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Global Online Smartphone and Tablet Games Market (2023-2028) Competitive Analysis, Impact of Covid-19, Ansoff Analysis

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    Report

  • 187 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5635655

WinZO Indias First and Largest Vernacular Social Gaming Platform launched in July 2022

The Global Online Smartphone and Tablet Games Market is estimated to be USD 55.94 Bn in 2022 and is expected to reach USD 149.71 Bn by 2027, growing at a CAGR of 21.76%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviors of the stakeholders. These forces create pricing signals which result from the changes in the supply and demand curves for a given product or service. Forces of Market Dynamics may be related to macro-economic and micro-economic factors. There are dynamic market forces other than price, demand, and supply. Human emotions can also drive decisions, influence the market, and create price signals.

As the market dynamics impact the supply and demand curves, decision-makers aim to determine the best way to use various financial tools to stem various strategies for speeding the growth and reducing the risks.

Market Segmentations

  • The Global Online Smartphone and Tablet Games Market is segmented based on Operating Systems, Type, and Geography.
  • By Operating Systems, the market is classified into iOS, Android and Others.
  • By Type, the market is classified into Causal Games, Massive Multiplayer Online Games, Social Games, and Others.
  • By Geography, the market is classified into Americas, Europe, Middle-East & Africa and Asia-Pacific.

Company Profiles

The report provides a detailed analysis of the competitors in the market. It covers the financial performance analysis for the publicly listed companies in the market. The report also offers detailed information on the companies' recent development and competitive scenario. Some of the companies covered in this report are Activision Blizzard Inc., CyberAgent, Electronic Arts, Gameloft, Gamevil, Glu Mobile, Kabam, King, etc.

Countries Studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle-East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Ansoff Analysis

  • The report presents a detailed Ansoff matrix analysis for the Global Online Smartphone and Tablet Games Market. Ansoff Matrix, also known as Product/Market Expansion Grid, is a strategic tool used to design strategies for the growth of the company. The matrix can be used to evaluate approaches in four strategies viz. Market Development, Market Penetration, Product Development and Diversification. The matrix is also used for risk analysis to understand the risk involved with each approach.
  • The publisher analyses the Global Online Smartphone and Tablet Games Market using the Ansoff Matrix to provide the best approaches a company can take to improve its market position.
  • Based on the SWOT analysis conducted on the industry and industry players, the publisher has devised suitable strategies for market growth.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global Online Smartphone and Tablet Games Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth market analysis using Porter's 5 forces model and the Ansoff Matrix. In addition, the impact of Covid-19 on the market is also featured in the report.
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Stakeholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size, Segmentations and Outlook
4 Market Dynamics
4.1 Drivers
4.1.1 Increasing Penetration of Smartphones
4.1.2 Rising Number of Users
4.1.3 Free-to-play Options Creating Demand
4.2 Restraints
4.2.1 Competency Issue
4.2.2 High Initial Cost Game Development
4.3 Opportunities
4.3.1 Adoption of Cloud Gaming
4.3.2 Growing use of Machine Learning and AI in Smartphone and Tables
4.4 Challenges
4.4.1 Growing Security and Privacy Concerns
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 Impact of COVID-19
5.4 Ansoff Matrix Analysis
6 Global Online Smartphone and Tablet Games Market, By Operating Systems
6.1 Introduction
6.2 iOS
6.3 Android
6.4 Others
7 Global Online Smartphone and Tablet Games Market, By Type
7.1 Introduction
7.2 Causal Games
7.3 Massive Multiplayer Online Games
7.4 Social Games
7.5 Others
8 Americas’ Online Smartphone and Tablet Games Market
8.1 Introduction
8.2 Argentina
8.3 Brazil
8.4 Canada
8.5 Chile
8.6 Colombia
8.7 Mexico
8.8 Peru
8.9 United States
8.10 Rest of Americas
9 Europe’s Online Smartphone and Tablet Games Market
9.1 Introduction
9.2 Austria
9.3 Belgium
9.4 Denmark
9.5 Finland
9.6 France
9.7 Germany
9.8 Italy
9.9 Netherlands
9.10 Norway
9.11 Poland
9.12 Russia
9.13 Spain
9.14 Sweden
9.15 Switzerland
9.16 United Kingdom
9.17 Rest of Europe
10 Middle East and Africa’s Online Smartphone and Tablet Games Market
10.1 Introduction
10.2 Egypt
10.3 Israel
10.4 Qatar
10.5 Saudi Arabia
10.6 South Africa
10.7 United Arab Emirates
10.8 Rest of MEA
11 APAC’s Online Smartphone and Tablet Games Market
11.1 Introduction
11.2 Australia
11.3 Bangladesh
11.4 China
11.5 India
11.6 Indonesia
11.7 Japan
11.8 Malaysia
11.9 Philippines
11.10 Singapore
11.11 South Korea
11.12 Sri Lanka
11.13 Thailand
11.14 Taiwan
11.15 Rest of Asia-Pacific
12 Competitive Landscape
12.1 Competitive Quadrant
12.2 Market Share Analysis
12.3 Strategic Initiatives
12.3.1 M&A and Investments
12.3.2 Partnerships and Collaborations
12.3.3 Product Developments and Improvements
13 Company Profiles
13.1 Activision Blizzard Inc
13.2 CyberAgent
13.3 Electronic Arts
13.4 Gameloft
13.5 Gamevil
13.6 Glu Mobile
13.7 Kabam
13.8 King
13.9 Machine Zone
13.10 NCSoft Corp
13.11 Rovio Entertainment
13.12 Supercell
13.13 The Walt Disney Company
13.14 Zynga Inc
14 Appendix
14.1 Questionnaire

Companies Mentioned

  • Activision Blizzard Inc CyberAgent
  • Electronic Arts
  • Gameloft
  • Gamevil
  • Glu Mobile
  • Kabam
  • King
  • Machine Zone
  • NCSoft Corp Rovio Entertainment
  • Supercell
  • The Walt Disney Company
  • Zynga Inc.

Table Information