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Mobile Gaming Market Report and Forecast 2025-2034

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    Report

  • 157 Pages
  • July 2025
  • Region: Global
  • Expert Market Research
  • ID: 6112673
The global mobile gaming market size reached approximately USD 99.74 Billion in 2024. The market is projected to grow at a CAGR of 9.60% between 2025 and 2034, reaching a value of around USD 249.45 Billion by 2034.

Key Trends in the Market

Video games are interactive entertainment software that is developed on a computer involving user interfaces and input devices to engage the user and generate visual feedback. Usually, video games are created with a focus on particular hardware platforms and mobile device has become one of the most popular ones. Mobile gaming devices are available for use on different platforms, including smartphones, tablets, or handheld gaming consoles.
  • One of the major mobile gaming market trends is rapid developments in network technology. The widespread adoption of the 5G network supports the development of online games as they require a fast and stable network to operate without losing connection. Online gaming, including mobile gaming, is one of the largest segments in the gaming sector owing to its replayability and sense of challenge.
  • The global mobile gaming market demand is propelled by the rapid advancements in smartphone hardware technology, which have enabled video game developers to develop games with higher graphical fidelity, improved performance, and immersion. With the introduction of augmented reality, immersion in video games has significantly increased as they detect the surroundings and overlay the game graphics and audio.
  • The global mobile gaming market growth can also be attributed to the implementation of cloud technologies to improve the accessibility of newer and high-end games. Cloud gaming services allow the user to play games without the requirement of hardware upgrade as games are processed on a virtual server and the user just needs to control the functions.
  • Although cloud gaming is still under development as it requires a stable high-speed internet connection, the emergence of 5G technology and fibre optics are likely to support its growth. Moreover, technological advancements aimed at eliminating issues related to battery backup on-screen control are likely to further fuel the overall market development in the coming years.

Market Segmentation

The report titled “Mobile Gaming Market Report and Forecast 2025-2034” offers a detailed analysis of the market based on the following segments:

Market Breakup by Type

  • Action or Adventure
  • Casino
  • Sports and Role Playing
  • Strategy and Brain

Market Breakup by Device Type

  • Smartphone
  • Tablet
  • Others

Market Breakup by Platform

  • Android
  • iOS
  • Others

Market Breakup by Monetisation Type

  • In-app Purchases
  • Paid Apps
  • Advertising

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Market Share by Type

According to the global mobile gaming market analysis, action or adventure games are some of the most widely played mobile games as they are usually the most interactive type of games. These are extremely popular among the young generation as they are often fast-paced and involve completing missions that provide instant rewards. In addition, multiplayer action games also include the aspect of social interaction, which adds an extra layer of engagement.

Market Share by Platform

Android is expected to account for a major portion of the global mobile gaming market share owing to the wide availability and low cost of Android devices. The segment is likely to experience robust growth during the forecast period owing to the increasing adoption of Android devices and low restrictions for gaming apps on Google Play as compared to the Apple store. Due to the wide range of options and popularity of Android devices, developers in the gaming sector are increasingly introducing games for the Android platform.

Competitive Landscape

The comprehensive report provides an in-depth assessment of the market based on Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global mobile gaming market, covering their competitive landscape and the latest developments like mergers, acquisitions, investments, and expansion plans.

Tencent Holdings Limited

Tencent Holdings Limited is one of the largest technology and entertainment conglomerates in the world. The company was established in the year 1998 and it is currently headquartered in Shenzhen, China. While being the publisher of some of the world’s most popular video games, the company also provides a wide range of services such as cloud computing, advertising, and FinTech, among others.

Nintendo Co., Ltd.

Nintendo Co., Ltd. is one of the biggest companies in the video game and entertainment sector, headquartered in Japan. The company was founded in the year 1889 and has since become one of the biggest video game publishers in the world. Nintendo is responsible for creating some of the most iconic video games, characters, and consoles.

Sony Corporation

Sony Corporation is a multinational electronics and entertainment conglomerate, headquartered in Tokyo, Japan. With the company being founded in 1946, by Masaru Ibuka and Akio Morita, Sony has grown to become one of the world's largest and most recognisable companies, with a wide range of products and services spanning electronics, entertainment, gaming, and more.

Other global mobile gaming market players include NetEase, Inc., Activision Blizzard, Inc., Supercell Oy, Electronic Arts Inc., Gameloft SE, Ubisoft Entertainment, Bandai Namco Entertainment America Inc., and Rovio Entertainment Corporation, among others.

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 Global Mobile Gaming Market Analysis
5.1 Key Industry Highlights
5.2 Global Mobile Gaming Historical Market (2018-2024)
5.3 Global Mobile Gaming Market Forecast (2025-2034)
5.4 Global Mobile Gaming Market by Type
5.4.1 Action or Adventure
5.4.1.1 Historical Trend (2018-2024)
5.4.1.2 Forecast Trend (2025-2034)
5.4.2 Casino
5.4.2.1 Historical Trend (2018-2024)
5.4.2.2 Forecast Trend (2025-2034)
5.4.3 Sports and Role Playing
5.4.3.1 Historical Trend (2018-2024)
5.4.3.2 Forecast Trend (2025-2034)
5.4.4 Strategy and Brain
5.4.4.1 Historical Trend (2018-2024)
5.4.4.2 Forecast Trend (2025-2034)
5.5 Global Mobile Gaming Market by Device Type
5.5.1 Smartphone
5.5.1.1 Historical Trend (2018-2024)
5.5.1.2 Forecast Trend (2025-2034)
5.5.2 Tablet
5.5.2.1 Historical Trend (2018-2024)
5.5.2.2 Forecast Trend (2025-2034)
5.5.3 Others
5.6 Global Mobile Gaming Market by Platform
5.6.1 Android
5.6.1.1 Historical Trend (2018-2024)
5.6.1.2 Forecast Trend (2025-2034)
5.6.2 iOS
5.6.2.1 Historical Trend (2018-2024)
5.6.2.2 Forecast Trend (2025-2034)
5.6.3 Others
5.7 Global Mobile Gaming Market by Monetisation Type
5.7.1 In-app Purchases
5.7.1.1 Historical Trend (2018-2024)
5.7.1.2 Forecast Trend (2025-2034)
5.7.2 Paid Apps
5.7.2.1 Historical Trend (2018-2024)
5.7.2.2 Forecast Trend (2025-2034)
5.7.3 Advertising
5.7.3.1 Historical Trend (2018-2024)
5.7.3.2 Forecast Trend (2025-2034)
5.8 Global Mobile Gaming Market by Region
5.8.1 North America
5.8.1.1 Historical Trend (2018-2024)
5.8.1.2 Forecast Trend (2025-2034)
5.8.2 Europe
5.8.2.1 Historical Trend (2018-2024)
5.8.2.2 Forecast Trend (2025-2034)
5.8.3 Asia Pacific
5.8.3.1 Historical Trend (2018-2024)
5.8.3.2 Forecast Trend (2025-2034)
5.8.4 Latin America
5.8.4.1 Historical Trend (2018-2024)
5.8.4.2 Forecast Trend (2025-2034)
5.8.5 Middle East and Africa
5.8.5.1 Historical Trend (2018-2024)
5.8.5.2 Forecast Trend (2025-2034)
6 North America Mobile Gaming Market Analysis
6.1 United States of America
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.2 Canada
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
7 Europe Mobile Gaming Market Analysis
7.1 United Kingdom
7.1.1 Historical Trend (2018-2024)
7.1.2 Forecast Trend (2025-2034)
7.2 Germany
7.2.1 Historical Trend (2018-2024)
7.2.2 Forecast Trend (2025-2034)
7.3 France
7.3.1 Historical Trend (2018-2024)
7.3.2 Forecast Trend (2025-2034)
7.4 Italy
7.4.1 Historical Trend (2018-2024)
7.4.2 Forecast Trend (2025-2034)
7.5 Others
8 Asia Pacific Mobile Gaming Market Analysis
8.1 China
8.1.1 Historical Trend (2018-2024)
8.1.2 Forecast Trend (2025-2034)
8.2 Japan
8.2.1 Historical Trend (2018-2024)
8.2.2 Forecast Trend (2025-2034)
8.3 India
8.3.1 Historical Trend (2018-2024)
8.3.2 Forecast Trend (2025-2034)
8.4 ASEAN
8.4.1 Historical Trend (2018-2024)
8.4.2 Forecast Trend (2025-2034)
8.5 Australia
8.5.1 Historical Trend (2018-2024)
8.5.2 Forecast Trend (2025-2034)
8.6 Others
9 Latin America Mobile Gaming Market Analysis
9.1 Brazil
9.1.1 Historical Trend (2018-2024)
9.1.2 Forecast Trend (2025-2034)
9.2 Argentina
9.2.1 Historical Trend (2018-2024)
9.2.2 Forecast Trend (2025-2034)
9.3 Mexico
9.3.1 Historical Trend (2018-2024)
9.3.2 Forecast Trend (2025-2034)
9.4 Others
10 Middle East and Africa Mobile Gaming Market Analysis
10.1 Saudi Arabia
10.1.1 Historical Trend (2018-2024)
10.1.2 Forecast Trend (2025-2034)
10.2 United Arab Emirates
10.2.1 Historical Trend (2018-2024)
10.2.2 Forecast Trend (2025-2034)
10.3 Nigeria
10.3.1 Historical Trend (2018-2024)
10.3.2 Forecast Trend (2025-2034)
10.4 South Africa
10.4.1 Historical Trend (2018-2024)
10.4.2 Forecast Trend (2025-2034)
10.5 Others
11 Market Dynamics
11.1 SWOT Analysis
11.1.1 Strengths
11.1.2 Weaknesses
11.1.3 Opportunities
11.1.4 Threats
11.2 Porter’s Five Forces Analysis
11.2.1 Supplier’s Power
11.2.2 Buyer’s Power
11.2.3 Threat of New Entrants
11.2.4 Degree of Rivalry
11.2.5 Threat of Substitutes
11.3 Key Indicators for Demand
11.4 Key Indicators for Price
12 Competitive Landscape
12.1 Supplier Selection
12.2 Key Global Players
12.3 Key Regional Players
12.4 Key Player Strategies
12.5 Company Profiles
12.5.1 Tencent Holdings Limited
12.5.1.1 Company Overview
12.5.1.2 Product Portfolio
12.5.1.3 Demographic Reach and Achievements
12.5.1.4 Certifications
12.5.2 NetEase, Inc.
12.5.2.1 Company Overview
12.5.2.2 Product Portfolio
12.5.2.3 Demographic Reach and Achievements
12.5.2.4 Certifications
12.5.3 Activision Blizzard, Inc.
12.5.3.1 Company Overview
12.5.3.2 Product Portfolio
12.5.3.3 Demographic Reach and Achievements
12.5.3.4 Certifications
12.5.4 Supercell Oy
12.5.4.1 Company Overview
12.5.4.2 Product Portfolio
12.5.4.3 Demographic Reach and Achievements
12.5.4.4 Certifications
12.5.5 Electronic Arts Inc.
12.5.5.1 Company Overview
12.5.5.2 Product Portfolio
12.5.5.3 Demographic Reach and Achievements
12.5.5.4 Certifications
12.5.6 Gameloft SE
12.5.6.1 Company Overview
12.5.6.2 Product Portfolio
12.5.6.3 Demographic Reach and Achievements
12.5.6.4 Certifications
12.5.7 Nintendo Co., Ltd.
12.5.7.1 Company Overview
12.5.7.2 Product Portfolio
12.5.7.3 Demographic Reach and Achievements
12.5.7.4 Certifications
12.5.8 Ubisoft Entertainment
12.5.8.1 Company Overview
12.5.8.2 Product Portfolio
12.5.8.3 Demographic Reach and Achievements
12.5.8.4 Certifications
12.5.9 Sony Corporation
12.5.9.1 Company Overview
12.5.9.2 Product Portfolio
12.5.9.3 Demographic Reach and Achievements
12.5.9.4 Certifications
12.5.10 Bandai Namco Entertainment America Inc.
12.5.10.1 Company Overview
12.5.10.2 Product Portfolio
12.5.10.3 Demographic Reach and Achievements
12.5.10.4 Certifications
12.5.11 Rovio Entertainment Corporation
12.5.11.1 Company Overview
12.5.11.2 Product Portfolio
12.5.11.3 Demographic Reach and Achievements
12.5.11.4 Certifications
12.5.12 Others

Companies Mentioned

  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Sony Corporation