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Global Mobile and Wearable Gaming Technologies Market Size, Status and Forecast 2021-2027

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Mobile and Wearable Gaming Technologies Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
    • 1.2.2 Tablets
    • 1.2.3 Smartphone
    • 1.2.4 Handheld Console
    • 1.2.5 Others
  • 1.3 Market by Application
    • 1.3.1 Global Mobile and Wearable Gaming Technologies Market Share by Application: 2016 VS 2021 VS 2027
    • 1.3.2 Android
    • 1.3.3 iOS
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Mobile and Wearable Gaming Technologies Market Perspective (2016-2027)
  • 2.2 Mobile and Wearable Gaming Technologies Growth Trends by Regions
    • 2.2.1 Mobile and Wearable Gaming Technologies Market Size by Regions: 2016 VS 2021 VS 2027
    • 2.2.2 Mobile and Wearable Gaming Technologies Historic Market Share by Regions (2016-2021)
    • 2.2.3 Mobile and Wearable Gaming Technologies Forecasted Market Size by Regions (2022-2027)
  • 2.3 Mobile and Wearable Gaming Technologies Industry Dynamic
    • 2.3.1 Mobile and Wearable Gaming Technologies Market Trends
    • 2.3.2 Mobile and Wearable Gaming Technologies Market Drivers
    • 2.3.3 Mobile and Wearable Gaming Technologies Market Challenges
    • 2.3.4 Mobile and Wearable Gaming Technologies Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Mobile and Wearable Gaming Technologies Players by Revenue
    • 3.1.1 Global Top Mobile and Wearable Gaming Technologies Players by Revenue (2016-2021)
    • 3.1.2 Global Mobile and Wearable Gaming Technologies Revenue Market Share by Players (2016-2021)
  • 3.2 Global Mobile and Wearable Gaming Technologies Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Mobile and Wearable Gaming Technologies Revenue
  • 3.4 Global Mobile and Wearable Gaming Technologies Market Concentration Ratio
    • 3.4.1 Global Mobile and Wearable Gaming Technologies Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Mobile and Wearable Gaming Technologies Revenue in 2020
  • 3.5 Mobile and Wearable Gaming Technologies Key Players Head office and Area Served
  • 3.6 Key Players Mobile and Wearable Gaming Technologies Product Solution and Service
  • 3.7 Date of Enter into Mobile and Wearable Gaming Technologies Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Mobile and Wearable Gaming Technologies Breakdown Data by Type

  • 4.1 Global Mobile and Wearable Gaming Technologies Historic Market Size by Type (2016-2021)
  • 4.2 Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Type (2022-2027)

5 Mobile and Wearable Gaming Technologies Breakdown Data by Application

  • 5.1 Global Mobile and Wearable Gaming Technologies Historic Market Size by Application (2016-2021)
  • 5.2 Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Application (2022-2027)

6 North America

  • 6.1 North America Mobile and Wearable Gaming Technologies Market Size (2016-2027)
  • 6.2 North America Mobile and Wearable Gaming Technologies Market Size by Type
    • 6.2.1 North America Mobile and Wearable Gaming Technologies Market Size by Type (2016-2021)
    • 6.2.2 North America Mobile and Wearable Gaming Technologies Market Size by Type (2022-2027)
    • 6.2.3 North America Mobile and Wearable Gaming Technologies Market Size by Type (2016-2027)
  • 6.3 North America Mobile and Wearable Gaming Technologies Market Size by Application
    • 6.3.1 North America Mobile and Wearable Gaming Technologies Market Size by Application (2016-2021)
    • 6.3.2 North America Mobile and Wearable Gaming Technologies Market Size by Application (2022-2027)
    • 6.3.3 North America Mobile and Wearable Gaming Technologies Market Size by Application (2016-2027)
  • 6.4 North America Mobile and Wearable Gaming Technologies Market Size by Country
    • 6.4.1 North America Mobile and Wearable Gaming Technologies Market Size by Country (2016-2021)
    • 6.4.2 North America Mobile and Wearable Gaming Technologies Market Size by Country (2022-2027)
    • 6.4.3 United States
    • 6.4.4 Canada

7 Europe

  • 7.1 Europe Mobile and Wearable Gaming Technologies Market Size (2016-2027)
  • 7.2 Europe Mobile and Wearable Gaming Technologies Market Size by Type
    • 7.2.1 Europe Mobile and Wearable Gaming Technologies Market Size by Type (2016-2021)
    • 7.2.2 Europe Mobile and Wearable Gaming Technologies Market Size by Type (2022-2027)
    • 7.2.3 Europe Mobile and Wearable Gaming Technologies Market Size by Type (2016-2027)
  • 7.3 Europe Mobile and Wearable Gaming Technologies Market Size by Application
    • 7.3.1 Europe Mobile and Wearable Gaming Technologies Market Size by Application (2016-2021)
    • 7.3.2 Europe Mobile and Wearable Gaming Technologies Market Size by Application (2022-2027)
    • 7.3.3 Europe Mobile and Wearable Gaming Technologies Market Size by Application (2016-2027)
  • 7.4 Europe Mobile and Wearable Gaming Technologies Market Size by Country
    • 7.4.1 Europe Mobile and Wearable Gaming Technologies Market Size by Country (2016-2021)
    • 7.4.2 Europe Mobile and Wearable Gaming Technologies Market Size by Country (2022-2027)
    • 7.4.3 Germany
    • 7.4.4 France
    • 7.4.5 U.K.
    • 7.4.6 Italy
    • 7.4.7 Russia
    • 7.4.8 Nordic

8 Asia-Pacific

  • 8.1 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size (2016-2027)
  • 8.2 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Type
    • 8.2.1 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Type (2016-2021)
    • 8.2.2 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Type (2022-2027)
    • 8.2.3 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Type (2016-2027)
  • 8.3 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Application
    • 8.3.1 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Application (2016-2021)
    • 8.3.2 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Application (2022-2027)
    • 8.3.3 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Application (2016-2027)
  • 8.4 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region
    • 8.4.1 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2016-2021)
    • 8.4.2 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2022-2027)
    • 8.4.3 China
    • 8.4.4 Japan
    • 8.4.5 South Korea
    • 8.4.6 Southeast Asia
    • 8.4.7 India
    • 8.4.8 Australia

9 Latin America

  • 9.1 Latin America Mobile and Wearable Gaming Technologies Market Size (2016-2027)
  • 9.2 Latin America Mobile and Wearable Gaming Technologies Market Size by Type
    • 9.2.1 Latin America Mobile and Wearable Gaming Technologies Market Size by Type (2016-2021)
    • 9.2.2 Latin America Mobile and Wearable Gaming Technologies Market Size by Type (2022-2027)
    • 9.2.3 Latin America Mobile and Wearable Gaming Technologies Market Size by Type (2016-2027)
  • 9.3 Latin America Mobile and Wearable Gaming Technologies Market Size by Application
    • 9.3.1 Latin America Mobile and Wearable Gaming Technologies Market Size by Application (2016-2021)
    • 9.3.2 Latin America Mobile and Wearable Gaming Technologies Market Size by Application (2022-2027)
    • 9.3.3 Latin America Mobile and Wearable Gaming Technologies Market Size by Application (2016-2027)
  • 9.4 Latin America Mobile and Wearable Gaming Technologies Market Size by Country
    • 9.4.1 Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2016-2021)
    • 9.4.2 Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2022-2027)
    • 9.4.3 Mexico
    • 9.4.4 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size (2016-2027)
  • 10.2 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Type
    • 10.2.1 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Type (2016-2021)
    • 10.2.2 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Type (2022-2027)
    • 10.2.3 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Type (2016-2027)
  • 10.3 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Application
    • 10.3.1 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Application (2016-2021)
    • 10.3.2 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Application (2022-2027)
    • 10.3.3 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Application (2016-2027)
  • 10.4 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country
    • 10.4.1 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2016-2021)
    • 10.4.2 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2022-2027)
    • 10.4.3 Turkey
    • 10.4.4 Saudi Arabia
    • 10.4.5 UAE

11 Key Players Profiles

  • 11.1 Sony Corporation
    • 11.1.1 Sony Corporation Company Details
    • 11.1.2 Sony Corporation Business Overview
    • 11.1.3 Sony Corporation Mobile and Wearable Gaming Technologies Introduction
    • 11.1.4 Sony Corporation Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.1.5 Sony Corporation Recent Development
  • 11.2 Microsoft
    • 11.2.1 Microsoft Company Details
    • 11.2.2 Microsoft Business Overview
    • 11.2.3 Microsoft Mobile and Wearable Gaming Technologies Introduction
    • 11.2.4 Microsoft Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.2.5 Microsoft Recent Development
  • 11.3 Nintendo
    • 11.3.1 Nintendo Company Details
    • 11.3.2 Nintendo Business Overview
    • 11.3.3 Nintendo Mobile and Wearable Gaming Technologies Introduction
    • 11.3.4 Nintendo Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.3.5 Nintendo Recent Development
  • 11.4 Ubisoft Entertainment
    • 11.4.1 Ubisoft Entertainment Company Details
    • 11.4.2 Ubisoft Entertainment Business Overview
    • 11.4.3 Ubisoft Entertainment Mobile and Wearable Gaming Technologies Introduction
    • 11.4.4 Ubisoft Entertainment Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.4.5 Ubisoft Entertainment Recent Development
  • 11.5 Activision Blizzard, Inc.
    • 11.5.1 Activision Blizzard, Inc. Company Details
    • 11.5.2 Activision Blizzard, Inc. Business Overview
    • 11.5.3 Activision Blizzard, Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.5.4 Activision Blizzard, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.5.5 Activision Blizzard, Inc. Recent Development
  • 11.6 King.com Ltd.
    • 11.6.1 King.com Ltd. Company Details
    • 11.6.2 King.com Ltd. Business Overview
    • 11.6.3 King.com Ltd. Mobile and Wearable Gaming Technologies Introduction
    • 11.6.4 King.com Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.6.5 King.com Ltd. Recent Development
  • 11.7 Capcom Co.,Ltd.
    • 11.7.1 Capcom Co.,Ltd. Company Details
    • 11.7.2 Capcom Co.,Ltd. Business Overview
    • 11.7.3 Capcom Co.,Ltd. Mobile and Wearable Gaming Technologies Introduction
    • 11.7.4 Capcom Co.,Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.7.5 Capcom Co.,Ltd. Recent Development
  • 11.8 Tencent
    • 11.8.1 Tencent Company Details
    • 11.8.2 Tencent Business Overview
    • 11.8.3 Tencent Mobile and Wearable Gaming Technologies Introduction
    • 11.8.4 Tencent Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.8.5 Tencent Recent Development
  • 11.9 Everywear Games
    • 11.9.1 Everywear Games Company Details
    • 11.9.2 Everywear Games Business Overview
    • 11.9.3 Everywear Games Mobile and Wearable Gaming Technologies Introduction
    • 11.9.4 Everywear Games Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.9.5 Everywear Games Recent Development
  • 11.10 Electronic Arts Inc.
    • 11.10.1 Electronic Arts Inc. Company Details
    • 11.10.2 Electronic Arts Inc. Business Overview
    • 11.10.3 Electronic Arts Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.10.4 Electronic Arts Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.10.5 Electronic Arts Inc. Recent Development
  • 11.11 CD PROJEKT S.A.
    • 11.11.1 CD PROJEKT S.A. Company Details
    • 11.11.2 CD PROJEKT S.A. Business Overview
    • 11.11.3 CD PROJEKT S.A. Mobile and Wearable Gaming Technologies Introduction
    • 11.11.4 CD PROJEKT S.A. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.11.5 CD PROJEKT S.A. Recent Development
  • 11.12 COLOPL, Inc.
    • 11.12.1 COLOPL, Inc. Company Details
    • 11.12.2 COLOPL, Inc. Business Overview
    • 11.12.3 COLOPL, Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.12.4 COLOPL, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.12.5 COLOPL, Inc. Recent Development
  • 11.13 Com2Us
    • 11.13.1 Com2Us Company Details
    • 11.13.2 Com2Us Business Overview
    • 11.13.3 Com2Us Mobile and Wearable Gaming Technologies Introduction
    • 11.13.4 Com2Us Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.13.5 Com2Us Recent Development
  • 11.14 CyberAgent, Inc.
    • 11.14.1 CyberAgent, Inc. Company Details
    • 11.14.2 CyberAgent, Inc. Business Overview
    • 11.14.3 CyberAgent, Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.14.4 CyberAgent, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.14.5 CyberAgent, Inc. Recent Development
  • 11.15 DeNA Co., Ltd.
    • 11.15.1 DeNA Co., Ltd. Company Details
    • 11.15.2 DeNA Co., Ltd. Business Overview
    • 11.15.3 DeNA Co., Ltd. Mobile and Wearable Gaming Technologies Introduction
    • 11.15.4 DeNA Co., Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.15.5 DeNA Co., Ltd. Recent Development
  • 11.16 Gameloft
    • 11.16.1 Gameloft Company Details
    • 11.16.2 Gameloft Business Overview
    • 11.16.3 Gameloft Mobile and Wearable Gaming Technologies Introduction
    • 11.16.4 Gameloft Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.16.5 Gameloft Recent Development
  • 11.17 Glu Mobile Inc.
    • 11.17.1 Glu Mobile Inc. Company Details
    • 11.17.2 Glu Mobile Inc. Business Overview
    • 11.17.3 Glu Mobile Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.17.4 Glu Mobile Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.17.5 Glu Mobile Inc. Recent Development
  • 11.18 Gungho Online Entertainment, Inc.
    • 11.18.1 Gungho Online Entertainment, Inc. Company Details
    • 11.18.2 Gungho Online Entertainment, Inc. Business Overview
    • 11.18.3 Gungho Online Entertainment, Inc. Mobile and Wearable Gaming Technologies Introduction
    • 11.18.4 Gungho Online Entertainment, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
    • 11.18.5 Gungho Online Entertainment, Inc. Recent Development
  • 11.18 KABAM GAMES, INC.

.1 KABAM GAMES, INC. Company Details

    .2 KABAM GAMES, INC. Business Overview

      .3 KABAM GAMES, INC. Mobile and Wearable Gaming Technologies Introduction

        .4 KABAM GAMES, INC. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)

          .5 KABAM GAMES, INC. Recent Development

          • 11.20 Netease Inc.
            • 11.20.1 Netease Inc. Company Details
            • 11.20.2 Netease Inc. Business Overview
            • 11.20.3 Netease Inc. Mobile and Wearable Gaming Technologies Introduction
            • 11.20.4 Netease Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
            • 11.20.5 Netease Inc. Recent Development
          • 11.21 Machine Zone Inc.
            • 11.21.1 Machine Zone Inc. Company Details
            • 11.21.2 Machine Zone Inc. Business Overview
            • 11.21.3 Machine Zone Inc. Mobile and Wearable Gaming Technologies Introduction
            • 11.21.4 Machine Zone Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2016-2021)
            • 11.21.5 Machine Zone Inc. Recent Development

          12 Analyst's Viewpoints/Conclusions

            13 Appendix

            • 13.1 Research Methodology
              • 13.1.1 Methodology/Research Approach
              • 13.1.2 Data Source
            • 13.2 Disclaimer

            Global Mobile and Wearable Gaming Technologies Scope and Market Size
            Mobile and Wearable Gaming Technologies market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Mobile and Wearable Gaming Technologies market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

            Segment by Type
            by Device
            Tablets
            Smartphone
            Handheld Console
            Others
            by Technology
            Virtual Reality
            Facial Recognition
            Voice Recognition
            High-Def Displays
            Wearable Gaming
            Gesture Control
            Others

            Segment by Application
            Android
            iOS

            By Region
            North America
            United States
            Canada
            Europe
            Germany
            France
            U.K.
            Italy
            Russia
            Nordic
            Rest of Europe
            Asia-Pacific
            China
            Japan
            South Korea
            Southeast Asia
            India
            Australia
            Rest of Asia
            Latin America
            Mexico
            Brazil
            Rest of Latin America
            Middle East & Africa
            Turkey
            Saudi Arabia
            UAE
            Rest of MEA

            By Company
            Sony Corporation
            Microsoft
            Nintendo
            Ubisoft Entertainment
            Activision Blizzard, Inc.
            King.com Ltd.
            Capcom Co.,Ltd.
            Tencent
            Everywear Games
            Electronic Arts Inc.
            CD PROJEKT S.A.
            COLOPL, Inc.
            Com2Us
            CyberAgent, Inc.
            DeNA Co., Ltd.
            Gameloft
            Glu Mobile Inc.
            Gungho Online Entertainment, Inc.
            KABAM GAMES, INC.
            Netease Inc.
            Machine Zone Inc.

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