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Global Mobile Games Market – Industry Trends and Forecast to 2029

  • Semiconductors and Electronics
  • Upcoming Report
  • May 2022
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Mobile Games Market – Industry Trends and Forecast to 2029

Market Size in USD Billion

CAGR :  % Diagram

Diagram Forecast Period 2021–2029
Diagram Market Size (Base Year) USD 194.14 Billion
Diagram Market Size (Forecast Year) USD 561.62 Billion
Diagram CAGR %

Global Mobile Games Market, By Monetization Type (In-app Purchases, Paid Apps, Advertising), Platform (Android, iOS and Other Third Party Stores) - Industry Trends and Forecast to 2029

Market Analysis and Size

A rapid growth in gaming industry has been witnessed with smartphones playing a significant role in this rise. The development of mobile games has led to scalability for the gaming industry. Platforms such as Instagram and Facebook are investing huge amounts in the development of innovative mobile games to ensure high product differentiation.

Global Mobile Games Market was valued at USD 194.14 billion in 2021 and is expected to reach USD 561.62 billion by 2029, registering a CAGR of 14.20% during the forecast period of 2022-2029. In-app Purchases is expected to witness high growth in the monetization type segment of the market owing to high consumer preference. coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team also includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Market Definition

Mobile games refer to the type of games that are specifically designed for mobile devices, such as smartphones, pocket PCs, tablet PCs, feature phones, personal digital assistants (PDA), and portable media players. These games are available from basics to sophisticated games, including 3D and augmented reality games.

Report Scope and Market Segmentation

Report Metric

Details

Forecast Period

2022 to 2029

Base Year

2021

Historic Years

2020 (Customizable to 2014 - 2019)

Quantitative Units

Revenue in USD Billion, Volumes in Units, Pricing in USD

Segments Covered

Monetization Type (In-app Purchases, Paid Apps, Advertising), Platform (Android, iOS and Other Third Party Stores)

Countries Covered

U.S., Canada, Mexico in North America, Germany, Sweden, Poland, Denmark, Italy, U.K., France, Spain, Netherland, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, New Zealand, Vietnam, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in Asia-Pacific (APAC), Brazil, Argentina, Rest of South America as a part of South America, UAE, Saudi Arabia, Oman, Qatar, Kuwait, South Africa, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA)

Market Players Covered

Tencent Holdings Ltd. (China), Nintendo. Games (US), Blizzard Entertainment, Inc. (US), TAKE-TWO INTERACTIVE SOFTWARE, INC. (US), GungHo Online Entertainment, Inc. (Japan), Electronic Arts Inc. (US), KABAM GAMES, INC. (US), Rovio Entertainment Corporation. (Finland), Gameloft. (France), SQUARE ENIX CO., LTD. (Japan), Take-Two Interactive Software, Inc. (US), NetEase, Inc. (China), Bandai Namco Holdings Inc. (Japan), Microsoft (US), SEGA SAMMY HOLDINGS inc. (Japan), Sony Corporation (Japan), Disney. (US), and Ubisoft Entertainment. (France), among others

Market Opportunities

  • Emergence of 3D and augmented reality games
  • Collaborations among key players
  • Rise in popularity of social media and free business models

Mobile Games Market Dynamics

This section deals with understanding the market drivers, advantages, opportunities, restraints and challenges. All of this is discussed in detail as below:

Drivers

  • Technological development

The rise in popularity of social media and free business models, which has resulted in the development of e-games, is expected to boost demand for mobile games market. The increase in the awareness regarding various gaming tournament among consumers has a positive impact on the market.

  • Obtainability of high-speed internet connectivity

Availability of high-speed internet connectivity which leads to growing adoption of mobile gaming is further anticipated to propel the growth of the gaming chair market. The surge in the penetration of internet increases the use of smart devices, such as mobile phones, and tablets, among others.

  • Introduction of new games

The gaming industry has evolved from board games to high-end video games, resulting in game commercialisation which will further accelerate the growth of the market. The increase in the number of gaming tournaments rewarding players with exciting prizes assist in the expansion of the market.

Opportunities

Furthermore, emergence of 3D and augmented reality games extend profitable opportunities to the market players in the forecast period of 2022 to 2029. Also, collaborations among key players will further expand the market.

Restraints/Challenges

On the other hand, high cost associated with the development of mobile games is expected to obstruct market growth. Also, lack of technical expertise is projected to challenge the mobile games market in the forecast period of 2022-2029.

This mobile games market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on mobile games market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Covid-19 Impact on Mobile Games Market

COVID-19 had a positive impact on the mobile games market due to the rise in number of consumers adopting mobile gaming services during the outbreak of COVID-19. The implementation of global lockdown led to an increase in the use of internet for entertainment purposes. The mobile games market is expected to witness high growth in the post-pandemic scenario owing to the rise in usage of various media platforms among consumers and surge in the adoption of IoT enabled devices.

Recent Developments

  • Gamestacy announced regarding their partnership with Beamable for unveiling a unique social, Multiplayer mobile game “Influenzer” in July’2021. The product aims to usher new options for gender-specific games.
  • OnMobile Global Limited unveiled Challenges Arena, a new B2B gaming product in May’2021. This product provides an unparalleled gamified experience.

Global Mobile Games Market Scope and Market Size

The mobile games market is segmented on the basis of monetization type and platform. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Monetization Type

  • In-app Purchases
  • Paid Apps
  • Advertising

Platform

  • Android
  • iOS
  • Other Third Party Stores

Mobile Games Market Regional Analysis/Insights

The mobile games market is analysed and market size insights and trends are provided by country, monetization type and platform as referred above.

The countries covered in the mobile games market report are U.S., Canada, Mexico in North America, Germany, Sweden, Poland, Denmark, Italy, U.K., France, Spain, Netherland, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, New Zealand, Vietnam, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in Asia-Pacific (APAC), Brazil, Argentina, Rest of South America as a part of South America, UAE, Saudi Arabia, Oman, Qatar, Kuwait, South Africa, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).

North America dominates the mobile games market because of the high disposable income and commercialization of gaming within the region.

Asia-Pacific (APAC) is expected to witness significant growth during the forecast period of 2022 to 2029 because of the increasing smartphone penetration, and shift in consumer preferences in the region.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and Mobile Games Market

The mobile games market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to mobile games market.

Some of the major players operating in mobile games market are

  • Tencent Holdings Ltd. (China)
  • Nintendo. Games (US)
  • Blizzard Entertainment, Inc. (US)
  • TAKE-TWO INTERACTIVE SOFTWARE, INC. (US)
  • GungHo Online Entertainment, Inc. (Japan)
  • Electronic Arts Inc. (US)
  • KABAM GAMES, INC. (US)
  • Rovio Entertainment Corporation. (Finland)
  • Gameloft. (France)
  • SQUARE ENIX CO., LTD. (Japan)
  • Take-Two Interactive Software, Inc. (US)
  • NetEase, Inc. (China)
  • Bandai Namco Holdings Inc. (Japan)
  • Microsoft (US)
  • SEGA SAMMY HOLDINGS inc. (Japan)
  • Sony Corporation (Japan)
  • Disney. (US)
  • Ubisoft Entertainment. (France)


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Research Methodology:

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Customization Available:

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

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FREQUENTLY ASK QUESTIONS

The mobile games market size will be worth USD 561.62 billion by 2029.
The growth rate of mobile games market is 14.20% in the forecast period by 2029
Major companies in the mobile games market are Tencent Holdings Ltd. (China), Nintendo. Games (US), Blizzard Entertainment, Inc. (US), TAKE-TWO INTERACTIVE SOFTWARE, INC. (US), GungHo Online Entertainment, Inc. (Japan), Electronic Arts Inc. (US), KABAM GAMES, INC. (US), Rovio Entertainment Corporation. (Finland), Gameloft. (France), SQUARE ENIX CO., LTD. (Japan), Take-Two Interactive Software, Inc. (US), NetEase, Inc. (China), Bandai Namco Holdings Inc. (Japan), Microsoft (US), SEGA SAMMY HOLDINGS inc. (Japan), Sony Corporation (Japan), Disney. (US), and Ubisoft Entertainment. (France), among others.
Technological development, Obtainability of high-speed internet connectivity & Introduction of new games are the growth drivers of the mobile games market.
Monetization type and platform are the factors on which the mobile games market research is based.
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