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Smartphone/Tablet Games Global Market Report 2022, By Game Type, Application

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    Report

  • 175 Pages
  • March 2022
  • Region: Global
  • The Business Research Company
  • ID: 5561656
Smartphone/Tablet Games Global Market Report 2022 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

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; CyberAgent; Mixi

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.


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Table of Contents

1. Executive Summary2. Smart Phone /Tablet Games Market Characteristics
3. Smart Phone /Tablet Games Market Size And Growth
3.1. Global Smart Phone /Tablet Games Historic Market, 2016 - 2021, $ Billion
3.1.1. Drivers Of The Market
3.1.2. Restraints On The Market
3.2. Global Smart Phone /Tablet Games Forecast Market, 2021-2026F, 2031F, $ 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, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
5.2. Global Smart Phone /Tablet Games Market, Split By Country, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
6.3. Asia-Pacific Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F,$ Billion
7.3. China Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F,$ 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, 2016-2021, 2026, 2031F, $ Billion
8.3. India Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
9.3. Japan Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
10. Australia Smart Phone /Tablet Games Market
10.1. Australia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
10.2. Australia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
11. Indonesia Smart Phone /Tablet Games Market
11.1. Indonesia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
11.2. Indonesia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
12.2. South Korea Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
13.3. Western Europe Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
14.3. UK Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
15. Germany Smart Phone /Tablet Games Market
15.1. Germany Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
15.2. Germany Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
16. France Smart Phone /Tablet Games Market
16.4. France Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
16.5. France Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
17.3. Eastern Europe Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
18. Russia Smart Phone /Tablet Games Market
18.1. Russia Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
18.2. Russia Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
19.3. North America Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
20.3. USA Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
21.3. South America Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
22. Brazil Smart Phone /Tablet Games Market
22.1. Brazil Smart Phone /Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2026, 2031F, $ Billion
22.2. Brazil Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
23.3. Middle East Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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, 2016-2021, 2026, 2031F, $ Billion
24.3. Africa Smart Phone /Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2026, 2031F, $ 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 Market27. Smart Phone /Tablet Games Market Trends And Strategies28. 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

Executive Summary

Major players in the smartphone/tablet games market are 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 and Epic Games.

The global smartphone/tablet games market is expected to grow from $53.20 billion in 2021 to about $65.17 billion in 2022. 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 $138.29 billion at a CAGR of 20.7% through 2026.

The smartphone/tablet games market consists of sales of smart phones/tablets games by entities that provide video games and other online games. Tablet and smartphone games are online games that are made using various advanced technologies like virtual reality and augmented reality.

The main types of smartphone/tablet are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy, others. A role-playing game is a game in which gamers take on the responsibilities of fictional characters. The different applications include iOS user, android user.

The regions covered in this report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

Rapid increase in the availability of affordable gaming smartphones/tablets in the market is supporting the smartphones/tablet gaming industry. 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.

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, In November 2021, Niantic announced opening its Lightship AR platform to the developers. It is mainly offering the Lightship Augmented Reality Developer Kit to developers who want to create real-world metaverse concepts.

In October 2021, Zynga, a US-based social game developer acquired StarLark for an undisclosed amount. This acquisition will expand Zynga’s international presence by establishing it in China with access to the creative talent pool. StarLark is a China-based Mobile Game Developer.

The countries covered in the smartphone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 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

Methodology

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