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Mobile Gaming Market - Forecasts from 2018 to 2023

  • ID: 4618233
  • Report
  • 100 pages
  • Knowledge Sourcing Intelligence LLP
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FEATURED COMPANIES

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft
  • Glu Mobile Inc.
  • Kabam, Inc.
  • Supercell Oy
  • MORE
The global mobile gaming market was valued at US$64.349 billion in 2017 and is projected to grow at a CAGR of 21.35% over the forecast period to reach US$205.460 billion by 2023. Mobile games range from the basic snake game which was earlier found on the old Nokia phones to advanced 3D and augmented reality games and are designed for mobile devices such as smartphones, personal digital assistants (PDA) and tablet PCs among others. An increasing number of mobile users worldwide is one of the major drivers of the global mobile gaming market. The shift from feature phones to smartphones, growing popularity of games in social media, the transition from 3G networks to 4G networks and increasing consumer interest in games are some of the other factors boosting the market growth. Technological advancements will provide ample opportunities for the expansion of the mobile gaming market making them more accessible and affordable to all the users. The Asia Pacific region is expected to hold a significant market share in the forecasted period owing to the rising number of mobile phone users and expanding social media outreach.

This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.

Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top-down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the mobile gaming value chain. The last step involves complete market engineering which includes analyzing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.

Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the global mobile gaming market.

Major industry players profiled as part of the report are Activision Blizzard, Inc., Electronic Arts Inc., Rovio Entertainment Corporation, The Walt Disney Company, and Zynga Inc. among others.

Segmentation:

The global mobile gaming market has been analyzed through the following segments:

By Device Type
Smartphone
Smart watch
PDA
Tablet
Others

By Genre
Action and Adventure
Arcade
Role-playing
Sports
Others

By Geography
North America
  • United States
  • Canada
  • Mexico
South America
  • Brazil
  • Argentina
Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
Middle East and Africa (MEA)
  • Saudi Arabia
  • UAE
  • Iran
Asia Pacific (APAC)
  • Japan
  • China
  • India
  • Australia
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft
  • Glu Mobile Inc.
  • Kabam, Inc.
  • Supercell Oy
  • MORE
1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources

3. EXECUTIVE SUMMARY

4. MARKET DYNAMICS
4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Force Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness

5. GLOBAL MOBILE GAMING MARKET BY DEVICE TYPE
5.1. Smartphone
5.2. Smart watch
5.3. PDA
5.4. Tablet
5.5. Others

6. GLOBAL MOBILE GAMING MARKET BY GENRE
6.1. Action and Adventure
6.2. Arcade
6.3. Role playing
6.4. Sports
6.5. Others

7. GLOBAL MOBILE GAMING MARKET BY GEOGRAPHY
7.1. North America
7.1.1. United States
7.1.2. Canada
7.1.3. Mexico
7.1.4. Others
7.2. South America
7.2.1. Brazil
7.2.2. Argentina
7.2.3. Others
7.3. Europe
7.3.1. UK
7.3.2. Germany
7.3.3. France
7.3.4. Italy
7.3.5. Spain
7.3.6. Others
7.4. Middle East and Africa (MEA)
7.4.1. Saudi Arabia
7.4.2. UAE
7.4.3. Iran
7.4.4. Others
7.5. Asia Pacific (APAC)
7.5.1. Japan
7.5.2. China
7.5.3. India
7.5.4. Australia
7.5.5. Others

8. COMPETITIVE INTELLIGENCE
8.1. Market Share Analysis
8.2. Recent Deals and Investment
8.3. Strategies of Key Players

9. COMPANY PROFILES
9.1. Activision Blizzard, Inc.
9.1.1. Company Overview
9.1.2. Financials
9.1.3. Products and Services
9.1.4. Recent Developments
9.2. Electronic Arts Inc.
9.2.1. Company Overview
9.2.2. Financials
9.2.3. Products and Services
9.2.4. Recent Developments
9.3. Gameloft
9.3.1. Company Overview
9.3.2. Financials
9.3.3. Products and Services
9.3.4. Recent Developments
9.4. The Walt Disney Company
9.4.1. Company Overview
9.4.2. Financials
9.4.3. Products and Services
9.4.4. Recent Developments
9.5. Glu Mobile Inc.
9.5.1. Company Overview
9.5.2. Financials
9.5.3. Products and Services
9.5.4. Recent Developments
9.6. GungHo Online Entertainment, Inc.
9.6.1. Company Overview
9.6.2. Financials
9.6.3. Products and Services
9.6.4. Recent Developments
9.7. Kabam, Inc.
9.7.1. Company Overview
9.7.2. Financials
9.7.3. Products and Services
9.7.4. Recent Developments
9.8. Rovio Entertainment Corporation
9.8.1. Company Overview
9.8.2. Financials
9.8.3. Products and Services
9.8.4. Recent Developments
9.9. Supercell Oy
9.9.1. Company Overview
9.9.2. Financials
9.9.3. Products and Services
9.9.4. Recent Developments
9.10. Zynga Inc.
9.10.1. Company Overview
9.10.2. Financials
9.10.3. Products and Services
9.10.4. Recent Developments
LIST OF FIGURES
LIST OF TABLES
Note: Product cover images may vary from those shown
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  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft
  • The Walt Disney Company
  • Glu Mobile Inc.
  • GungHo Online Entertainment, Inc.
  • Kabam, Inc.
  • Rovio Entertainment Corporation
  • Supercell Oy
  • Zynga Inc.
Note: Product cover images may vary from those shown
5 of 4

The research study is based on the publisher's proprietary research model. The process involves sourcing of information from various industry experts, key professionals, decision-makers and various other stakeholders along with the validation of the responses received from the vast in-house database and premium paid databases. Publicly available sources were also taken into consideration for the final market estimates and forecast for the segments and sub-segments.

The first phase of the research process is the identification of key industry leaders, experts, decision-makers and C-level executives and then conducting interviews and surveys to gain vital insights about the market. Simultaneously, extensive secondary research is done, and key secondary data is collected as part of this process. This secondary data is collected from various databases, industry journals, whitepapers, company annual reports, research publications, and other paid data sources and relevant literature. Company profiles which include strategies, new product developments, recent investments, major products and services, financials and business plans are sourced from the annual reports, SEC filings, industry associations to preserve the quality of the information being displayed. The findings from both the primary and the secondary research process combined go under further processing for market breakdown and forecasting.

The last phase is providing intelligence in the form of presentation, charts, graphics and other different formats helping the clients in a faster and efficient understanding of the market. Under this phase complete market engineering is involved which includes analyzing the collected data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting. The publisher has developed their market forecasting methodology that, in addition to the main market values, also takes into account other macroeconomic factors (global or local) that might have some bearing on the market under study. Taking all the necessary data, a robust forecast is developed using an algorithm that involves both static (multivariate) as well as dynamic (time-series) regression analysis. Special care is taken to make sure their algorithm passes the necessary statistical tests, and the mean prediction for future years obtained is reliable with a very high confidence level. Following data validation, the analysts begin to write the report presenting insights with the help of charts, graphs, and tables.

 

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