Mobile Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

Mobile Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028


Market Overview:

The global mobile gaming market size reached US$ 82.5 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 149.3 Billion by 2028, exhibiting a growth rate (CAGR) of 9.8% during 2023-2028.

Mobile gaming refers to the games that are played in mobile devices, including smartphones, feature phones, smartwatches, pocket PCs, or tablets. Mobile gaming features 2D or 3D graphics that are usually written using royalty-free, cross-platform application programming devices. Gaming on mobile devices usually requires fast central processing units (CPUs), dedicated graphics processing units (GPUs), large random-access memory (RAM), and high-resolution displays. Modern mobile phones are now equipped with infrared, Bluetooth, Wi-Fi, and 4G connectivity, thus enabling users to access mobile gaming online. With these technologies, wireless multiplayer games can be played in live synchronous tournaments and turn-based asynchronous tournaments. Mobile gaming ranges from simple and basic games to more sophisticated games (3D and augmented reality games). Nowadays, mobile games can usually be downloaded from an app store or from a mobile operator's portal.

Mobile Gaming Market Trends:
The market is majorly driven by the increasing utilization of innovative technologies for developing augmented reality (AR) and virtual reality (VR) games and 3D gaming. This can be attributed to the widespread adoption of mobile devices among the masses. In addition to this, the escalating demand for gaming phones with an immersive real-world experience in AR- and VR-enabled games is providing an impetus to the market. Moreover, the rising number of esports leagues and mobile gamers is acting as another significant growth-inducing factor for the market. The market is further propelled by the advent of high-speed 5G internet resulting in faster data speeds and improved real-time control. Apart from this, a considerable rise in leveraging immersive mobile gaming and advertisements by popular social media platforms to improve their advertising tactics is further fueling the market. Some of the other factors contributing to the market include the inflating disposable income levels, the augmenting adoption of the freemium business model by the key players, and extensive research and development (R&D) activities.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global mobile gaming market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on type, device type, platform and business model.

Breakup by Type:

Action or Adventure
Casino
Sports and Role Playing
Strategy and Brain

Breakup by Device Type:

Smartphone
Smartwatch
PDA
Tablet
Others

Breakup by Platform:

Android
iOS
Others

Breakup by Business Model:

Freemium
Paid
Free
Paymium

Breakup by Region:

North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa

Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Activision Blizzard Inc., Electronic Arts Inc., Gameloft SE (Vivendi SE), GungHo Online Entertainment Inc., Kabam Games Inc, Nintendo Co. Ltd, Rovio Entertainment Oyj, Supercell Oy (Tencent Holdings Ltd), Take-Two Interactive Software Inc. and Ubisoft Entertainment SA.

Key Questions Answered in This Report:
How has the global mobile gaming market performed so far and how will it perform in the coming years?
What has been the impact of COVID-19 on the global mobile gaming market?
What are the key regional markets?
What is the breakup of the market based on the type?
What is the breakup of the market based on the device type?
What is the breakup of the market based on the platform?
What is the breakup of the market based on the business model?
What are the various stages in the value chain of the industry?
What are the key driving factors and challenges in the industry?
What is the structure of the global mobile gaming market and who are the key players?
What is the degree of competition in the industry?


1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Mobile Gaming Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Type
6.1 Action or Adventure
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Casino
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Sports and Role Playing
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Strategy and Brain
6.4.1 Market Trends
6.4.2 Market Forecast
7 Market Breakup by Device Type
7.1 Smartphone
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Smartwatch
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 PDA
7.3.1 Market Trends
7.3.2 Market Forecast
7.4 Tablet
7.4.1 Market Trends
7.4.2 Market Forecast
7.5 Others
7.5.1 Market Trends
7.5.2 Market Forecast
8 Market Breakup by Platform
8.1 Android
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 iOS
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Others
8.3.1 Market Trends
8.3.2 Market Forecast
9 Market Breakup by Business Model
9.1 Freemium
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Paid
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Free
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Paymium
9.4.1 Market Trends
9.4.2 Market Forecast
10 Market Breakup by Region
10.1 North America
10.1.1 United States
10.1.1.1 Market Trends
10.1.1.2 Market Forecast
10.1.2 Canada
10.1.2.1 Market Trends
10.1.2.2 Market Forecast
10.2 Asia-Pacific
10.2.1 China
10.2.1.1 Market Trends
10.2.1.2 Market Forecast
10.2.2 Japan
10.2.2.1 Market Trends
10.2.2.2 Market Forecast
10.2.3 India
10.2.3.1 Market Trends
10.2.3.2 Market Forecast
10.2.4 South Korea
10.2.4.1 Market Trends
10.2.4.2 Market Forecast
10.2.5 Australia
10.2.5.1 Market Trends
10.2.5.2 Market Forecast
10.2.6 Indonesia
10.2.6.1 Market Trends
10.2.6.2 Market Forecast
10.2.7 Others
10.2.7.1 Market Trends
10.2.7.2 Market Forecast
10.3 Europe
10.3.1 Germany
10.3.1.1 Market Trends
10.3.1.2 Market Forecast
10.3.2 France
10.3.2.1 Market Trends
10.3.2.2 Market Forecast
10.3.3 United Kingdom
10.3.3.1 Market Trends
10.3.3.2 Market Forecast
10.3.4 Italy
10.3.4.1 Market Trends
10.3.4.2 Market Forecast
10.3.5 Spain
10.3.5.1 Market Trends
10.3.5.2 Market Forecast
10.3.6 Russia
10.3.6.1 Market Trends
10.3.6.2 Market Forecast
10.3.7 Others
10.3.7.1 Market Trends
10.3.7.2 Market Forecast
10.4 Latin America
10.4.1 Brazil
10.4.1.1 Market Trends
10.4.1.2 Market Forecast
10.4.2 Mexico
10.4.2.1 Market Trends
10.4.2.2 Market Forecast
10.4.3 Others
10.4.3.1 Market Trends
10.4.3.2 Market Forecast
10.5 Middle East and Africa
10.5.1 Market Trends
10.5.2 Market Breakup by Country
10.5.3 Market Forecast
11 SWOT Analysis
11.1 Overview
11.2 Strengths
11.3 Weaknesses
11.4 Opportunities
11.5 Threats
12 Value Chain Analysis
13 Porters Five Forces Analysis
13.1 Overview
13.2 Bargaining Power of Buyers
13.3 Bargaining Power of Suppliers
13.4 Degree of Competition
13.5 Threat of New Entrants
13.6 Threat of Substitutes
14 Price Analysis
15 Competitive Landscape
15.1 Market Structure
15.2 Key Players
15.3 Profiles of Key Players
15.3.1 Activision Blizzard Inc.
15.3.1.1 Company Overview
15.3.1.2 Product Portfolio
15.3.1.3 Financials
15.3.1.4 SWOT Analysis
15.3.2 Electronic Arts Inc.
15.3.2.1 Company Overview
15.3.2.2 Product Portfolio
15.3.2.3 Financials
15.3.2.4 SWOT Analysis
15.3.3 Gameloft SE (Vivendi SE)
15.3.3.1 Company Overview
15.3.3.2 Product Portfolio
15.3.4 GungHo Online Entertainment Inc.
15.3.4.1 Company Overview
15.3.4.2 Product Portfolio
15.3.4.3 Financials
15.3.5 Kabam Games Inc
15.3.5.1 Company Overview
15.3.5.2 Product Portfolio
15.3.6 Nintendo Co. Ltd
15.3.6.1 Company Overview
15.3.6.2 Product Portfolio
15.3.6.3 Financials
15.3.6.4 SWOT Analysis
15.3.7 Rovio Entertainment Oyj
15.3.7.1 Company Overview
15.3.7.2 Product Portfolio
15.3.7.3 Financials
15.3.8 Supercell Oy (Tencent Holdings Ltd)
15.3.8.1 Company Overview
15.3.8.2 Product Portfolio
15.3.9 Take-Two Interactive Software Inc.
15.3.9.1 Company Overview
15.3.9.2 Product Portfolio
15.3.9.3 Financials
15.3.9.4 SWOT Analysis
15.3.10 Ubisoft Entertainment SA
15.3.10.1 Company Overview
15.3.10.2 Product Portfolio
15.3.10.3 Financials
15.3.10.4 SWOT Analysis

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