Mobile Gaming Market - Global Outlook & Forecast 2021-2026

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76 tables

107 charts

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19 countries

24 company

5 segments

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THE GLOBAL MOBILE GAMING MARKET SIZE WAS VALUED AT USD 87.56 BILLION IN 2021 AND IS EXPECTED TO REACH USD 165.54 BILLION BY 2026, GROWING AT A CAGR OF 11.20% DURING THE FORECAST PERIOD

Mobile Gaming Market Research Report Includes Size, Share, & Trends by Platform (App Store, Google Play, and Others), Age Group (24-44 Years, Above 44 Years, and Below 24 Years), Business Model (Freemium, Paid, Free, and Paymium), Category (Casual Games, Hardcore & Midcore Games, and Social Casino Games), Geography (APAC, North America, Europe, Latin America, and the Middle East & Africa), Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast, 2021-2026

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MOBILE GAMING MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
MARKET SIZEUSD 165.54 BILLION (2026)
CAGR11.20% (2021-2026)
BASE YEAR2020
FORECAST YEAR2021-2026
MARKET SEGMENTSPlatform (App Store, Google Play, and Others), Age Group (24-44 Years, Above 44 Years, and Below 24 Years), Business Model (Freemium, Paid, Free, and Paymium), and Category (Casual Games, Hardcore & Midcore Games, and Social Casino Games)
GEOGRAPHIC ANALYSISAPAC, North America, Europe, Latin America, and Middle East & Africa
COUNTRIES COVEREDChina, Japan, South Korea, India, Rest of APAC, US, Canada, Germany, UK, France, Italy, Rest of Europe, Brazil, Mexico, Rest of Latin America, Saudi Arabia, Turkey, UAE, and Rest of MEA
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MARKET OVERVIEW

The global mobile gaming market was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026, growing at a CAGR of 11.20% from 2021 to 2026. The increased focus on localizing the content, launching multiplayer games, and live streaming of mobile games boosts the global mobile gaming market. The ongoing mergers, acquisitions & partnerships by the vendors in the mobile games market are enabling vendors to expand their games portfolio, upgrade existing games, expand across various genres, and enter new markets. This will enhance the customer base of the company. There has also been a prevalence of high-speed internet connections, even in developing countries. This has led the mobile gaming industry to acquire and retain more users over the last few years. Mobile gaming companies also witnessed a boom in downloads due to the COVID-19 pandemic.

KEY HIGHLIGHTS

  • The launch of cloud gaming is revolutionizing the mobile games market with a better experience and is providing new growth opportunities to mobile game vendors. Such a platform allows players to play the games on mobile and other devices without downloads or updates.
  • AR and VR-enabled games have provided a better experience to gamers by providing them with a better user experience. Several successful mobile-based AR games are already available in the industry, such as Pokémon Go, Ingress Prime, Jurassic World Alive, Harry Potter: Wizards Unite, and others.
  • COVID-19 has resulted in an increase in viewership and the rising popularity of Esports as it provided entertainment to people stuck in their homes due to the lockdown. Esports also takes away the gender limitation of traditional sports, where men and women mostly have separate teams and respective games. This benefit is going to change mobile gaming demographics in the forecast period.
  • Google Play platform is expected to witness the fastest growth rate at a CAGR of 11.85%, owing to the growing penetration of android mobile devices worldwide.
  • As consumers prefer their well-known characters, IP licensing is increasingly gaining momentum in the mobile game market.

MOBILE GAMING MARKET SEGMENTATION

  • Appstore held the highest share in mobile gaming statistics, and the industry share is expected to increase during the forecast period. This is due to the rising disposable income and purchasing power supporting the growth of iPhone penetration worldwide. In 2020, consumer spending on mobile games on App Store witnessed a growth of nearly 24%-26% compared to 2019.
  • The below 24 years segment had a low industry share as youngsters in this age group prefer playing free games instead of paid games. Action games, board, and card games are the most popular game genres among the gamers belonging to the 24–44-year-old segment. People in this age group are willing to spend more money to enjoy additional benefits, thus driving the market.
  • The freemium gaming model works on the consumer psychology of ‘try before buy,’ thus having the highest share. These games are based on the strategy to attract the players' attention and get the users hooked. This will influence the individuals to purchase the advanced features, hence supporting the industry growth.
  • Casual games accounted for the highest share in downloads as they have simple rules requiring fewer skills and are short-duration. In 2020, Among Us became one of the most famous & successful casual games in the global market. Hyper casual gamers watch twice as many ads managed by other category gamers. Thus, vendors launching these games can earn a good amount of money by putting ads in between the games.

GEOGRAPHICAL ANALYSIS

  • APAC: APAC region will witness exponential growth in the mobile gaming market in the forecast period. The availability of data packs at a lower cost across the region is leading to the expansion of the industry. In-app purchases have been prevalent in Japan’s market, while more than 60% of China’s population prefers free mobile games. The growth in affordable devices and technology has led to the increased penetration of mobile games across the region. Moreover, continuous innovation & technological advancements are leading to the expansion of the industry across the region.
  • North America: The North American mobile gaming market is expected to witness an incremental growth of USD 16.23 billion during the forecast period. The high bandwidth offered with the launch of 5G connectivity increased the popularity of online games across the region. The mobile gaming genres saw substantial growth, with more than 50% of the revenue generated by puzzle, skill & chance, and strategy.

VENDOR LANDSCAPE

  • The key players in the mobile gaming market are- Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga.
  • Action, Arcade, RPG, and Puzzle are the key genres that attract the majority of the users attractions. Hence, the vendors must focus on such genres to achieve growth in mobile game marketing.
  • The companies must invest significantly in research and development to introduce new technologies, enhance their offering and expand their games portfolio.
  • In 2020 Lilith games partnered with Aurora Mobile, a mobile developer service, to enhance consumer engagement through Aurora mobile's technical capability and data analytics expertise.

The mobile gaming market report includes in-depth coverage of the industry analysis with revenue and forecast insights for the following segments:

By Platform

  • App Store
  • Google Play
  • Others

By Age Group

  • 24-44 Years
  • Above 44 Years
  • Below 24 Years

By Business Model

  • Freemium
  • Paid
  • Free
  • Paymium

By Category

  • Casual Games
  • Hardcore & Midcore Games
  • Social Casino Games

By Geography

  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Rest of APAC
  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Rest of Europe
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • Turkey
    • UAE
    • Rest of MEA

Frequently Asked Questions

How big is the mobile gaming market?

The mobile gaming market was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026.

Which region has the highest growth rate in the mobile gaming market?

APAC region has the highest growth rate in the mobile gaming market.

What are some technologies brought about by key players to stay relevant in the mobile gaming industry?

AR and VR mobile games, multiplayer games, live streaming games, and localization of games are some technologies brought about by key players to stay relevant in the industry.

Who are the prominent vendors in the mobile gaming industry?

Prominent vendors in the mobile gaming industry are Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga.

What are the challenges that key players need to overcome to sustain in the market?

The challenges that critical players need to overcome to sustain in the market are the continuous and timely release of new games, the ability to adapt to rapidly changing consumer preferences, the ability to market the product well, and risks related to corrupted data, undetected programming errors, and bugs.

The mobile gaming market size was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026, growing at a CAGR of 11.20% during the forecast period

The following factors are likely to contribute to the growth of the mobile gaming market –

  • Rise of Cloud Gaming
  • AR & VR Enabled Mobile Games
  • Rising Popularity of Esports
  • Evolving Mobile Game Landscape
  • Increasing Smartphone Penetration
  • Increasing Popularity Among Millennials & Gen Z Population

Base Year: 2020

Forecast Year: 2021-2026

The study considers a detailed scenario of the present mobile gaming market and its market dynamics for the period 2021−2026. It covers a detailed overview of several market growth enablers, restraints, and trends. The report offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent ones operating in the market.

Key Vendors

  • Activision Blizzard
    • Business Overview
    • Product Offerings
    • Key Strategies
    • Key Strengths
    • Key Opportunities
  • Electronic Arts
  • Take-Two Interactive
  • Tencent Holdings Ltd
  • Ubisoft
  • Zynga

Other Prominent Vendors

  • Behold Studios
    • Business Overview
    • Product Offerings
  • CyberAgent
  • Hothead Games
  • IGG
  • Innersloth
  • Larva Game Studios
  • Lilith Games
  • NetEase Games
  • Netmarble
  • NEXON
  • Niantic
  • Onemt
  • Rovio Entertainment Corporation
  • Sea (Garena)
  • SEGA
  • SCOPELY
  • Zeptolab
  • 37 Interactive Entertainment

Market Segmentation by Platform

  • App Store
  • Google Play
  • Others

Market Segmentation by Age Group

  • 24-44 Years
  • Above 44 Years
  • Below 24 Years

Market Segmentation by Business Model

  • Freemium
  • Paid
  • Free
  • Paymium

Market Segmentation by Category

  • Casual Games
  • Hardcore & Midcore Games
  • Social Casino Games

Market Segmentation by Geography

  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Rest of APAC
  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Rest of Europe
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • Turkey
    • UAE
    • Rest of MEA

LIST OF EXHIBITS            

Exhibit 1              Segmentation of Global Mobile Games Market

Exhibit 2              Market Size Calculation Approach 2020

Exhibit 3              Popularity of Different App Categories (% of Population)

Exhibit 4              Online Gaming Ecosystem

Exhibit 5              Share of Different Factors Influencing Trials of New Mobile Games 2020

Exhibit 6              Key Mobile Gaming Statistics 2020

Exhibit 7              Value Chain of Mobile Games Market

Exhibit 8              Impact of Rise of Cloud Gaming

Exhibit 9              Impact of AR & VR Enabled Mobile Games

Exhibit 10            Impact of Rising Popularity of Esports

Exhibit 11            Impact of Evolving Mobile Game Landscape

Exhibit 12            Recent Upgradations Driving the Mobile Games Market

Exhibit 13            Impact of Increasing Smartphone Penetration

Exhibit 14            Global Smartphone Penetration Statistics

Exhibit 15            Impact of Increasing Popularity Among Millennials & Gen Z

Exhibit 16            Region-Wise Global Millennial Population 2020 (million)

Exhibit 17            Preference of Mobile Platform for Playing Games by Various Generation 2020 (%)

Exhibit 18            Impact of Health Hazards of Gaming

Exhibit 19            Impact of Risk of Fraud & Privacy Issues

Exhibit 20            Frauds Affecting the Mobile Games Market

Exhibit 21            Market Size of Mobile Games by Various Segments in 2020 ($ billion)

Exhibit 22            Global Mobile Games Market 2020–2026 ($ billion)

Exhibit 23            Five Forces Analysis 2020

Exhibit 24            Incremental Growth by Platform 2020 & 2026

Exhibit 25            Classification of Mobile Games Market by Platform

Exhibit 26            Leading Games in Terms of Overall Revenues and Number of Downloads 2020

Exhibit 27            Market Share & Incremental Growth of Mobile Games by Platform 2020–2026

Exhibit 28            Growth in Global Mobile Game Downloads from App Store (billion)

Exhibit 29            Global Mobile Games App Store Market 2020–2026 ($ billion)

Exhibit 30            Growth in Global Mobile Game Downloads from Google Play (billion)

Exhibit 31            Global Mobile Games Google Play Market 2020–2026 ($ billion)

Exhibit 32            Global Mobile Games Other Third-Party Stores Market 2020–2026 ($ billion)

Exhibit 33            Incremental Growth by Age Group 2020 & 2026

Exhibit 34            Classification of Mobile Games Market by Age Group

Exhibit 35            Market Share of Mobile Games Market by Age Group – 2020

Exhibit 36            Global Below 24 Years of Age Mobile Games Market 2020–2026 ($ billion)

Exhibit 37            Detailed Classification of Mobile Games Market: 24-44 Years

Exhibit 38            Global 24-44 Years of Age Mobile Games Market 2020–2026 ($ billion)

Exhibit 39            Detailed Classification of Mobile Games Market: Age Group Above 44 Years

Exhibit 40            Global Above 44 Years of Age Mobile Games Market 2020–2026 ($ billion)

Exhibit 41            Incremental Growth by Business Model 2020 & 2026

Exhibit 42            Classification of Mobile Games Market by Business Model

Exhibit 43            Revenue Increment & Absolute Growth of Mobile Games Market by Different Business Models 2020–2026

Exhibit 44            Types of In-App Purchases Driving the Freemium Business Model

Exhibit 45            Global Freemium Mobile Games Market 2020–2026 ($ billion)

Exhibit 46            Global Paid Mobile Games Market 2020–2026 ($ billion)

Exhibit 47            Global Free-To-Play Mobile Games Market 2020–2026 ($ billion)

Exhibit 48            Global Paymium Mobile Games Market 2020–2026 ($ billion)

Exhibit 49            Classification of Mobile Games Market by Category

Exhibit 50            Factors Influencing Individuals to Try New Games – Statistics (%)

Exhibit 51            Game Streaming Platforms Influencing Market Growth

Exhibit 52            Factors Driving the Demand for Social Casino Games

Exhibit 53            Incremental Growth by Geography 2020 & 2026

Exhibit 54            Market Share & CAGR of Various Regions 2020 (%)

Exhibit 55            Market Share and Growth Momentum of Major APAC Countries 2020

Exhibit 56            Percentage Increase in Internet Users in Various APAC Countries 2021 (%)

Exhibit 57            Mobile Games Market in APAC 2020–2026 ($ billion)

Exhibit 58            Incremental Growth in APAC 2020 & 2026

Exhibit 59            Mobile Games Market in China 2020–2026 ($ billion)

Exhibit 60            Growth in Mobile Game Spending in Japan 2021 ($ billion)

Exhibit 61            Mobile Games Market in Japan 2020–2026 ($ billion)

Exhibit 62            Number of Mobile Game Users by Various Genres – South Korea 2020 (in millions)

Exhibit 63            Mobile Games Market in South Korea 2020–2026 ($ billion)

Exhibit 64            Key Factors Driving the Indian Mobile Games Market

Exhibit 65            Mobile Games Market in India 2020–2026 ($ billion)

Exhibit 66            Mobile Games Market in the Rest of APAC 2020–2026 ($ billion)

Exhibit 67            Age-Wise Percentage Increase in Mobile Gamers from 2019 to 2020 in North America (%)

Exhibit 68            Market Share of North American Countries 2020 (%)

Exhibit 69            Mobile Games Market in North America 2020–2026 ($ billion)

Exhibit 70            Incremental Growth in North America 2020 & 2026

Exhibit 71            Growth in Mobile Game Spending in the US 2021 ($ billion)

Exhibit 72            Key Mobile Gaming Statistics US – 2021

Exhibit 73            Mobile Games Market in the US 2020–2026 ($ billion)

Exhibit 74            Mobile Gamers in Canada: Age-Gender Demographics

Exhibit 75            Mobile Games Market in Canada 2020–2026 ($ billion)

Exhibit 76            Market Size & Incremental Growth of Major European Countries 2020 ($ billion)

Exhibit 77            Key Mobile Game Insights Europe 2019 & 2020

Exhibit 78            Monetization Model Preferences Among Mobile Gamers in Key European Countries 2020

Exhibit 79            Mobile Games Market in Europe 2020–2026 ($ billion)

Exhibit 80            Incremental Growth in Europe 2020 & 2026

Exhibit 81            Revenue Growth from In-App and App Purchases in Germany 2017-2020 ($ million)

Exhibit 82            Mobile Games Market in Germany 2020–2026 ($ billion)

Exhibit 83            Popular Gaming Genres in the UK 2020

Exhibit 84            Average Monthly Spending by Mobile Gamers 2020

Exhibit 85            Mobile Games Market in the UK 2020–2026 ($ billion)

Exhibit 86            Mobile Games Market in France 2020–2026 ($ billion)

Exhibit 87            Key Mobile Game Insights – Italy

Exhibit 88            Mobile Games Market in Italy 2020–2026 ($ billion)

Exhibit 89            Percentage of Gamers Preferring Mobile Devices Over Others in European Countries

Exhibit 90            Mobile Games Market in the Rest of Europe 2020–2026 ($ billion)

Exhibit 91            Growth in Spending Per Payer on Mobile Games – Latin America 2019-2021 ($)

Exhibit 92            Market Size & Incremental Growth of Key Countries in Latin America 2020

Exhibit 93            Mobile Games Market in Latin America 2020–2026 ($ billion)

Exhibit 94            Incremental Growth in Latin America 2020 & 2026

Exhibit 95            Key Demographics Insights on Mobile Games Market – Brazil 2019

Exhibit 96            Mobile Games Market in Brazil 2020–2026 ($ billion)

Exhibit 97            Mobile Games Market in Mexico 2020–2026 ($ billion)

Exhibit 98            Mobile Games Market in the Rest of Latin America 2020–2026 ($ billion)

Exhibit 99            Market Size and Incremental Growth of Key Countries in the Middle East & Africa 2020 ($ billion)

Exhibit 100         Percentage of Population Using the Internet – MEA (%)

Exhibit 101         Mobile Games Market in the Middle East & Africa 2020–2026 ($ billion)

Exhibit 102         Incremental Growth in the Middle East & Africa 2020 & 2026

Exhibit 103         Percentage of Online Population Playing Various Types of Gaming Genres – Saudi Arabia

Exhibit 104         Mobile Games Market in Saudi Arabia 2020–2026 ($ billion)

Exhibit 105         Mobile Games Market in Turkey 2020–2026 ($ billion)

Exhibit 106         Mobile Games Market in the UAE 2020–2026 ($ billion)

Exhibit 107         Mobile Games Market in the Rest of MEA 2020–2026 ($ billion)

           

LIST OF TABLES

Table 1                Key Caveats

Table 2                Currency Conversion 2013−2020

Table 3                Global Mobile Games App Store Market by Geography 2020−2026 ($ billion)

Table 4                Global Mobile Games Google Play Market by Geography 2020−2026 ($ billion)

Table 5                Global Mobile Games Other Third-Party Stores Market by Geography 2020−2026 ($ billion)

Table 6                Global Below 24 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)

Table 7                Global 24-44 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)

Table 8                Global Above 44 Years of Age Mobile Games Market by Geography 2020−2026 ($ billion)

Table 9                Monetization Method Used in Various Business Models

Table 10              Global Freemium Mobile Games Market by Geography 2020−2026 ($ billion)

Table 11              Global Paid Mobile Games Market by Geography 2020−2026 ($ billion)

Table 12              Global Free-To-Play Mobile Games Market by Geography 2020−2026 ($ billion)

Table 13              Global Paymium Mobile Games Market by Geography 2020−2026 ($ billion)

Table 14              Mobile Games Market by Platform in APAC 2020−2026 ($ billion)

Table 15              Mobile Games Market by Age Group in APAC 2020−2026 ($ billion)

Table 16              Mobile Games Market by Business Model in APAC 2020−2026 ($ billion)

Table 17              Average Monthly Hours Spent Per User on Various Game Genres – South Korea 2020

Table 18              Mobile Games Market by Platform in North America 2020−2026 ($ billion)

Table 19              Mobile Games Market by Age Group in North America 2020−2026 ($ billion)

Table 20              Mobile Games Market by Business Model in North America 2020−2026 ($ billion)

Table 21              Mobile Games Market by Platform in Europe 2020−2026 ($ billion)

Table 22              Mobile Games Market by Age Group in Europe 2020−2026 ($ billion)

Table 23              Mobile Games Market by Business Model in Europe 2020−2026 ($ billion)

Table 24              Mobile Games Market by Platform in Latin America 2020−2026 ($ billion)

Table 25              Mobile Games Market by Age Group in Latin America 2020−2026 ($ billion)

Table 26              Mobile Games Market by Business Model in Latin America 2020−2026 ($ billion)

Table 27              Mobile Games Market by Platform in the Middle East & Africa 2020−2026 ($ billion)

Table 28              Mobile Games Market by Age Group in the Middle East & Africa 2020−2026 ($ billion)

Table 29              Mobile Games Market by Business Model in the Middle East & Africa 2020−2026 ($ billion)

Table 30              Activision Blizzard: Major Product Offerings

Table 31              Electronic Arts: Major Product Offerings

Table 32              Take-Two Interactive: Major Product Offerings

Table 33              Tencent Holdings: Major Product Offerings

Table 34              Ubisoft: Major Product Offerings

Table 35              Zynga: Major Product Offerings

Table 36              Behold Studios: Major Product Offerings

Table 37              CyberAgent: Major Product Offerings

Table 38              Hothead Games: Major Product Offerings

Table 39              IGG: Major Product Offerings

Table 40              Innersloth: Major Product Offerings

Table 41              Larva Game Studios: Major Product Offerings

Table 42              Lilith Games: Major Product Offerings

Table 43              NetEase: Major Product Offerings

Table 44              Netmarble: Major Product Offerings

Table 45              Nexon: Major Product Offerings

Table 46              Niantic: Major Product Offerings

Table 47              Onemt: Major Product Offerings

Table 48              Rovio Entertainment: Major Product Offerings

Table 49              Sea (Garena): Major Product Offerings

Table 50              SEGA: Major Product Offerings

Table 51              SCOPELY: Major Product Offerings

Table 52              ZeptoLab: Major Product Offerings

Table 53              37 Interactive Entertainment: Major Product Offerings

Table 54              Global Mobile Games Market by Geography 2020−2026 ($ billion)

Table 55              Global Mobile Games Market by Geography 2020−2026 (% revenue)

Table 56              Mobile Games Market by Platform in APAC 2020−2026 ($ billion)

Table 57              Mobile Games Market by Age Group in APAC 2020−2026 ($ billion)

Table 58              Mobile Games Market by Business Model in APAC 2020−2026 ($ billion)

Table 59              Mobile Games Market by Platform in North America 2020−2026 ($ billion)

Table 60              Mobile Games Market by Age Group in North America 2020−2026 ($ billion)

Table 61              Mobile Games Market by Business Model in North America 2020−2026 ($ billion)

Table 62              Mobile Games Market by Platform in Europe 2020−2026 ($ billion)

Table 63              Mobile Games Market by Age Group in Europe 2020−2026 ($ billion)

Table 64              Mobile Games Market by Business Model in Europe 2020−2026 ($ billion)

Table 65              Mobile Games Market by Platform in Latin America 2020−2026 ($ billion)

Table 66              Mobile Games Market by Age Group in Latin America 2020−2026 ($ billion)

Table 67              Mobile Games Market by Business Model in Latin America 2020−2026 ($ billion)

Table 68              Mobile Games Market by Platform in the Middle East & Africa 2020−2026 ($ billion)

Table 69              Mobile Games Market by Age Group in the Middle East & Africa 2020−2026 ($ billion)

Table 70              Mobile Games Market by Business Model in the Middle East & Africa 2020−2026 ($ billion)

Table 71              Global Mobile Games Market by Platform 2020–2026 ($ billion)

Table 72              Global Mobile Games Market by Platform 2020–2026 (% Revenue)

Table 73              Global Mobile Games Market by Age Group 2020–2026 ($ billion)

Table 74              Global Mobile Games Market by Age Group 2020–2026 (% Revenue)

Table 75              Global Mobile Games Market by Business Model 2020–2026 ($ billion)

Table 76              Global Mobile Games Market by Business Model 2020–2026 (% Revenue)

1             Research Methodology

2             Research Objectives

3             Research Process

 

4             Scope & Coverage

4.1         Market Definition

4.1.1      Inclusions

4.1.2      Exclusions

4.1.3      Market Estimation Caveats

4.2         Base Year

4.3         Scope of The Study

4.3.1      Market Segmentation by Platform

4.3.2      Market Segmentation by Age Group

4.3.3      Market Segmentation by Business Model

4.3.4      Market Segmentation by Category

4.3.5      Market Segmentation by Geography

 

5             Report Assumptions & Caveats

5.1         Key Caveats

5.2         Currency Conversion

5.3         Market Derivation

 

6             Market at a Glance

7             Introduction

7.1         Overview

7.1.1      Factors Influencing Trials of New Mobile Games

7.2         Key Statistics

7.3         Value Chain

7.4         Mergers & Acquisitions and Partnerships

7.5         New Game Launches

7.6         Government Initiatives

7.7         Impact of Covid-19

 

8             Market Opportunities & Trends

8.1         Rise of Cloud Gaming

8.2         AR & VR Enabled Mobile Games

8.3         Rising Popularity of Esports

 

9             Market Growth Enablers

9.1         Evolving Mobile Game Landscape

9.1.1      Localization of Games

9.1.2      Multiplayer Games

9.1.3      Live Streaming of Games

9.1.4      Traditional Games Going Online

9.1.5      Age-Friendly Mobile Games

9.1.6      Monetization of Games

9.2         Increasing Smartphone Penetration

9.2.1      Launch of Gaming Smartphones

9.3         Increasing Popularity Among Millennials & Gen Z

 

10          Market Restraints

10.1       Health Hazards of Gaming

10.2       Risk of Fraud & Privacy Issues

 

11          Market Landscape

11.1       Market Overview

11.2       Risk Assessment

11.3       Promotional Methods

11.4       Market Size & Forecast

11.5       Five Forces Analysis

11.5.1   Threat of New Entrants

11.5.2   Bargaining Power of Suppliers

11.5.3   Bargaining Power of Buyers

11.5.4   Threat of Substitutes

11.5.5   Competitive Rivalry

 

12          Platform

12.1       Market Snapshot & Growth Engine

12.2       Market Overview

12.3       App Store

12.3.1   Market Overview

12.3.2   Market Size & Forecast

12.3.3   Market by Geography

12.4       Google Play

12.4.1   Market Overview

12.4.2   Market Size & Forecast

12.4.3   Market by Geography

12.5       Other Third-Party Stores

12.5.1   Market Overview

12.5.2   Market Size & Forecast

12.5.3   Market by Geography

 

13          Age Group

13.1       Market Snapshot & Growth Engine

13.2       Market Overview

13.3       Below 24 Years

13.3.1   Market Overview

13.3.2   Market Size & Forecast

13.3.3   Market by Geography

13.4       24-44 Years

13.4.1   Market Overview

13.4.2   Market Size & Forecast

13.4.3   Market by Geography

13.5       Above 44 Years

13.5.1   Market Overview

13.5.2   Market Size & Forecast

13.5.3   Market by Geography

 

14          Business Model

14.1       Market Snapshot & Growth Engine

14.2       Market Overview

14.3       Freemium

14.3.1   Market Overview

14.3.2   Market Size & Forecast

14.3.3   Market by Geography

14.4       Paid

14.4.1   Market Overview

14.4.2   Market Size & Forecast

14.4.3   Market by Geography

14.5       Free-To-Play

14.5.1   Market Overview

14.5.2   Market Size & Forecast

14.5.3   Market by Geography

14.6       PAYMIUM

14.6.1   Market Overview

14.6.2   Market Size & Forecast

14.6.3   Market by Geography

 

15          Category

15.1       Market Overview

15.2       Casual Games

15.2.1   Market Overview

15.2.2   Arcade

15.2.3   Puzzle

15.2.4   Others

15.3       Hardcore & Midcore Games

15.3.1   Market Overview

15.3.2   Action

15.3.3   Role-Playing Games (RPG)

15.4       Social Casino Games

15.4.1   Market Overview

 

16          Geography

16.1       Market Snapshot & Growth Engine

16.2       Geographic Overview

 

17          APAC

17.1       Market Overview

17.2       Market Size & Forecast

17.3       Platform

17.3.1   Market Size & Forecast

17.4       Age Group

17.4.1   Market Size & Forecast

17.5       Business Model

17.5.1   Market Size & Forecast

17.6       Key Countries

17.6.1   China: Market Size & Forecast

17.6.2   Japan: Market Size & Forecast

17.6.3   South Korea: Market Size & Forecast

17.6.4   India: Market Size & Forecast

17.6.5   Rest Of APAC: Market Size & Forecast

 

18          North America

18.1       Market Overview

18.2       Market Size & Forecast

18.3       Platform

18.3.1   Market Size & Forecast

18.4       Age Group

18.4.1   Market Size & Forecast

18.5       Business Model

18.5.1   Market Size & Forecast

18.6       Key Countries

18.6.1   US: Market Size & Forecast

18.6.2   Canada: Market Size & Forecast

 

19          Europe

19.1       Market Overview

19.2       Market Size & Forecast

19.3       Platform

19.3.1   Market Size & Forecast

19.4       Age Group

19.4.1   Market Size & Forecast

19.5       Business Model

19.5.1   Market Size & Forecast

19.6       Key Countries

19.6.1   Germany: Market Size & Forecast

19.6.2   UK: Market Size & Forecast

19.6.3   France: Market Size & Forecast

19.6.4   Italy: Market Size & Forecast

19.6.5   Rest of Europe: Market Size & Forecast

 

20          Latin America

20.1       Market Overview

20.2       Market Size & Forecast

20.3       Platform

20.3.1   Market Size & Forecast

20.4       Age Group

20.4.1   Market Size & Forecast

20.5       Business Model

20.5.1   Market Size & Forecast

20.6       Key Countries

20.6.1   Brazil: Market Size & Forecast

20.6.2   Mexico: Market Size & Forecast

20.6.3   Rest of Latin America: Market Size & Forecast

 

21          Middle East & Africa

21.1       Market Overview

21.2       Market Size & Forecast

21.3       Platform

21.3.1   Market Size & Forecast

21.4       Age Group

21.4.1   Market Size & Forecast

21.5       Business Model

21.5.1   Market Size & Forecast

21.6       Key Countries

21.6.1   Saudi Arabia: Market Size & Forecast

21.6.2   Turkey: Market Size & Forecast

21.6.3   UAE: Market Size & Forecast

21.6.4   Rest Of MEA: Market Size & Forecast

 

22          Competitive Landscape

22.1       Competition Overview

 

23          Key Company Profiles

23.1       ACTIVISION BLIZZARD

23.1.1   Business Overview

23.1.2   Product Offerings

23.1.3   Key Strategies

23.1.4   Key Strengths

23.1.5   Key Opportunities

23.2       ELECTRONIC ARTS

23.2.1   Business Overview

23.2.2   Product Offerings

23.2.3   Key Strategies

23.2.4   Key Strengths

23.2.5   Key Opportunities

23.3       TAKE-TWO INTERACTIVE

23.3.1   Business Overview

23.3.2   Product Offerings

23.3.3   Key Strategies

23.3.4   Key Strengths

23.3.5   Key Opportunities

23.4       TENCENT HOLDINGS

23.4.1   Business Overview

23.4.2   Product Offerings

23.4.3   Key Strategies

23.4.4   Key Strengths

23.4.5   Key Opportunities

23.5       UBISOFT

23.5.1   Business Overview

23.5.2   Product Offerings

23.5.3   Key Strategies

23.5.4   Key Strengths

23.5.5   Key Opportunities

23.6       ZYNGA

23.6.1   Business Overview

23.6.2   Product Offerings

23.6.3   Key Strategies

23.6.4   Key Strengths

23.6.5   Key Opportunities

 

24          Other Prominent Vendors

24.1       BEHOLD STUDIOS

24.1.1   Business Overview

24.1.2   Product Offerings

24.2       CYBERAGENT

24.2.1   Business Overview

24.2.2   Product Offerings

24.3       HOTHEAD GAMES

24.3.1   Business Overview

24.3.2   Product Offerings

24.4       IGG

24.4.1   Business Overview

24.4.2   Product Offerings

24.5       INNERSLOTH

24.5.1   Business Overview

24.5.2   Product Offerings

24.6       LARVA GAME STUDIOS

24.6.1   Business Overview

24.6.2   Product Offerings

24.7       LILITH GAMES

24.7.1   Business Overview

24.7.2   Product Offerings

24.8       NETEASE

24.8.1   Business Overview

24.8.2   Product Offerings

24.9       NETMARBLE

24.9.1   Business Overview

24.9.2   Product Offerings

24.10    NEXON

24.10.1 Business Overview

24.10.2 Product Offerings

24.11    NIANTIC

24.11.1 Business Overview

24.11.2 Product Offerings

24.12    ONEMT

24.12.1 Business Overview

24.12.2 Product Offerings

24.13    ROVIO ENTERTAINMENT CORPORATION

24.13.1 Business Overview

24.13.2 Product Offerings

24.14    SEA (GARENA)

24.14.1 Business Overview

24.14.2 Product Offerings

24.15    SEGA

24.15.1 Business Overview

24.15.2 Product Offerings

24.16    SCOPELY

24.16.1 Business Overview

24.16.2 Product Offerings

24.17    ZEPTOLAB

24.17.1 Business Overview

24.17.2 Product Offerings

24.18    37 INTERACTIVE ENTERTAINMENT

24.18.1 Business Overview

24.18.2 Product Offerings

 

25          Report Summary

25.1       Key Takeaways

25.2       Strategic Recommendations

 

26          Quantitative Summary

26.1       Market by Geography

26.1.1   Market Size & Forecast (Value)

26.1.2   Market Size & Forecast (% Revenue)

26.2       APAC

26.2.1   Platform: Market Size & Forecast

26.2.2   Age Group: Market Size & Forecast

26.2.3   Business Model: Market Size & Forecast

26.3       North America

26.3.1   Platform: Market Size & Forecast

26.3.2   Age Group: Market Size & Forecast

26.3.3   Business Model: Market Size & Forecast

26.4       Europe

26.4.1   Platform: Market Size & Forecast

26.4.2   Age Group: Market Size & Forecast

26.4.3   Business Model: Market Size & Forecast

26.5       Latin America

26.5.1   Platform: Market Size & Forecast

26.5.2   Age Group: Market Size & Forecast

26.5.3   Business Model: Market Size & Forecast

26.6       Middle East & Africa

26.6.1   Platform: Market Size & Forecast

26.6.2   Age Group: Market Size & Forecast

26.6.3   Business Model: Market Size & Forecast

26.7       Platform

26.7.1   Market Size & Forecast

26.8       Age Group

26.8.1   Market Size & Forecast

26.9       Business Model

26.9.1   Market Size & Forecast

 

27          Appendix

27.1       Abbreviations

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Frequently Asked Questions

How big is the mobile gaming market?

The mobile gaming market was valued at USD 87.56 billion in 2021 and is expected to reach USD 165.54 billion by 2026.

Which region has the highest growth rate in the mobile gaming market?

APAC region has the highest growth rate in the mobile gaming market.

What are some technologies brought about by key players to stay relevant in the mobile gaming industry?

AR and VR mobile games, multiplayer games, live streaming games, and localization of games are some technologies brought about by key players to stay relevant in the industry.

Who are the prominent vendors in the mobile gaming industry?

Prominent vendors in the mobile gaming industry are Activision Blizzard, Electronic Arts, Take-Two Interactive, Tencent Holdings Ltd, Ubisoft, and Zynga.

What are the challenges that key players need to overcome to sustain in the market?

The challenges that critical players need to overcome to sustain in the market are the continuous and timely release of new games, the ability to adapt to rapidly changing consumer preferences, the ability to market the product well, and risks related to corrupted data, undetected programming errors, and bugs.