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Smart Phone/Tablet Games Global Market Report 2022, By Game Type, Application, Device

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    Report

  • 175 Pages
  • March 2022
  • Region: Global
  • The Business Research Company
  • ID: 5561625
Smart Phone/Tablet Games Global Market Report 2022 provides strategists, marketers and senior management with the critical information they need to assess the global smartphone/tablet games market as it emerges from the COVID-19 shut down.



Re 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 impact of the COVID-19 virus and forecasting its recovery.
  • 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 impact and recovery 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
3) By Device: Smartphone; Tablet

Companies Mentioned: Tencent Hold; Sony; Electronic Arts; Nintendo; Netmarble; CyberAgent; Mixi; Zynga

Countries: Australia; Brazil; China; France; German; 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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Frequently Asked Questions about the Global Smart Phone/Tablet Games Market

What is the estimated value of the Global Smart Phone/Tablet Games Market?

The Global Smart Phone/Tablet Games Market was estimated to be valued at $65.17 billion in 2022.

What is the growth rate of the Global Smart Phone/Tablet Games Market?

The growth rate of the Global Smart Phone/Tablet Games Market is 20.7%, with an estimated value of $138.29 billion by 2026.

What is the forecasted size of the Global Smart Phone/Tablet Games Market?

The Global Smart Phone/Tablet Games Market is estimated to be worth $138.29 billion by 2026.

Who are the key companies in the Global Smart Phone/Tablet Games Market?

Key companies in the Global Smart Phone/Tablet Games Market include Tencent Hold, Sony, Electronic Arts, Nintendo, Netmarble, CyberAgent, Mixi, Zynga, Supercell and Machine Zone.

Table of Contents

1. Executive Summary2. Smart Phone/Tablet Games Market Characteristics3. Smart Phone/Tablet Games Market Trends And Strategies4. Impact Of COVID-19 On Smart Phone/Tablet Games
5. Smart Phone/Tablet Games Market Size And Growth
5.1. Global Smart Phone/Tablet Games Historic Market, 2016-2021, $ Billion
5.1.1. Drivers Of The Market
5.1.2. Restraints On The Market
5.2. Global Smart Phone/Tablet Games Forecast Market, 2021-2026F, 2031F, $ Billion
5.2.1. Drivers Of The Market
5.2.2. Restraints On the Market
6. Smart Phone/Tablet Games Market Segmentation
6.1. Global Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Shooter
  • Action
  • Sport Games
  • Role-Playing
  • Adventure
  • Racing
  • Fighting
  • Strategy
  • Others
6.2. Global Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • iOS User
  • Android User
6.3. Global Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Smartphone
  • Tablet

7. Smart Phone/Tablet Games Market Regional And Country Analysis
7.1. Global Smart Phone/Tablet Games Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
7.2. Global Smart Phone/Tablet Games Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
8. Asia-Pacific Smart Phone/Tablet Games Market
8.1. Asia-Pacific Smart Phone/Tablet Games Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
8.3. Asia-Pacific Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
9. China Smart Phone/Tablet Games Market
9.1. China Smart Phone/Tablet Games Market Overview
9.2. China Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion
9.3. China Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion
10. India Smart Phone/Tablet Games Market
10.1. India Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
10.2. India Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
11. Japan Smart Phone/Tablet Games Market
11.1. Japan Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
11.2. Japan Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
12. Australia Smart Phone/Tablet Games Market
12.1. Australia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
12.2. Australia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
13. Indonesia Smart Phone/Tablet Games Market
13.1. Indonesia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
13.2. Indonesia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
14. South Korea Smart Phone/Tablet Games Market
14.1. South Korea Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
14.2. South Korea Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
15. Western Europe Smart Phone/Tablet Games Market
15.1. Western Europe Smart Phone/Tablet Games Market Overview
15.2. Western Europe Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
15.3. Western Europe Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
16. UK Smart Phone/Tablet Games Market
16.1. UK Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
16.2. UK Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
17. Germany Smart Phone/Tablet Games Market
17.1. Germany Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
17.2. Germany Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
18. France Smart Phone/Tablet Games Market
18.4. France Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
18.5. France Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
19. Eastern Europe Smart Phone/Tablet Games Market
19.1. Eastern Europe Smart Phone/Tablet Games Market Overview
19.2. Eastern Europe Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
19.3. Eastern Europe Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
20. Russia Smart Phone/Tablet Games Market
20.1. Russia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
20.2. Russia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
21. North America Smart Phone/Tablet Games Market
21.1. North America Smart Phone/Tablet Games Market Overview
21.2. North America Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
21.3. North America Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
22. USA Smart Phone/Tablet Games Market
22.1. USA Smart Phone/Tablet Games Market Overview
22.2. USA Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
22.3. USA Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
23. South America Smart Phone/Tablet Games Market
23.1. South America Smart Phone/Tablet Games Market Overview
23.2. South America Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
23.3. South America Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
24. Brazil Smart Phone/Tablet Games Market
24.1. Brazil Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
24.2. Brazil Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
25. Middle East Smart Phone/Tablet Games Market
25.1. Middle East Smart Phone/Tablet Games Market Overview
25.2. Middle East Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
25.3. Middle East Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
26. Africa Smart Phone/Tablet Games Market
26.1. Africa Smart Phone/Tablet Games Market Overview
26.2. Africa Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
26.3. Africa Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
27. Smart Phone/Tablet Games Market Competitive Landscape And Company Profiles
27.1. Smart Phone/Tablet Games Market Competitive Landscape
27.2. Smart Phone/Tablet Games Market Company Profiles
27.2.1. Tencent Hold
27.2.1.1. Overview
27.2.1.2. Products and Services
27.2.1.3. Strategy
27.2.1.4. Financial Performance
27.2.2. Sony
27.2.2.1. Overview
27.2.2.2. Products and Services
27.2.2.3. Strategy
27.2.2.4. Financial Performance
27.2.3. Electronic Arts
27.2.3.1. Overview
27.2.3.2. Products and Services
27.2.3.3. Strategy
27.2.3.4. Financial Performance
27.2.4. Nintendo
27.2.4.1. Overview
27.2.4.2. Products and Services
27.2.4.3. Strategy
27.2.4.4. Financial Performance
27.2.5. Netmarble
27.2.5.1. Overview
27.2.5.2. Products and Services
27.2.5.3. Strategy
27.2.5.4. Financial Performance
28. Key Mergers And Acquisitions In The Smart Phone/Tablet Games Market29. Smart Phone/Tablet Games Market Future Outlook and Potential Analysis
30. Appendix
30.1. Abbreviations
30.2. Currencies
30.3. Research Inquiries
30.4. About the Publisher
30.5. 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 smart phone/tablet games market is expected to grow from $53.20 billion in 2021 to $65.17 billion in 2022 at a compound annual growth rate (CAGR) of 22.5%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $138.29 billion in 2026 at a CAGR of 20.7%.

The smartphone/tablet games market consists of sales of video games played on smartphones/tablets. The revenue for these companies is generated from the in-app-purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net), sponsorships, and sales of merchandise. Only goods and services traded between entities or sold to end consumers are included.

The main types of smartphone/tablet games are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy and others. A shooter game are the action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. The devices used include smartphone and tablet and used by iOS user and android user.

The regions covered in the smartphone/tablet games market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

Due to an increased emergence of affordable gaming smartphone/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 is 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 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. Thus, rising illegal downloads and pirated versions limited market growth.

Augmented Reality (AG) and Virtual Reality (VR) are the two new technologies that are positively impacting the smartphone/tablet games market. Both technologies offer exciting gaming experiences to 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 Virtual reality games apply a 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 the 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.

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 the 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 the 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.

In April 2021, Mobile Premier League (MPL), an Esports gaming platform acquired GamingMonk for an undisclosed deal amount. Through this acquisition, MPL will be able to quickly bring national, regional, and global IPs to the market as well as develop a full suite of esports and broadcasting capabilities. GamingMonk will augment MPL efforts in reaching the target audience and engaging them effectively. GamingMonk is an Indian-based esports company that hosts tournaments across multiple platforms such as PC, Consoles, and mobile phones.,

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

Companies Mentioned

A selection of companies mentioned in this report includes:

  • 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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