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Mobile Gaming Market - Global Industry Analysis

Mobile Gaming Market by Platform (Android, iOS and Others) by Device (Smartphones and Tablets): Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 – 2028

Published Date: 14-Jul-2021 Category: Technology & Media Report Format : PDF Pages: 140 Report Code: ZMR-2065 Status : Published

The global mobile gaming market accounted for USD 169383.7 Million in 2020 and is expected to reach USD 425813.1 Million by 2028, growing at a CAGR of 12.3% from 2021 to 2028.

Description

Market Overview

The global mobile gaming market accounted for USD 169383.7 Million in 2020 and is expected to reach USD 425813.1 Million by 2028, growing at a CAGR of 12.3% from 2021 to 2028.

Mobile games are basically video games that are played on smartphones, feature phones, smartwatches, tablets, computers or any other portable media players. Infrared, Bluetooth, Wi-Fi, and 3G are a few of the networking features available on today's mobile phones, especially smartphones, that enable mobile gaming online. Wireless multiplayer games with two or more players are made possible by these technologies. These days mobile games are usually downloaded through an app store or a mobile operator's portal, but also at times are pre-installed in handheld devices by the OEM or the mobile operator when purchased.

The proliferation of smartphones and technological advancements clubbed with the increasing adoption of latest technologies for developing games are some major factors driving the market for mobile gaming industry. Free-to-play is becoming a popular pricing model within the market that allows users to sample a game before committing to it in terms of money and time spent. In-game purchases and ads are also becoming a popular trend and source of revenue for mobile gaming companies. 2020 was a good year for mobile game media buy as it witnessed rapid growth.

COVID-19 Impact Analysis

The sudden rise in people working from home has caused a surge in demand for online video viewing, communication through video conferencing, as well as downloading and usage of mobile games. Online gaming became a popular medium for entertainment during the lockdown. Top gaming companies have witnessed a strong growth in downloads of multiple mobile games in the COVID-19 affected areas. 2020 was a golden year for the mobile gaming market as it witnessed more people participating and playing mobile games as compared to  previous years.

Growth Factors

Owing to a shift of gamers away from consoles and pre-installed computer games and towards games on smartphones and tablets, the mobile games market is expected to develop significantly over the forecast period. Mobile games are likely to become more prominent at the expense of gaming on computers due to their growing popularity.

New trends in mobile gaming, such as AR/VR enabled mobile games, location-based games, blockchain-based game and cloud gaming are also expected to fuel the demand for mobile games. Customers are particularly drawn to the benefits offered by smart games on the cloud.

Governments around the globe are also supporting the gaming industry by establishing funds, which is also anticipated to develop space for mobile games. For example, the German government in 2019 allocated EUR 50 million for the creation of a games fund.

 Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Platform Segment Analysis Preview

Android segment held a share of around 68% in 2020. This is attributable to the growing popularity and user base of android phones. The demand for android phones is expected to increase rapidly in the coming years, thereby stimulating growth for mobile gaming.        

Device Segment Analysis Preview

Smartphone segment will grow at a CAGR of over 10.9 % from 2021 to 2028. Smartphone gaming has been increasingly popular around the world, and this trend is expected to continue throughout the projected future. The demand for smartphones in mobile gaming will continue to grow in the future due to their lower cost and easy mobility compared to other devices such as tablets. Integration of AR and VR technologies in smartphones is also expected to augment growth by enhancing the smartphone gaming experience.

Regional Analysis Preview

The Asia Pacific region held a share of around 39% in 2020. Asia Pacific is expected to witness the highest growth primarily owing to the rapid increase of smartphone users in regions such as China, causing an increase in mobile gaming. South Korea is leading the way behind China with a high penetration of mobile games in an already rapidly growing gaming industry. In 2018 itself, revenues from mobile gaming increased by 23.1% in South Korea. India is also one of the fastest-growing smartphone markets, with smartphone sales predicted to nearly double by 2022.  Presence of key players such as Tencent Holdings Ltd. is also expected to augment growth in this region.

The North America region is projected to grow at a CAGR of around 11.2% over the forecast period. Smartphone penetration, content localization and fast internet bandwidth are expected to facilitate growth in this region. To grab the attention and imagination of gamers all around the world, the mobile gaming business in the region is constantly growing in step with latest technologies such as augmented reality and virtual reality.

Key Market Players & Competitive Landscape

Some of key players in automated sortation system market are Tencent Holdings Ltd., Electronic Arts, Activision Blizzard, Nintendo, Ubisoft, Zynga, GungHo Online Entertainment, Kabam Games Inc., NetEase Inc., and TakeTwo Interactive among others. 

To remain competitive, key players are developing new technology and coming up with new launches. More companies are entering the market seeing a potential for growth. Some of the market leaders are acquiring their way into mobile gaming. Tencent, for example, has purchased Glu Mobile, Netmarble, Pocket Gems, and Supercell in part or in whole to gain a foothold in the global mobile gaming market.

The global mobile gaming market is segmented as follows:

By Platform

  • Android
  • iOS
  • Others

By Device

  • Smartphones
  • Tablets

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

  • Chapter No. 1 Introduction
    • 1.1. Report Description
      • 1.1.1. Purpose of the Report
      • 1.1.2. USP & Key Offerings
    • 1.2. Key Benefits for Stakehulders
    • 1.3. Target Audience
    • 1.4. Report Scope
  • Chapter No. 2 Executive Summary
    • 2.1. Key Findings
      • 2.1.1. Top Investment Pockets
        • 2.1.1.1. Market Attractiveness Analysis, By Platform
        • 2.1.1.2. Market Attractiveness Analysis, By Device
        • 2.1.1.3. Market Attractiveness Analysis, By Region
    • 2.2. Market Snapshot
    • 2.3. Global Mobile Gaming Market, 2016 – 2028 (USD Million)
    • 2.4. Insights from Primary Respondents
  • Chapter No. 3 COVID 19 Impact Analysis
    • 3.1. Impact Assessment of COVID-19 Pandemic, By Region
      • 3.1.1. North America
      • 3.1.2. Europe
      • 3.1.3. Asia Pacific
      • 3.1.4. Latin America
      • 3.1.5. The Middle-East and Africa
    • 3.2. Quarterly Market Revenue and Forecast by Region 2020 & 2021
    • 3.3. Pre COVID-19 Market Revenue, By Region, 2016-2019 (USD Million)
    • 3.4. Post COVID-19 Market Revenue, By Region, 2020-2028 (USD Million)
    • 3.5. Key Strategies Undertaken by Companies to Tackle COVID-19
      • 3.5.1. Company Quarterly Revenue Analysis, 2019 & 2020
    • 3.6. Short Term Dynamics
    • 3.7. Long Term Dynamics
  • Chapter No. 4 Mobile Gaming Market – Platform Segment Analysis
    • 4.1. Overview
      • 4.1.1. Market Revenue Share, By Platform, 2020 & 2028
  • Chapter No. 5 Mobile Gaming Market – Device Segment Analysis
    • 5.1. Overview
      • 5.1.1. Market Revenue Share, By Device, 2020 & 2028
  • Chapter No. 6 Mobile Gaming Market – Regional Analysis
    • 6.1. Overview
      • 6.1.1. Global Market Revenue Share, By Region, 2020 & 2028
      • 6.1.2. Global Market Revenue, By Region, 2016 – 2028 (USD Million)
    • 6.2. North America
      • 6.2.1. North America Market Revenue, By Country, 2016 – 2028 (USD Million)
      • 6.2.2. North America Market Revenue, By Platform, 2016 – 2028
      • 6.2.3. North America Market Revenue, By Device, 2016 – 2028
      • 6.2.4. U.S.
        • 6.2.4.1. U.S. Market Revenue, By Platform, 2016 – 2028
        • 6.2.4.2. U.S. Market Revenue, By Device, 2016 – 2028
      • 6.2.5. Canada
        • 6.2.5.1. Canada Market Revenue, By Platform, 2016 – 2028
        • 6.2.5.2. Canada Market Revenue, By Device, 2016 – 2028
      • 6.2.6. Mexico
        • 6.2.6.1. Mexico Market Revenue, By Platform, 2016 – 2028
        • 6.2.6.2. Mexico Market Revenue, By Device, 2016 – 2028
    • 6.3. Europe
      • 6.3.1. Europe Market Revenue, By Country, 2016 – 2028 (USD Million)
      • 6.3.2. Europe Market Revenue, By Platform, 2016 – 2028
      • 6.3.3. Europe Market Revenue, By Device, 2016 – 2028
      • 6.3.4. Germany
        • 6.3.4.1. Germany Market Revenue, By Platform, 2016 – 2028
        • 6.3.4.2. Germany Market Revenue, By Device, 2016 – 2028
      • 6.3.5. France
        • 6.3.5.1. France Market Revenue, By Platform, 2016 – 2028
        • 6.3.5.2. France Market Revenue, By Device, 2016 – 2028
      • 6.3.6. U.K.
        • 6.3.6.1. U.K. Market Revenue, By Platform, 2016 – 2028
        • 6.3.6.2. U.K. Market Revenue, By Device, 2016 – 2028
      • 6.3.7. Italy
        • 6.3.7.1. Italy Market Revenue, By Platform, 2016 – 2028
        • 6.3.7.2. Italy Market Revenue, By Device, 2016 – 2028
      • 6.3.8. Spain
        • 6.3.8.1. Spain Market Revenue, By Platform, 2016 – 2028
        • 6.3.8.2. Spain Market Revenue, By Device, 2016 – 2028
      • 6.3.9. Rest of Europe
        • 6.3.9.1. Rest of Europe Market Revenue, By Platform, 2016 – 2028
        • 6.3.9.2. Rest of Europe Market Revenue, By Device, 2016 – 2028
    • 6.4. Asia Pacific
      • 6.4.1. Asia Pacific Market Revenue, By Country, 2016 – 2028 (USD Million)
      • 6.4.2. Asia Pacific Market Revenue, By Platform, 2016 – 2028
      • 6.4.3. Asia Pacific Market Revenue, By Device, 2016 – 2028
      • 6.4.4. China
        • 6.4.4.1. China Market Revenue, By Platform, 2016 – 2028
        • 6.4.4.2. China Market Revenue, By Device, 2016 – 2028
      • 6.4.5. Japan
        • 6.4.5.1. Japan Market Revenue, By Platform, 2016 – 2028
        • 6.4.5.2. Japan Market Revenue, By Device, 2016 – 2028
      • 6.4.6. India
        • 6.4.6.1. India Market Revenue, By Platform, 2016 – 2028
        • 6.4.6.2. India Market Revenue, By Device, 2016 – 2028
      • 6.4.7. South Korea
        • 6.4.7.1. South Korea Market Revenue, By Platform, 2016 – 2028
        • 6.4.7.2. South Korea Market Revenue, By Device, 2016 – 2028
      • 6.4.8. South-East Asia
        • 6.4.8.1. South-East Asia Market Revenue, By Platform, 2016 – 2028
        • 6.4.8.2. South-East Asia Market Revenue, By Device, 2016 – 2028
      • 6.4.9. Rest of Asia Pacific
        • 6.4.9.1. Rest of Asia Pacific Market Revenue, By Platform, 2016 – 2028
        • 6.4.9.2. Rest of Asia Pacific Market Revenue, By Device, 2016 – 2028
    • 6.5. Latin America
      • 6.5.1. Latin America Market Revenue, By Country, 2016 – 2028 (USD Million)
      • 6.5.2. Latin America Market Revenue, By Platform, 2016 – 2028
      • 6.5.3. Latin America Market Revenue, By Device, 2016 – 2028
      • 6.5.4. Brazil
        • 6.5.4.1. Brazil Market Revenue, By Platform, 2016 – 2028
        • 6.5.4.2. Brazil Market Revenue, By Device, 2016 – 2028
      • 6.5.5. Argentina
        • 6.5.5.1. Argentina Market Revenue, By Platform, 2016 – 2028
        • 6.5.5.2. Argentina Market Revenue, By Device, 2016 – 2028
      • 6.5.6. Rest of Latin America
        • 6.5.6.1. Rest of Latin America Market Revenue, By Platform, 2016 – 2028
        • 6.5.6.2. Rest of Latin America Market Revenue, By Device, 2016 – 2028
    • 6.6. The Middle-East and Africa
      • 6.6.1. The Middle-East and Africa Market Revenue, By Country, 2016 – 2028 (USD Million)
      • 6.6.2. The Middle-East and Africa Market Revenue, By Platform, 2016 – 2028
      • 6.6.3. The Middle-East and Africa Market Revenue, By Device, 2016 – 2028
      • 6.6.4. GCC Countries
        • 6.6.4.1. GCC Countries Market Revenue, By Platform, 2016 – 2028
        • 6.6.4.2. GCC Countries Market Revenue, By Device, 2016 – 2028
      • 6.6.5. South Africa
        • 6.6.5.1. South Africa Market Revenue, By Platform, 2016 – 2028
        • 6.6.5.2. South Africa Market Revenue, By Device, 2016 – 2028
      • 6.6.6. Rest of Middle-East Africa
        • 6.6.6.1. Rest of Middle-East Africa Market Revenue, By Platform, 2016 – 2028
        • 6.6.6.2. Rest of Middle-East Africa Market Revenue, By Device, 2016 – 2028
  • Chapter No. 7 Mobile Gaming Market – Industry Analysis
    • 7.1. Introduction
    • 7.2. Market Drivers
      • 7.2.1. Driving Factor 1 Analysis
      • 7.2.2. Driving Factor 2 Analysis
    • 7.3. Market Restraints
      • 7.3.1. Restraining Factor Analysis
    • 7.4. Market Opportunities
      • 7.4.1. Market Opportunity Analysis
    • 7.5. Porter’s Five Forces Analysis
    • 7.6. PEST Analysis
    • 7.7. Regulatory Landscape
    • 7.8. Technulogy Landscape
    • 7.9. Regional Market Trends
      • 7.9.1. North America
      • 7.9.2. Europe
      • 7.9.3. Asia Pacific
      • 7.9.4. Latin America
      • 7.9.5. The Middle-East and Africa
    • 7.10. Pricing Analysis
    • 7.11. Value Chain Analysis
    • 7.12. Downstream Buyers
    • 7.13. Distributors/Traders List
  • Chapter No. 8 Competitive Landscape
    • 8.1. Company Market Share Analysis – 2019
      • 8.1.1. Global Mobile Gaming Market: Company Market Share, 2019
      • 8.1.2. Global Mobile Gaming Market, Company Market Revenue, 2016 – 2019 (USD Million)
      • 8.1.3. Global Mobile Gaming Market, Company Y-o-Y Growth, 2017 – 2019 (%)
      • 8.1.4. Global Mobile Gaming Market: Radar Determinant Chart, 2019
    • 8.2. Strategic Developments
      • 8.2.1. Acquisitions & Mergers
      • 8.2.2. New Product Launch
      • 8.2.3. Regional Expansion
    • 8.3. Company Strategic Developments – Heat Map Analysis
  • Chapter No. 9 Company Profiles
    • 9.1. Tencent Huldings Ltd.
      • 9.1.1. Company Overview
      • 9.1.2. Key Executives
      • 9.1.3. Product Portfulio
      • 9.1.4. Financial Overview
      • 9.1.5. Operating Business Segments
      • 9.1.6. Business Performance
      • 9.1.7. Recent Developments
    • 9.2. Electronic Arts
    • 9.3. Activision Blizzard
    • 9.4. Nintendo
    • 9.5. Ubisoft
    • 9.6. Zynga
    • 9.7. GungHo Online Entertainment
  • Chapter No. 10 Marketing Strategy Analysis
    • 10.1. Marketing Channel
    • 10.2. Direct Marketing
    • 10.3. Indirect Marketing
    • 10.4. Marketing Channel Development Trends
    • 10.5. Economic/Pulitical Environmental Change
  • Chapter No. 11 Research Methodulogy
    • 11.1. Research Methodulogy
    • 11.2. Phase I - Secondary Research
    • 11.3. Phase II - Data Modeling
      • 11.3.1. Company Share Analysis Model
      • 11.3.2. Revenue Based Modeling
    • 11.4. Phase III - Primary Research
    • 11.5. Research Limitations
      • 11.5.1. Assumptions

Methodology


Frequently Asked Questions

The global mobile gaming market was valued at USD 169383.7 Million in 2020.
The global mobile gaming market is expected to reach USD 425813.1 Million by 2028, growing at a CAGR of 12.3% between 2021 to 2028.
Some of the key factors driving the global mobile gaming market growth are proliferation of smartphones and technological advancements clubbed with the increasing adoption of latest technologies such as AR and VR.
Asia Pacific region held a substantial share of the mobile gaming market in 2020. This is attributable to the proliferation of smartphones and presence of key players such as Tencent Holdings Ltd. and Nintendo among others. North America region is projected to grow at a significant rate owing to the rising demand for mobile games in the region.
Some of the major companies operating in the mobile gaming market are Tencent Holdings Ltd., Electronic Arts, Activision Blizzard, Nintendo, Ubisoft, Zynga, GungHo Online Entertainment, Kabam Games Inc., NetEase Inc., and TakeTwo Interactive among others.

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