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Smartphone/Tablet Games Global Market Report 2020-30: COVID-19 Implications and Growth

  • ID: 5023193
  • Report
  • May 2020
  • Region: Global
  • 200 pages
  • The Business Research Company
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FEATURED COMPANIES

  • Bandai Namco
  • Epic Games
  • Jam City
  • NCSOFT
  • Niantic
  • Pocket Games
  • MORE
Smart Phone/Tablet Games Global Market Report 2020-30: Covid 19 Implications and Growth covers this critical market and the impact on it from the Covid 19 virus. It provides strategists, marketers and senior management with the critical information they need to assess the increasing demand for smartphone/tablet games as a consequence of the secondary effects of Covid 19.

Reasons to Purchase
  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is experiencing rapid growth due to the coronavirus and how it is likely to stabilize as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3 working days of order.
Description:

Where is the largest and fastest growing market for the smart phone/tablet games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Smart Phone/Tablet Games market global report answers all these questions and many more. The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider smart phone/tablet games market, and compares it with other markets.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the influence of the Covid 19 virus and forecasting its growth.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The smart phone/tablet games market section of the report gives context. It compares the smart phone/tablet games market with other segments of the smart phone/tablet games market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, smart phone/tablet games indicators comparison.
Scope

Markets Covered: 1) By Game Type: Shooter, Action, Sports Games, Role-Playing, Adventure, Racing, Fighting, Strategy, Others 2) By Application: iOS User, Android User

Companies Mentioned: Tencent Hold; Sony; Electronic Arts; Nintendo; Netmarble

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA

Regions: Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

Time Series: Five years historic and forecast.

Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

This report will be delivered within 1-3 business days.
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Bandai Namco
  • Epic Games
  • Jam City
  • NCSOFT
  • Niantic
  • Pocket Games
  • MORE
1. Executive Summary

2. Smart Phone /Tablet Games Market Characteristics

3. Smart Phone /Tablet Games Market Size And Growth
3.1. Global Smart Phone /Tablet Games Historic Market, 2015 - 2019, $ Billion
3.1.1. Drivers Of The Market
3.1.2. Restraints On The Market
3.2. Global Smart Phone /Tablet Games Forecast Market, 2019 - 2023F, 2025F, 2030F, $ Billion
3.2.1. Drivers Of The Market
3.2.2. Restraints On the Market

4. Smart Phone /Tablet Games Market Segmentation
4.1. Global Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
  • Shooter
  • Action
  • Sports Games
  • Role-Playing
  • Adventure
  • Racing
  • Fighting
  • Strategy
  • Others
4.2. Global Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
  • iOS User
  • Android User
5. Smart Phone /Tablet Games Market Regional And Country Analysis
5.1. Global Smart Phone /Tablet Games Market, Split By Region, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
5.2. Global Smart Phone /Tablet Games Market, Split By Country, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

6. Asia-Pacific Smart Phone /Tablet Games Market
6.1. Asia-Pacific Smart Phone /Tablet Games Market Overview
6.2. Asia-Pacific Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
6.3. Asia-Pacific Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

7. China Smart Phone /Tablet Games Market
7.1. China Smart Phone /Tablet Games Market Overview
7.2. China Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F,$ Billion
7.3. China Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F,$ Billion

8. India Smart Phone /Tablet Games Market
8.1. India Smart Phone /Tablet Games Market Overview
8.2. India Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
8.3. India Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

9. Japan Smart Phone /Tablet Games Market
9.1. Japan Smart Phone /Tablet Games Market Overview
9.2. Japan Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
9.3. Japan Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

10. Australia Smart Phone /Tablet Games Market
10.1. Australia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
10.2. Australia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

11. Indonesia Smart Phone /Tablet Games Market
11.1. Indonesia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
11.2. Indonesia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

12. South Korea Smart Phone /Tablet Games Market
12.1. South Korea Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
12.2. South Korea Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

13. Western Europe Smart Phone /Tablet Games Market
13.1. Western Europe Smart Phone /Tablet Games Market Overview
13.2. Western Europe Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
13.3. Western Europe Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

14. UK Smart Phone /Tablet Games Market
14.1. UK Smart Phone /Tablet Games Market Overview
14.2. UK Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
14.3. UK Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

15. Germany Smart Phone /Tablet Games Market
15.1. Germany Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
15.2. Germany Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

16. France Smart Phone /Tablet Games Market
16.4. France Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
16.5. France Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

17. Eastern Europe Smart Phone /Tablet Games Market
17.1. Eastern Europe Smart Phone /Tablet Games Market Overview
17.2. Eastern Europe Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
17.3. Eastern Europe Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

18. Russia Smart Phone /Tablet Games Market
18.1. Russia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
18.2. Russia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

19. North America Smart Phone /Tablet Games Market
19.1. North America Smart Phone /Tablet Games Market Overview
19.2. North America Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
19.3. North America Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

20. USA Smart Phone /Tablet Games Market
20.1. USA Smart Phone /Tablet Games Market Overview
20.2. USA Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
20.3. USA Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

21. South America Smart Phone /Tablet Games Market
21.1. South America Smart Phone /Tablet Games Market Overview
21.2. South America Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
21.3. South America Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

22. Brazil Smart Phone /Tablet Games Market
22.1. Brazil Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
22.2. Brazil Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

23. Middle East Smart Phone /Tablet Games Market
23.1. Middle East Smart Phone /Tablet Games Market Overview
23.2. Middle East Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
23.3. Middle East Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

24. Africa Smart Phone /Tablet Games Market
24.1. Africa Smart Phone /Tablet Games Market Overview
24.2. Africa Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
24.3. Africa Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

25. Smart Phone /Tablet Games Market Competitive Landscape And Company Profiles
25.1. Smart Phone /Tablet Games Market Competitive Landscape
25.2. Smart Phone /Tablet Games Market Company Profiles
25.2.1. Tencent Hold
25.2.1.1. Overview
25.2.1.2. Products and Services
25.2.1.3. Strategy
25.2.1.4. Financial Performance
25.2.2. Sony
25.2.2.1. Overview
25.2.2.2. Products and Services
25.2.2.3. Strategy
25.2.2.4. Financial Performance
25.2.3. Electronic Arts
25.2.3.1. Overview
25.2.3.2. Products and Services
25.2.3.3. Strategy
25.2.3.4. Financial Performance
25.2.4. Nintendo
25.2.4.1. Overview
25.2.4.2. Products and Services
25.2.4.3. Strategy
25.2.4.4. Financial Performance
25.2.5. Netmarble
25.2.5.1. Overview
25.2.5.2. Products and Services
25.2.5.3. Strategy
25.2.5.4. Financial Performance

26. Key Mergers And Acquisitions In The Smart Phone /Tablet Games Market

27. Smart Phone /Tablet Games Market Trends And Strategies

28. Smart Phone /Tablet Games Market Future Outlook and Potential Analysis

29. Appendix
29.1. Abbreviations
29.2. Currencies
29.3. Research Inquiries
29.4. About the Publisher
29.5. Copyright And Disclaimer
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Bandai Namco
  • Epic Games
  • Jam City
  • NCSOFT
  • Niantic
  • Pocket Games
  • MORE
Major players in the smartphone/tablet games market are Tencent Hold, Sony, Electronic Arts, Nintendo and Netmarble.

The global smartphone/tablet games market is expected to grow from $58.3 billion in 2019 to about $97 billion in 2020. The Covid-19 pandemic is providing an opportunity for mobile gaming and app stores to launch new games as people stay home and spend more time on their smartphones and tablets. Game downloads have increased in the last few months. Along with the young users, the technology adoption has increased even in senior citizens, which is another reason for an increased demand for games during the COVID-19 pandemic. The market is expected to stabilize and reach $130.7 billion at a CAGR of 22.4% through 2023.

The smartphone/tablet games market consists of sales of video games played on smart phones/tablets. The revenue for these companies is generated from the in-app-purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net etc.), sponsorships and sales of merchandise. The market is segmented into various gaming genres such as shooting, action, sports, role-playing, adventure, racing, fighting, strategy and others.

The smartphone/tablet games market has been geographically segmented into North America, Western Europe, Asia-Pacific, Eastern Europe, South America and Middle East & Africa. The APAC market is the largest market for smartphone/tablet Games and is expected to continue to be the largest market during the forecast period.

In July 2018, Niantic has completed the acquisition of LA-based game studio, Seismic Games, for an undisclosed amount. This acquisition would help Niantic in a transition to build all-new Augmented Reality (AR) games with real-world experiences. Seismic Games is involved in developing social games. It created the famous game RPG Marvel: Strikeforce. The company was established in 2011 and is headquartered in Los Angeles, California.

Due to an increased emergence of affordable gaming smartphones/tablets in the market, the smartphones/tablet gaming industry is rapidly increasing. The new affordable gaming mobile/tablet devices are better than the previous generation devices in terms of cost and performance that makes the games run in better FRP (Frames Per Second) providing an enhanced gaming experience. For example, many Chinese smartphones have entered into the market under $500 range which are offering technologically advanced gaming experience like Xiomi Mi 8 Pro ($469), Xiomi Mi 8 ($389), Xiomi Pocophone F1 ($319), Honor 9 ($320) and others.

The major roadblock to this booming industry is the illegal downloads and pirated versions of the games, thereby causing serious concerns for the original developers of the game. The revenue loss is significantly high due to illegal downloads, as people never pay to the original developers of the game. For example, Subway Surfers, one of the most popular games may have lost close to $91 million due to pirated versions.

Due to the rising concerns from parents about their children being exposed to inappropriate content on video and games, regulatory bodies in the UK have come up with age restriction policies. Pan European Game Information (PEGI) is a statutory European video game content rating system in Europe. The gaming industry is bound to comply with new European privacy rules such as General Data Protection Regulation (GDPR). This regulation would allow the users to gain more knowledge on the type of information collected while playing online, or while purchasing products and services. China’s gaming industry is now being regulated by Central Propaganda Department. The department has curbed the entry of new foreign gaming publishers into China. It can now only be done through prior permission.

Augmented Reality (AG) and Virtual Reality (VR) are the two new technologies that are positively impacting the smartphone/tablet games market. Both the technologies offer exciting gaming experiences to the users. Augmented reality gaming combines visual and audio content with the user's current environment in real time, thereby making them enjoy the unique gaming experience. Whereas the Virtual reality games apply three-dimensional (3-D) artificial environment to the computer games. These two technologies have been appreciated by the gaming community, proven by the rise in AR and VR based games downloads. For example, Pokemon Go, an AR game has been downloaded more than 800 million times, making it the most downloaded game. Niantic Labs, developer of Pokemon Go game announced their intention to create an augmented reality map of public spaces using the help of players and startup Escher Reality. The company has also raised $225 million in the funding round and is now focused on developing more AR based games.
Note: Product cover images may vary from those shown
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  • Tencent Hold
  • Sony
  • Electronic Arts
  • Nintendo
  • Netmarble
  • CyberAgent
  • Mixi
  • Zynga
  • Supercell
  • Machine Zone
  • King Digital Entertainment
  • Com2uS
  • Niantic
  • Bandai Namco
  • Nexon
  • Square Enix
  • Warner Bros
  • Pocket Games
  • Playrix
  • IGG
  • Miniclip
  • NCSOFT
  • Peak Games
  • Jam City
  • NetEase
  • Glu Mobile
  • Gameloft
  • Rovia
  • Ubisoft
  • Epic Games
Note: Product cover images may vary from those shown
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