The smart phone/tablet games market size is expected to see rapid growth in the next few years. It will grow to $240.44 billion in 2030 at a compound annual growth rate (CAGR) of 19%. The growth in the forecast period can be attributed to advancements in mobile processors and graphics, increasing adoption of cloud gaming, growth of competitive mobile esports, rising demand for immersive gameplay, expanding global gamer base. Major trends in the forecast period include cross-platform mobile gaming, multiplayer and social gaming features, freemium and in-app purchase models, cloud-based mobile gaming, hyper-casual game popularity.
The growing popularity of video game streaming is playing a significant role in the expansion of the smartphone/tablet games market. Video game streaming involves the live broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the player. Streaming smartphone/tablet games enables users to play and share their gameplay online, encouraging community involvement and entertainment. For instance, in August 2023, Video Games Europe, a European organization representing a responsible gaming ecosystem, reported that 53% of Europeans participated in video gaming in 2023, with the total workforce growing by 12% year-over-year, increasing from 98,000 to 110,000. As a result, the growing popularity of video game streaming is expected to drive the smartphone/tablet games market.
Major companies in the smartphone and tablet games market are focusing on developing innovative solutions such as cross-platform mobile games to enhance accessibility and expand user participation across devices. A cross-platform mobile game is a digital title designed to offer consistent gameplay, progression, and feature continuity across mobile, computer, and console platforms. For instance, in August 2024, Epic Games, a US-based interactive entertainment and software development company, launched *Fall Guys* on mobile. The mobile release provides full crossplay and cross-progression, allowing users on smartphones, computers, and consoles to play together while maintaining unified progression through a single account. The launch delivers a complete feature-equivalent experience compared to other platforms and introduces mobile-linked rewards, strengthening the title’s accessibility and engagement across the broader gaming ecosystem.
In July 2023, Savvy Games Group, a Saudi Arabia-based video game company, acquired Scopely for $4.9 billion. This acquisition aims to strengthen Savvy Games Group's global presence and leverage Scopely's expertise in mobile gaming. Scopely, a US-based interactive entertainment company, is known for developing smartphone video games.
Major companies operating in the smart phone/tablet games market are Tencent Holdings Ltd., Sony Corporation, Electronic Arts Inc., Nintendo Co Ltd., Netmarble, CyberAgent Inc., Mixi Inc., Zynga Inc., Supercell Oy, Machine Zone Inc., King Digital Entertainment, Com2uS Corporation, Niantic Inc., BandAI Namco Entertainment Inc., NEXON Games Co Ltd., Square Enix Holdings Co Ltd., Warner Bros Entertainment Inc., Pocket Games, Playrix Holding Ltd., IGG Inc., Miniclip SA, NCSoft Corporation, Peak Games, Jam City Inc., NetEase Inc., Glu Mobile LLC, Gameloft SE, Rovia LLC, Ubisoft Entertainment SA, Epic Games Inc.
Asia-Pacific was the largest region in the smartphone/tablet games market in 2025. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the smart phone/tablet games market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the smart phone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Tariffs have impacted the smartphone and tablet games market indirectly through higher costs of mobile devices, semiconductors, and supporting hardware used by consumers. Increased tariffs on electronics manufacturing have affected device pricing in asia pacific and north america, influencing user upgrade cycles and gaming adoption. Game developers have also faced higher operational costs due to cloud infrastructure and server equipment tariffs. In response, companies are optimizing game performance for mid-range devices and expanding digital-only distribution. In some regions, tariffs have encouraged local device manufacturing, supporting broader long-term mobile gaming accessibility.
The smart phone/tablet games market research report is one of a series of new reports that provides smart phone/tablet games market statistics, including smart phone/tablet games industry global market size, regional shares, competitors with a smart phone/tablet games market share, detailed smart phone/tablet games market segments, market trends and opportunities, and any further data you may need to thrive in the smart phone/tablet games industry. This smart phone/tablet games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Smartphone and tablet games are games specifically designed for mobile devices, including smartphones and tablets. These games provide an entertaining and relaxing way for users to enjoy their leisure time. Many of them feature multiplayer options, enabling players to connect and compete with friends or other users globally, fostering social interaction.
The primary categories of smartphone and tablet games include shooter games, action games, sports games, role-playing games, adventure games, racing games, fighting games, strategy games, and other miscellaneous genres. Role-playing games involve players assuming the roles of fictional characters within the game. These games are available for both iOS and Android users.
The smartphone/tablet games market consists of sales of games that can only be played on smartphones or 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 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. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Smart Phone/Tablet Games Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses smart phone/tablet games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the 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.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Game Type: Shooter; Action; Sports Games; Role-Playing; Adventure; Racing; Fighting; Strategy; Other Game Types2) By Device: Smartphone; Tablet
3) By Application: iOS User; Android User
Subsegments:
1) By Shooter: First-person Shooters (FPS); Third-person Shooters2) By Action: Platformers; Beat 'em Ups
3) By Sports Games: Football Or Soccer Games; Basketball Games; Tennis and Other Sports Simulations
4) By Role-Playing: Action RPGs; Turn-based RPGs; Massively Multiplayer Online RPGs (MMORPGs)
5) By Adventure: Narrative-driven Games; Puzzle Adventure Games
6) By Racing: Arcade Racing Games; Simulation Racing Games
7) By Fighting: Traditional Fighting Games; Multiplayer Fighting Brawlers
8) By Strategy: Real-time Strategy (RTS); Turn-based Strategy; Tower Defense
9) By Other Game Types: Puzzle Games; Casual Games; Educational Games
Companies Mentioned: Tencent Holdings Ltd.; Sony Corporation; Electronic Arts Inc.; Nintendo Co Ltd.; Netmarble; CyberAgent Inc.; Mixi Inc.; Zynga Inc.; Supercell Oy; Machine Zone Inc.; King Digital Entertainment; Com2uS Corporation; Niantic Inc.; BandAI Namco Entertainment Inc.; NEXON Games Co Ltd.; Square Enix Holdings Co Ltd.; Warner Bros Entertainment Inc.; Pocket Games; Playrix Holding Ltd.; IGG Inc.; Miniclip SA; NCSoft Corporation; Peak Games; Jam City Inc.; NetEase Inc.; Glu Mobile LLC; Gameloft SE; Rovia LLC; Ubisoft Entertainment SA; Epic Games Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: 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.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Smart Phone/Tablet Games market report include:- Tencent Holdings Ltd.
- Sony Corporation
- Electronic Arts Inc.
- Nintendo Co Ltd.
- Netmarble
- CyberAgent Inc.
- Mixi Inc.
- Zynga Inc.
- Supercell Oy
- Machine Zone Inc.
- King Digital Entertainment
- Com2uS Corporation
- Niantic Inc.
- BandAI Namco Entertainment Inc.
- NEXON Games Co Ltd.
- Square Enix Holdings Co Ltd.
- Warner Bros Entertainment Inc.
- Pocket Games
- Playrix Holding Ltd.
- IGG Inc.
- Miniclip SA
- NCSoft Corporation
- Peak Games
- Jam City Inc.
- NetEase Inc.
- Glu Mobile LLC
- Gameloft SE
- Rovia LLC
- Ubisoft Entertainment SA
- Epic Games Inc.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | February 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 119.9 Billion |
| Forecasted Market Value ( USD | $ 240.44 Billion |
| Compound Annual Growth Rate | 19.0% |
| Regions Covered | Global |
| No. of Companies Mentioned | 31 |


