Mobile Gaming Market - Global Outlook & Forecast 2021-2026

Mobile Gaming Market - Global Outlook & Forecast 2021-2026

In-depth Analysis and Data-driven Insights on the Impact of COVID-19 Included in this Global Mobile Gaming Market Report

The increased focus on localizing the content, launching multiplayer games, and live streaming of mobile games boosts the global mobile gaming market. The ongoing mergers, acquisitions & partnerships by the vendors in the mobile games market is enabling vendors to expand their games portfolio, upgrade existing games, expand across various genres, and enter new markets. This will enhance the customer base of the company. There has also been a prevalence of high-speed internet connections even in developing countries. This has led the mobile gaming industry to acquire and retain more users over the last few years. Mobile gaming companies also witnessed a boom in downloads due to the COVID-19 pandemic.

The mobile gaming market is expected to grow at a CAGR of 11.20% during the forecast period

MARKET OPPORTUNITIES AND GROWTH DRIVERS

  • Rise of Cloud Gaming
  • AR & VR Enabled Mobile Games
  • Rising Popularity of Esports
  • Evolving Mobile Game Landscape
  • Increasing Smartphone Penetration
  • Increasing Popularity Among Millennials & Gen Z Population
Mobile Gaming Market Research Report Includes Size, Share, & Trends by Platform (App Store, Google Play, and Others), Age Group (24-44 Years, Above 44 Years, and Below 24 Years), Business Model (Freemium, Paid, Free, and Paymium), Category (Casual Games, Hardcore & Midcore Games, and Social Casino Games), Geography (APAC, North America, Europe, Latin America, and the Middle East & Africa), Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast, 2021-2026

Casual games accounted for the highest share in downloads as they have simple rules requiring fewer skills and are short duration. In 2020, Among Us became one of the famous & successful casual games in the global market. Hyper casual gamers watch twice as many ads managed by other category gamers. Thus, vendors launching these games can earn a good amount of money by putting ads in between the games.

GEOGRAPHICAL ANALYSIS

APAC region will witness exponential growth in the mobile gaming market in the forecast period. The availability of data packs at a lower cost across the region is leading to the expansion of the industry. In-app purchases have been prevalent in Japan’s market, while more than 60% of China’s population prefers free mobile games. The growth in affordable devices and technology has led to the increased penetration of mobile games across the region. Moreover, continuous innovation & technological advancements are leading to the expansion of the industry across the region.

VENDOR LANDSCAPE

The key players in the mobile gaming market are- Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga. The companies are required to invest a significant sum of money in research and development to introduce new technologies, enhance their offering and expand games portfolio. Although established players dominate the market, there are tremendous growth opportunities for new entrants in the market.

THE REPORT INCLUDES:

1. The analysis of the global mobile gaming market provides market size and growth rate for the forecast period 2022-2027.

2. It offers comprehensive insights into current industry trends, trend forecast, and growth drivers about the mobile gaming market.

3. The report provides the latest analysis of market share, growth drivers, challenges, and investment opportunities.

4. It offers a complete overview of market segments and the regional outlook of the global mobile gaming market.

5. The report offers a detailed overview of the vendor landscape, competitive analysis, and critical market strategies to gain competitive advantage.


1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 Base Year
4.3 Scope of The Study
4.3.1 Market Segmentation by Platform
4.3.2 Market Segmentation by Age Group
4.3.3 Market Segmentation by Business Model
4.3.4 Market Segmentation by Category
4.3.5 Market Segmentation by Geography
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Market at a Glance
7 Introduction
7.1 Overview
7.1.1 Factors Influencing Trials of New Mobile Games
7.2 Key Statistics
7.3 Value Chain
7.4 Mergers & Acquisitions and Partnerships
7.5 New Game Launches
7.6 Government Initiatives
7.7 Impact of Covid-19
8 Market Opportunities & Trends
8.1 Rise of Cloud Gaming
8.2 AR & VR Enabled Mobile Games
8.3 Rising Popularity of Esports
9 Market Growth Enablers
9.1 Evolving Mobile Game Landscape
9.1.1 Localization of Games
9.1.2 Multiplayer Games
9.1.3 Live Streaming of Games
9.1.4 Traditional Games Going Online
9.1.5 Age-Friendly Mobile Games
9.1.6 Monetization of Games
9.2 Increasing Smartphone Penetration
9.2.1 Launch of Gaming Smartphones
9.3 Increasing Popularity Among Millennials & Gen Z
10 Market Restraints
10.1 Health Hazards of Gaming
10.2 Risk of Fraud & Privacy Issues
11 Market Landscape
11.1 Market Overview
11.2 Risk Assessment
11.3 Promotional Methods
11.4 Market Size & Forecast
11.5 Five Forces Analysis
11.5.1 Threat of New Entrants
11.5.2 Bargaining Power of Suppliers
11.5.3 Bargaining Power of Buyers
11.5.4 Threat of Substitutes
11.5.5 Competitive Rivalry
12 Platform
12.1 Market Snapshot & Growth Engine
12.2 Market Overview
12.3 App Store
12.3.1 Market Overview
12.3.2 Market Size & Forecast
12.3.3 Market by Geography
12.4 Google Play
12.4.1 Market Overview
12.4.2 Market Size & Forecast
12.4.3 Market by Geography
12.5 Other Third-Party Stores
12.5.1 Market Overview
12.5.2 Market Size & Forecast
12.5.3 Market by Geography
13 Age Group
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Below 24 Years
13.3.1 Market Overview
13.3.2 Market Size & Forecast
13.3.3 Market by Geography
13.4 24-44 Years
13.4.1 Market Overview
13.4.2 Market Size & Forecast
13.4.3 Market by Geography
13.5 Above 44 Years
13.5.1 Market Overview
13.5.2 Market Size & Forecast
13.5.3 Market by Geography
14 Business Model
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Freemium
14.3.1 Market Overview
14.3.2 Market Size & Forecast
14.3.3 Market by Geography
14.4 Paid
14.4.1 Market Overview
14.4.2 Market Size & Forecast
14.4.3 Market by Geography
14.5 Free-To-Play
14.5.1 Market Overview
14.5.2 Market Size & Forecast
14.5.3 Market by Geography
14.6 PAYMIUM
14.6.1 Market Overview
14.6.2 Market Size & Forecast
14.6.3 Market by Geography
15 Category
15.1 Market Overview
15.2 Casual Games
15.2.1 Market Overview
15.2.2 Arcade
15.2.3 Puzzle
15.2.4 Others
15.3 Hardcore & Midcore Games
15.3.1 Market Overview
15.3.2 Action
15.3.3 Role-Playing Games (RPG)
15.4 Social Casino Games
15.4.1 Market Overview
16 Geography
16.1 Market Snapshot & Growth Engine
16.2 Geographic Overview
17 APAC
17.1 Market Overview
17.2 Market Size & Forecast
17.3 Platform
17.3.1 Market Size & Forecast
17.4 Age Group
17.4.1 Market Size & Forecast
17.5 Business Model
17.5.1 Market Size & Forecast
17.6 Key Countries
17.6.1 China: Market Size & Forecast
17.6.2 Japan: Market Size & Forecast
17.6.3 South Korea: Market Size & Forecast
17.6.4 India: Market Size & Forecast
17.6.5 Rest Of APAC: Market Size & Forecast
18 North America
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Platform
18.3.1 Market Size & Forecast
18.4 Age Group
18.4.1 Market Size & Forecast
18.5 Business Model
18.5.1 Market Size & Forecast
18.6 Key Countries
18.6.1 US: Market Size & Forecast
18.6.2 Canada: Market Size & Forecast
19 Europe
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Platform
19.3.1 Market Size & Forecast
19.4 Age Group
19.4.1 Market Size & Forecast
19.5 Business Model
19.5.1 Market Size & Forecast
19.6 Key Countries
19.6.1 Germany: Market Size & Forecast
19.6.2 UK: Market Size & Forecast
19.6.3 France: Market Size & Forecast
19.6.4 Italy: Market Size & Forecast
19.6.5 Rest of Europe: Market Size & Forecast
20 Latin America
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Platform
20.3.1 Market Size & Forecast
20.4 Age Group
20.4.1 Market Size & Forecast
20.5 Business Model
20.5.1 Market Size & Forecast
20.6 Key Countries
20.6.1 Brazil: Market Size & Forecast
20.6.2 Mexico: Market Size & Forecast
20.6.3 Rest of Latin America: Market Size & Forecast
21 Middle East & Africa
21.1 Market Overview
21.2 Market Size & Forecast
21.3 Platform
21.3.1 Market Size & Forecast
21.4 Age Group
21.4.1 Market Size & Forecast
21.5 Business Model
21.5.1 Market Size & Forecast
21.6 Key Countries
21.6.1 Saudi Arabia: Market Size & Forecast
21.6.2 Turkey: Market Size & Forecast
21.6.3 UAE: Market Size & Forecast
21.6.4 Rest Of MEA: Market Size & Forecast
22 Competitive Landscape
22.1 Competition Overview
23 Key Company Profiles
23.1 ACTIVISION BLIZZARD
23.1.1 Business Overview
23.1.2 Product Offerings
23.1.3 Key Strategies
23.1.4 Key Strengths
23.1.5 Key Opportunities
23.2 ELECTRONIC ARTS
23.2.1 Business Overview
23.2.2 Product Offerings
23.2.3 Key Strategies
23.2.4 Key Strengths
23.2.5 Key Opportunities
23.3 TAKE-TWO INTERACTIVE
23.3.1 Business Overview
23.3.2 Product Offerings
23.3.3 Key Strategies
23.3.4 Key Strengths
23.3.5 Key Opportunities
23.4 TENCENT HOLDINGS
23.4.1 Business Overview
23.4.2 Product Offerings
23.4.3 Key Strategies
23.4.4 Key Strengths
23.4.5 Key Opportunities
23.5 UBISOFT
23.5.1 Business Overview
23.5.2 Product Offerings
23.5.3 Key Strategies
23.5.4 Key Strengths
23.5.5 Key Opportunities
23.6 ZYNGA
23.6.1 Business Overview
23.6.2 Product Offerings
23.6.3 Key Strategies
23.6.4 Key Strengths
23.6.5 Key Opportunities
24 Other Prominent Vendors
24.1 BEHOLD STUDIOS
24.1.1 Business Overview
24.1.2 Product Offerings
24.2 CYBERAGENT
24.2.1 Business Overview
24.2.2 Product Offerings
24.3 HOTHEAD GAMES
24.3.1 Business Overview
24.3.2 Product Offerings
24.4 IGG
24.4.1 Business Overview
24.4.2 Product Offerings
24.5 INNERSLOTH
24.5.1 Business Overview
24.5.2 Product Offerings
24.6 LARVA GAME STUDIOS
24.6.1 Business Overview
24.6.2 Product Offerings
24.7 LILITH GAMES
24.7.1 Business Overview
24.7.2 Product Offerings
24.8 NETEASE
24.8.1 Business Overview
24.8.2 Product Offerings
24.9 NETMARBLE
24.9.1 Business Overview
24.9.2 Product Offerings
24.10 NEXON
24.10.1 Business Overview
24.10.2 Product Offerings
24.11 NIANTIC
24.11.1 Business Overview
24.11.2 Product Offerings
24.12 ONEMT
24.12.1 Business Overview
24.12.2 Product Offerings
24.13 ROVIO ENTERTAINMENT CORPORATION
24.13.1 Business Overview
24.13.2 Product Offerings
24.14 SEA (GARENA)
24.14.1 Business Overview
24.14.2 Product Offerings
24.15 SEGA
24.15.1 Business Overview
24.15.2 Product Offerings
24.16 SCOPELY
24.16.1 Business Overview
24.16.2 Product Offerings
24.17 ZEPTOLAB
24.17.1 Business Overview
24.17.2 Product Offerings
24.18 37 INTERACTIVE ENTERTAINMENT
24.18.1 Business Overview
24.18.2 Product Offerings
25 Report Summary
25.1 Key Takeaways
25.2 Strategic Recommendations
26 Quantitative Summary
26.1 Market by Geography
26.1.1 Market Size & Forecast (Value)
26.1.2 Market Size & Forecast (% Revenue)
26.2 APAC
26.2.1 Platform: Market Size & Forecast
26.2.2 Age Group: Market Size & Forecast
26.2.3 Business Model: Market Size & Forecast
26.3 North America
26.3.1 Platform: Market Size & Forecast
26.3.2 Age Group: Market Size & Forecast
26.3.3 Business Model: Market Size & Forecast
26.4 Europe
26.4.1 Platform: Market Size & Forecast
26.4.2 Age Group: Market Size & Forecast
26.4.3 Business Model: Market Size & Forecast
26.5 Latin America
26.5.1 Platform: Market Size & Forecast
26.5.2 Age Group: Market Size & Forecast
26.5.3 Business Model: Market Size & Forecast
26.6 Middle East & Africa
26.6.1 Platform: Market Size & Forecast
26.6.2 Age Group: Market Size & Forecast
26.6.3 Business Model: Market Size & Forecast
26.7 Platform
26.7.1 Market Size & Forecast
26.8 Age Group
26.8.1 Market Size & Forecast
26.9 Business Model
26.9.1 Market Size & Forecast
27 Appendix
27.1 Abbreviations

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