%)
FIGURE 24. MOBILE GAMING MARKET BY REGION, 2022 AND 2032(%)
FIGURE 25. U.S. MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 26. CANADA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 27. UK MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 28. GERMANY MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 29. FRANCE MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 30. ITALY MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 31. SPAIN MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 32. REST OF EUROPE MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 33. CHINA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 34. JAPAN MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 35. INDIA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 36. AUSTRALIA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 37. SOUTH KOREA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 38. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 39. LATIN AMERCA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 40. MIDDLE EAST MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 41. AFRICA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 42. TOP WINNING STRATEGIES, BY YEAR (2021-2023)
FIGURE 43. TOP WINNING STRATEGIES, BY DEVELOPMENT (2021-2023)
FIGURE 44. TOP WINNING STRATEGIES, BY COMPANY (2021-2023)
FIGURE 45. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 46. COMPETITIVE DASHBOARD
FIGURE 47. COMPETITIVE HEATMAP: MOBILE GAMING MARKET
FIGURE 48. TOP PLAYER POSITIONING, 2022
FIGURE 49. GOOGLE INC.: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 50. GOOGLE INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
FIGURE 51. GOOGLE INC.: REVENUE SHARE BY SEGMENT, 2022 (%)
FIGURE 52. GOOGLE INC.: REVENUE SHARE BY REGION, 2022 (%)
FIGURE 53. ELECTRONIC ARTS INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
FIGURE 54. ELECTRONIC ARTS INC.: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 55. ELECTRONIC ARTS INC.: REVENUE SHARE BY REGION, 2022 (%)

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