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Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024 - Product Image

Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024

  • ID: 4871411
  • Report
  • November 2019
  • Region: Global
  • 146 pages
  • TechNavio
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • MORE
Global Mobile Gaming Market: About this market
The mobile gaming market analysis considers sales from both online and offline platform. Our study also finds the sales of mobile gaming in APAC, Europe, North America, South America, and MEA. In 2019, the online mobile gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as rising number of in-app purchases of virtual goods and microtransactions will play a significant role in the online mobile gaming segment to maintain its market position. Also, our global mobile gaming market report looks at factors such as popularity of multiplayer mobile games, rising adoption of AR games, and increasing number of strategic partnerships and acquisitions. However, growth of alternative gaming platforms, presence of government regulations related to release of games with loot boxes, and risk of cybercrimes in online mobile gaming may hamper the growth of the mobile gaming industry over the forecast period.

Global Mobile Gaming Market: Overview

Rising adoption of AR games
The growing popularity of AR games such as Pokémon Go and Sharks in the Park is encouraging market vendors to introduce new AR mobile games. Prominent market players such as Microsoft, Google LLC, Apple Inc., Sony Corp., and others are making significant investments to incorporate AR technology into their gaming solutions to enhance the gaming experience. In addition, factors such as the growing use of smartphones and tablets, increasing penetration of internet, and the integration of AR technology into mobile devices has further increased the adoption of AR games will lead to the expansion of the global mobile gaming market at a CAGR of over 12% during the forecast period.

The emergence of mobile cloud video gaming
Vendors in the market are partnering with telecommunication service providers and gaming service providers to launch mobile cloud video games. These games eliminate the need for high-quality graphic cards, processors, and regular upgrades. They allow users to avail of gaming experience even on mobile devices with limited storage and processing capabilities. This development is expected to have a positive impact on the overall market growth.

Competitive Landscape
With the presence of a few major players, the global mobile gaming market is concentrated. The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading mobile gaming manufacturers, that include Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Niantic Inc., Tencent Holdings Ltd., The Walt Disney Co., and Ubisoft Entertainment.

Also, the mobile gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • MORE
PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT
  • Preface
  • Currency conversion rates for US$
PART 03: MARKET LANDSCAPE
  • Market ecosystem
  • Market characteristics
  • Value chain analysis
  • Market segmentation analysis
PART 04: MARKET SIZING
  • Market definition
  • Market sizing 2019
  • Market outlook
  • Market size and forecast 2019-2024
PART 05: FIVE FORCES ANALYSIS
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition
PART 06: MARKET SEGMENTATION BY PLATFORM
  • Market segmentation by platform
  • Comparison by platform
  • Online - Market size and forecast 2019-2024
  • Offline - Market size and forecast 2019-2024
  • Market opportunity by platform
PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE
  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2019-2024
  • North America - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity
PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES
  • Market drivers
  • Market challenges
PART 11: MARKET TRENDS
  • Growth of free-to-play mobile games
  • Popularity of e-sports
  • Emergence of mobile cloud video gaming
PART 12: VENDOR LANDSCAPE
  • Overview
  • Landscape disruption
  • Competitive scenario
PART 13: VENDOR ANALYSIS
  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
  • Ubisoft Entertainment
PART 14: APPENDIX
  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors
List of Exhibits
Exhibit 01: Global interactive home entertainment market
Exhibit 02: Segments of global interactive home entertainment market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Vendors: Key offerings
Exhibit 06: Market definition - Inclusions and exclusions checklist
Exhibit 07: Market size 2019
Exhibit 08: Global market: Size and forecast 2019-2024 ($ billions)
Exhibit 09: Global market: Year-over-year growth 2020-2024 (%)
Exhibit 10: Five forces analysis 2019
Exhibit 11: Five forces analysis 2024
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2019
Exhibit 18: Platform - Market share 2019-2024 (%)
Exhibit 19: Comparison by platform
Exhibit 20: Online - Market size and forecast 2019-2024 ($ billions)
Exhibit 21: Online - Year-over-year growth 2020-2024 (%)
Exhibit 22: Offline - Market size and forecast 2019-2024 ($ billions)
Exhibit 23: Offline - Year-over-year growth 2020-2024 (%)
Exhibit 24: Market opportunity by platform
Exhibit 25: Customer landscape
Exhibit 26: Market share by geography 2019-2024 (%)
Exhibit 27: Geographic comparison
Exhibit 28: APAC - Market size and forecast 2019-2024 ($ billions)
Exhibit 29: APAC - Year-over-year growth 2020-2024 (%)
Exhibit 30: North America - Market size and forecast 2019-2024 ($ billions)
Exhibit 31: North America - Year-over-year growth 2020-2024 (%)
Exhibit 32: Europe - Market size and forecast 2019-2024 ($ billions)
Exhibit 33: Europe - Year-over-year growth 2020-2024 (%)
Exhibit 34: MEA - Market size and forecast 2019-2024 ($ billions)
Exhibit 35: MEA - Year-over-year growth 2020-2024 (%)
Exhibit 36: South America - Market size and forecast 2019-2024 ($ billions)
Exhibit 37: South America - Year-over-year growth 2020-2024 (%)
Exhibit 38: Key leading countries
Exhibit 39: Market opportunity
Exhibit 40: Impact of drivers and challenges
Exhibit 41: Vendor landscape
Exhibit 42: Landscape disruption
Exhibit 43: Vendors covered
Exhibit 44: Vendor classification
Exhibit 45: Market positioning of vendors
Exhibit 46: Activision Blizzard Inc. - Vendor overview
Exhibit 47: Activision Blizzard Inc. - Business segments
Exhibit 48: Activision Blizzard Inc. - Organizational developments
Exhibit 49: Activision Blizzard Inc. - Geographic focus
Exhibit 50: Activision Blizzard Inc. - Segment focus
Exhibit 51: Activision Blizzard Inc. - Key offerings
Exhibit 52: CyberAgent Inc. - Vendor overview
Exhibit 53: CyberAgent Inc. - Business segments
Exhibit 54: CyberAgent Inc. - Organizational developments
Exhibit 55: CyberAgent Inc. - Geographic focus
Exhibit 56: CyberAgent Inc. - Segment focus
Exhibit 57: CyberAgent Inc. - Key offerings
Exhibit 58: Electronic Arts Inc. - Vendor overview
Exhibit 59: Electronic Arts Inc. - Organizational developments
Exhibit 60: Electronic Arts Inc. - Geographic focus
Exhibit 61: Electronic Arts Inc. - Key offerings
Exhibit 62: GungHo Online Entertainment Inc. - Vendor overview
Exhibit 63: GungHo Online Entertainment Inc. - Geographic focus
Exhibit 64: GungHo Online Entertainment Inc. - Key offerings
Exhibit 65: Microsoft Corp. - Vendor overview
Exhibit 66: Microsoft Corp. - Business segments
Exhibit 67: Microsoft Corp. - Organizational developments
Exhibit 68: Microsoft Corp. - Geographic focus
Exhibit 69: Microsoft Corp. - Segment focus
Exhibit 70: Microsoft Corp. - Key offerings
Exhibit 71: NetEase Inc. - Vendor overview
Exhibit 72: NetEase Inc. - Business segments
Exhibit 73: NetEase Inc. - Organizational developments
Exhibit 74: NetEase Inc. - Segment focus
Exhibit 75: NetEase Inc. - Key offerings
Exhibit 76: Niantic Inc. - Vendor overview
Exhibit 77: Niantic Inc. - Product segments
Exhibit 78: Niantic Inc. - Organizational developments
Exhibit 79: Niantic Inc. - Key offerings
Exhibit 80: Tencent Holdings Ltd. - Vendor overview
Exhibit 81: Tencent Holdings Ltd. - Business segments
Exhibit 82: Tencent Holdings Ltd. - Organizational developments
Exhibit 83: Tencent Holdings Ltd. - Geographic focus
Exhibit 84: Tencent Holdings Ltd. - Segment focus
Exhibit 85: Tencent Holdings Ltd. - Key offerings
Exhibit 86: The Walt Disney Co. - Vendor overview
Exhibit 87: The Walt Disney Co. - Business segments
Exhibit 88: The Walt Disney Co. - Organizational developments
Exhibit 89: The Walt Disney Co. - Geographic focus
Exhibit 90: The Walt Disney Co. - Segment focus
Exhibit 91: The Walt Disney Co. - Key offerings
Exhibit 92: Ubisoft Entertainment - Vendor overview
Exhibit 93: Ubisoft Entertainment - Business segments
Exhibit 94: Ubisoft Entertainment - Organizational developments
Exhibit 95: Ubisoft Entertainment - Geographic focus
Exhibit 96: Ubisoft Entertainment - Segment focus
Exhibit 97: Ubisoft Entertainment - Key offerings
Exhibit 98: Validation techniques employed for market sizing
Exhibit 99: Definition of market positioning of vendors

Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • MORE
The following companies as the key players in the global mobile gaming market: Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Niantic Inc., Tencent Holdings Ltd., The Walt Disney Co., and Ubisoft Entertainment.

Commenting on the report, an analyst from the research team said: “The latest trend gaining momentum in the market is the emergence of mobile cloud video gaming.”

According to the report, one of the major drivers for this market is the rising adoption of AR games.

Further, the report states that one of the major factors hindering the growth of this market is the growth of alternative gaming platforms.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
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  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
  • Ubisoft Entertainment.
Note: Product cover images may vary from those shown
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