A quick peek into the report
Table of Contents
1.1 | Scope of the Report |
1.2 | Mobile Gaming Market Research Methodology |
2.1 | Market Drivers |
2.1.1 | Proliferation of Smartphones |
2.1.2 | Increasing Availability of High Speed Internet Connection |
2.1.3 | Growing Middle Class and Large Youth Population in Emerging Nations |
2.1.4 | Freemium Business Model |
2.2 | Market Challenges |
2.2.1 | Continuous Need for Innovation |
2.2.2 | Piracy |
2.2.3 | Insufficient Funds leading to lack of Marketing |
2.2.4 | Fear of Fraudulent Practices and Security |
2.3 | Market Opportunities |
2.3.1 | Virtual Reality (VR) and Augmented Reality (AR) |
2.3.2 | Growth of Independent(Indie) Games |
2.3.3 | Subscription based Games |
2.3.4 | Advertisements |
2.3.5 | Partnerships |
3.1 | Competitive Landscape |
3.2 | Key Strategies and Developments |
3.2.1 | Mergers and Acquisitions |
3.2.2 | Product Development and Launches |
3.2.3 | Partnerships, Joint Ventures and Collaborations |
3.2.4 | Business Expansion |
3.2.5 | Lawsuits |
3.2.6 | Others |
3.3 | Industry Attractiveness |
4.1 | Evolution of Mobile Gaming Market |
4.2 | Mobile Games Mapping with Key Developers |
4.3 | Mobile Gaming Ecosystem |
4.4 | Revenue Model Analysis |
5.1 | Assumptions and Limitations for Analysis and Forecast of Mobile Gaming Market |
5.2 | Market Overview |
5.3 | Market by Genre |
5.3.1 | Action/Adventure Games |
5.3.2 | Arcade Games |
5.3.3 | Strategy and Brain Games |
5.3.4 | Casino Games |
5.3.5 | Casual Games |
5.3.6 | Sport Games |
6.1 | Market Overview |
6.2 | Asia Pacific (APAC) |
6.2.1 | Market Overview |
6.2.2 | China |
6.2.3 | India |
6.2.4 | Japan |
6.2.5 | South Korea |
6.2.6 | Others |
6.3 | North America |
6.3.1 | Market Overview |
6.3.2 | U.S. |
6.3.3 | Canada |
6.3.4 | Mexico |
6.4 | Europe |
6.4.1 | Market Overview |
6.4.2 | The U.K |
6.4.3 | Germany |
6.4.4 | France |
6.4.5 | Russia |
6.4.6 | Others |
6.5 | Rest of the World (ROW) |
6.5.1 | Market Overview |
6.5.2 | Latin America (LATAM) |
6.5.3 | Middle East and Africa (MEA) |
7.1 | Activision Blizzard |
7.1.1 | Company Overview |
7.1.2 | Financials |
7.1.3 | Financial Summary |
7.1.4 | SWOT Analysis |
7.2 | DeNa Co., Ltd. |
7.2.1 | Company Overview |
7.2.2 | Financials |
7.2.3 | Financial Summary |
7.2.4 | SWOT Analysis |
7.3 | Electronic Arts Inc. |
7.3.1 | Company Overview |
7.3.2 | Financials |
7.3.3 | Financial Summary |
7.3.4 | SWOT analysis |
7.4 | Fanatee |
7.4.1 | Company Overview |
7.5 | Glu Mobile |
7.5.1 | Company Overview |
7.5.2 | Financials |
7.5.3 | Financial Summary |
7.5.4 | SWOT Analysis |
7.6 | GREE International Entertainment |
7.6.1 | Company Overview |
7.6.2 | SWOT Analysis |
7.7 | HalfBrick |
7.7.1 | Company Overview |
7.8 | Kabam |
7.8.1 | Company Overview |
7.8.2 | SWOT Analysis |
7.9 | Ketchapp Games |
7.9.1 | Company Overview |
7.10 | Playphone |
7.10.1 | Company Overview |
7.11 | Rovio Entertainment Limited |
7.11.1 | Company Overview |
7.11.2 | SWOT Analysis |
7.12 | Square Enix |
7.12.1 | Company Overview |
7.12.2 | Financials |
7.12.3 | Financial Summary |
7.12.4 | SWOT Analysis |
7.13 | Storm8 |
7.13.1 | Company Overview |
7.14 | Supercell |
7.14.1 | Company Overview |
7.14.2 | SWOT Analysis |
7.15 | Tribeflame OY |
7.16 | Ubisoft Group |
7.16.1 | Company Overview |
7.16.2 | Financials |
7.16.3 | Financial Summary |
7.16.4 | SWOT Analysis |
7.17 | Vivendi Games (Gameloft) |
7.17.1 | Financials |
7.17.2 | Financial Summary |
7.17.3 | SWOT Analysis |
7.18 | Wargaming |
7.18.1 | Company Overview |
7.18.2 | SWOT Analysis |
7.19 | Wooga GmbH |
7.19.1 | Company Overview |
7.19.2 | SWOT Analysis |
7.20 | ZeptoLab |
7.20.1 | Company Overview |
7.21 | Zynga Inc. |
7.21.1 | Company Overview |
7.21.2 | Financials |
7.21.3 | Financial Summary |
7.21.4 | SWOT Analysis |
7.22 | Other Companies |
8.1 | Related Reports |
Table 3.1 | Mergers and Acquisitions |
Table 3.2 | Key Product Launches |
Table 3.3 | Partnerships, Joint Ventures and Collaborations |
Table 3.4 | Business Expansion |
Table 3.5 | Lawsuits |
Table 3.6 | Events |
Table 4.1 | Leading Developers Games |
Table 5.1 | Global Mobile Gaming Market, by Platform, 2016-2023 ($Million) |
Table 5.2 | Global Mobile Gaming Market, by Genre, 2016-2023 ($Million) |
Table 5.3 | Action Genre Games |
Table 5.4 | Adventure Genre Games |
Table 5.5 | Arcade Genre Games |
Table 5.6 | Strategy Genre Games |
Table 5.7 | Casino Genre Games |
Table 5.8 | Casual Games |
Table 5.9 | Sport Genre Games |
Table 6.1 | Global Mobile Gaming Market, by Region, 2016-2023($Million) |
Table 6.2 | APAC Mobile Gaming Market, by Country, 2016-2023 |
Table 6.3 | APAC Mobile Gaming Market, by Genre, 2016-2023($Million) |
Table 6.4 | North America Mobile Gaming Market by Country, 2016-2023 ($Million) |
Table 6.5 | North America Mobile Gaming Market, by Genre, 2016-2023 ($Million) |
Table 6.6 | Europe Mobile Gaming Market, by Country, 2016-2023 ($Million) |
Table 6.7 | Europe Mobile Gaming Market, by Genre, 2016-2023($Million) |
Table 6.8 | Rest of the World Mobile Gaming Market, by Region, 2016-2023($Million) |
Table 6.9 | Latin America Mobile Gaming Market, by Genre, 2016-2023($Million) |
Table 6.10 | Middle East Mobile Gaming Market, by Genre, 2016-2023 ($Million) |
Figure 1 | Declining Console Gaming Sales |
Figure 2 | Mobile Gaming Snapshot |
Figure 3 | Revenues from Android Platform to Surpass Revenue from iOS Platform |
Figure 4 | Strategy and Brain Games to Grow Fastest, 2016-2023 |
Figure 5 | Top Games in Each Genre |
Figure 6 | Global Mobile Gaming Market, 2016 |
Figure 1.1 | Mobile Gaming Market Scope |
Figure 1.2 | Secondary Data Sources |
Figure 1.3 | Bottom Up Approach |
Figure 2.1 | Market Dynamics Snapshot |
Figure 2.1 | Drivers: Impact Analysis |
Figure 2.3 | Number of Smartphone users in the world, 2015-2023 |
Figure 2.4 | Challenges: Impact Analysis |
Figure 3.1 | Percentage Share of Strategies Adopted by the Market Players, 2015-2017 |
Figure 3.2 | Porter’s Five Force Analysis |
Figure 4.1 | Evolution of Mobile Gaming Industry |
Figure 4.2 | Mobile Gaming Ecosystem |
Figure 4.3 | Key Revenue Models |
Figure 5.1 | Global Mobile Gaming Market, by Platform, 2016-2023 |
Figure 5.2 | Global Mobile Gaming Market, by Genre, 2016-2023 |
Figure 5.3 | Mobile Gaming Market segmentation by Genre type |
Figure 5.4 | Action Genre Games Subdivision |
Figure 5.5 | Casino Games Subdivision |
Figure 6.1 | Mobile Gaming Market Segmentation, by Geography |
Figure 6.2 | Global Mobile Gaming Market, by Region, 2016-2023 |
Figure 6.3 | APAC Mobile Gaming Market, 2016-2023($Million) |
Figure 6.4 | APAC Mobile Gaming Market, by Genre, 2016 and 2023 |
Figure 6.5 | Mobile Gaming Market Size in China, 2016-2023 |
Figure 6.7 | Smartphone Users and Mobile Gamers in China |
Figure 6.8 | Chinese App Stores Market Share |
Figure 6.9 | Platform Share in China |
Figure 6.10 | Mobile Gaming Market Size in India, 2016-2023 |
Figure 6.11 | Smartphone Users and Mobile Gamers in India |
Figure 6.12 | Platform Share in India |
Figure 6.13 | Indian Digital Market Revenue Generation Sources |
Figure 6.14 | Mobile Gaming Market Size in Japan, 2016-2023 |
Figure 6.15 | Smartphone Users and Mobile Gamers in Japan |
Figure 6.16 | Platform Share in Japan |
Figure 6.17 | Mobile Gaming Market Size in South Korea, 2016-2023 |
Figure 6.18 | Smartphone Users and Mobile Gamers in South Korea |
Figure.6.19 | Platform Share in South Korea |
Figure 6.20 | Mobile Gaming Market Size in South East Asia, 2016-2023 |
Figure 6.21 | Smartphone Users and Mobile Gamers in South-eastern Asian Countries, 2016 |
Figure 6.22 | North America Mobile Gaming Market by Country, 2016 and 2023 |
Figure 6.23 | North America Mobile Gaming Market, by Genre, 2016 and 2023 |
Figure 6.24 | Mobile Gaming Market Size in the U.S., 2016-2023 |
Figure 6.25 | Smartphone Users and Mobile Gamers in US |
Figure 6.26 | Platform Share in U.S |
Figure 6.27 | Mobile Gaming Market Size in Canada, 2016-2023 |
Figure 6.28 | Smartphone Users and Mobile Gamers in Canada |
Figure 6.29 | Mobile Gaming Market Size in Mexico, 2016-2023 |
Figure 6.30 | Smartphone Users and Mobile Gamers in Mexico |
Figure 6.31 | Platform Share in Mexico |
Figure 6.32 | Business Model Distribution in European Region, 2014-2016 |
Figure 6.33 | Europe Mobile Gaming Market, by Country, 2016 and 2023 |
Figure 6.34 | Europe Mobile Gaming Market, by Genre, 2016 and 2023 |
Figure 6.35 | Mobile Gaming Market Size in the U.K, 2016-2023 |
Figure 6.36 | Smartphone Users and Mobile Gamers in U.K |
Figure 6.37 | Platform Share in U.K |
Figure 6.38 | Mobile Gaming Market Size in Germany, 2016-2023 |
Figure 6.39 | Smartphone Users and Mobile Gamers in Germany |
Figure 6.40 | Mobile Platform Share in Germany |
Figure 6.41 | Mobile Gaming Market Size in France, 2016-2023 |
Figure 6.42 | Smartphone Users and Mobile Gamers in France |
Figure 6.43 | Mobile Gaming Market Size in Russia |
Figure 6.44 | Smartphone users and Mobile Gamers in Russia |
Figure 6.45 | Platform Share in Russia |
Figure 6.46 | Rest of the World Mobile Gaming Market, by Region, 2016 and 2023 |
Figure 6.47 | Latin America Mobile Gaming Market, by Genre, 2016 and 2023 |
Figure 6.48 | Middle East Mobile Gaming Market, by Genre, 2016 and 2023 |
Figure 6.49 | Smartphone Users in Latin America, by Country, 2015-2018 |
Figure 6.50 | Mobile Platform share in LATAM |
Figure 6.51 | Smartphone Penetration (%), by country, 2016 |
Figure 7.1 | Activision Blizzard: Overall Financials (2014-2016) |
Figure 7.1 | Activision Blizzard: Net Revenue by Region (2014-2016) |
Figure 7.3 | Activision Blizzard: Net Revenue by Business Segment (2014-2016) |
Figure 7.4 | DeNa Co., Ltd.: Overall Financials (2014-2016) |
Figure 7.5 | DeNa Co., Ltd.: Revenue by Business Segment (2014) |
Figure 7.6 | DeNa Co., Ltd.: Revenue by Business Segment (2015-2016) |
Figure 7.7 | Electronic Arts: Overall Financial (2014-2016) |
Figure 7.8 | Electronic Arts: Net Revenue by Region (2014-2016) |
Figure 7.9 | Electronic Arts: Net Revenue by Business Segment (2014-2016) |
Figure 7.10 | Glu Mobile: Overall Financials (2014-2016) |
Figure 7.11 | Glu Mobile: Net Revenue by Region (2014-2016) |
Figure 7.12 | Glu Mobile: Net Revenue by Business Segment (2014-2016) |
Figure 7.13 | Square Enix: Overall Financials (2014-2016) |
Figure 7.14 | Square Enix: Revenue by Region Segment (2014-2016) |
Figure 7.15 | Square Enix: Revenue by Business Segment (2014-2016) |
Figure 7.16 | Ubisoft: Overall Financials (2014-2016) |
Figure 7.17 | Ubisoft: Net Revenue by Region (2014-2016) |
Figure 7.18 | Ubisoft: Net Revenue by Business Segment (2014-2016) |
Figure 7.19 | Gameloft: Overall Financials (2013-2015) |
Figure 7.20 | Gameloft: Revenue by Geographic Segment (2013-2015) |
Figure 7.21 | Gameloft: Revenue by Business Segment (2013-2015) |
Figure 7.22 | Zynga Inc.: Overall Financials (2014-2016) |
Figure 7.23 | Zynga Inc.: Revenue by Geographic Segment (2014-2016) |
Figure 7.24 | Zynga Inc.: Revenue by Business Segment (2014-2016) |
Report Description
The global mobile gaming market was worth $32.29 billion in FY 2016 and is expected to witness a tremendous growth, growing at a CAGR of 9.4% during the forecast period of 2017-2023. The increasing proliferation of smartphones, improving internet accessibility across the globe and availability of a diverse range of gaming genres have led to the strong growth of the market globally. The report is a compilation of various segments including market dynamics, market breakdown by game genre, platform and geography.
The report provides a comprehensive market analysis and forecast along with the recent trends influencing the market. While highlighting the key driving and restraining forces for this market, the report also provides a detailed study of the future trends and developments of the market. It also examines the role of the leading market players involved in the industry including their corporate overview, financials, financial summary and SWOT analysis.
The company profiles section includes the highlights of significant information about the key companies involved along with their corporate overview, financial summary, SWOT analysis, key strategies & developmental activities of recent years (2015-2017). Some of the key players are Activison Blizzard, Electronic Arts, Glu Mobile, Square Enix, Ubisoft group, Gameloft and Zynga.
Key Questions Answered in this Report
Key questions answered in the report:
• How will emerging technologies such as AR & VR change the dynamics of the mobile gaming industry?
• How is freemium and subscription business model driving the mobile gaming space?
• What are the trends in the number of smartphone users and mobile gamers by country and by region? What are the trends in an average number of mobile games download per user yearly?
• What are the trends in free mobile gaming and paid gaming across country and region?
• What are the recent trends in the number of gamers opting for in-app purchases? List of highest number of downloaded games and the future trends in downloads.
• What is the average revenue generated from mobile games through paid download and in-app purchase?
• What is the total revenue generated in the mobile gaming industry by paid download and in-app purchase in 2016, estimates in 2017 and forecast till 2023?
• Which mobile gaming platform (iOS or Android) will dominate the market in coming years?
• What are the major challenges inhibiting the growth of the global mobile gaming market?
• What are the new strategies adopted by the existing market players to make a mark in the industry?
• Who are the key players in the mobile gaming market?
• What major opportunities do the mobile gaming companies foresee?
• What strategies are adopted by mobile gaming players to sustain or grow in the market?
• What are the impacts of recent big acquisitions in the mobile gaming space?
Market Overview
Mobile gaming industry has undergone a transformation in the past 5 years. In the past 5 years the gaming industry has evolved and new business models have emerged. The diverse consumer base has paved way for an array of new revenue streams and integrated payment solutions ranging from subscriptions fees, pay-per-play, in-app purchases, royalties to premium account and upgrade remunerations.
North America, being an early adopter of mobile games, already boasts of a mature market worth $XX.XX billion and thus will witness a slow growth throughout the forecast period. On the other hand, APAC being led by two of the largest developing nations, India and China is expected to grow at a CAGR of XX.XX% to become a $XX.XX billion market by 2023. Improving internet connections, and availability of low cost smartphones will be the primary growth drivers in the region. Rising level of income of middle class population and search for alternative modes of recreation by the large youth population of the two nations will further escalate the growing demand for interactive media.
In terms of gaming genre, strategy and brain games had the largest share in 2016 and these games are expected to witness a strong growth rate during the forecast period. Their large revenue can be attributed to the widespread success of games such as Clash of Clans, Game of War: Fire Age and Puzzles and Dragons, each of which bring in billions in terms of revenue each year and are top grossing games in most of the countries.
Some of the key companies in the market are Activison Blizzard, Electronic Arts, Glu Mobile, Square Enix, Ubisoft group, Gameloft and Zynga. These companies are actively aiming for an increased participation through partnerships and new product launches in order to expand their operations and offerings to target potential clientele.