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Global Mobile Game Handle Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 Mobile Game Handle Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Mobile Game Handle Market Size Growth Rate by Product
      • 1.4.2 Andriod
      • 1.4.3 IOS
    • 1.5 Market by End User
      • 1.5.1 Global Mobile Game Handle Market Size Growth Rate by End User
      • 1.5.2 Competition
      • 1.5.3 Entertainment
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Mobile Game Handle Market Size
      • 2.1.1 Global Mobile Game Handle Revenue 2014-2025
      • 2.1.2 Global Mobile Game Handle Sales 2014-2025
    • 2.2 Mobile Game Handle Growth Rate by Regions
      • 2.2.1 Global Mobile Game Handle Sales by Regions
      • 2.2.2 Global Mobile Game Handle Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 Mobile Game Handle Sales by Manufacturers
      • 3.1.1 Mobile Game Handle Sales by Manufacturers
      • 3.1.2 Mobile Game Handle Sales Market Share by Manufacturers
      • 3.1.3 Global Mobile Game Handle Market Concentration Ratio (CR5 and HHI)
    • 3.2 Mobile Game Handle Revenue by Manufacturers
      • 3.2.1 Mobile Game Handle Revenue by Manufacturers (2014-2019)
      • 3.2.2 Mobile Game Handle Revenue Share by Manufacturers (2014-2019)
    • 3.3 Mobile Game Handle Price by Manufacturers
    • 3.4 Mobile Game Handle Manufacturing Base Distribution, Product Types
      • 3.4.1 Mobile Game Handle Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers Mobile Game Handle Product Type
      • 3.4.3 Date of International Manufacturers Enter into Mobile Game Handle Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global Mobile Game Handle Sales by Product
    • 4.2 Global Mobile Game Handle Revenue by Product
    • 4.3 Mobile Game Handle Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global Mobile Game Handle Breakdown Data by End User

    6 North America

    • 6.1 North America Mobile Game Handle by Countries
      • 6.1.1 North America Mobile Game Handle Sales by Countries
      • 6.1.2 North America Mobile Game Handle Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America Mobile Game Handle by Product
    • 6.3 North America Mobile Game Handle by End User

    7 Europe

    • 7.1 Europe Mobile Game Handle by Countries
      • 7.1.1 Europe Mobile Game Handle Sales by Countries
      • 7.1.2 Europe Mobile Game Handle Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe Mobile Game Handle by Product
    • 7.3 Europe Mobile Game Handle by End User

    8 Asia Pacific

    • 8.1 Asia Pacific Mobile Game Handle by Countries
      • 8.1.1 Asia Pacific Mobile Game Handle Sales by Countries
      • 8.1.2 Asia Pacific Mobile Game Handle Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific Mobile Game Handle by Product
    • 8.3 Asia Pacific Mobile Game Handle by End User

    9 Central & South America

    • 9.1 Central & South America Mobile Game Handle by Countries
      • 9.1.1 Central & South America Mobile Game Handle Sales by Countries
      • 9.1.2 Central & South America Mobile Game Handle Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America Mobile Game Handle by Product
    • 9.3 Central & South America Mobile Game Handle by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa Mobile Game Handle by Countries
      • 10.1.1 Middle East and Africa Mobile Game Handle Sales by Countries
      • 10.1.2 Middle East and Africa Mobile Game Handle Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa Mobile Game Handle by Product
    • 10.3 Middle East and Africa Mobile Game Handle by End User

    11 Company Profiles

    • 11.1 MOGA
      • 11.1.1 MOGA Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 MOGA Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 MOGA Mobile Game Handle Products Offered
      • 11.1.5 MOGA Recent Development
    • 11.2 NVIDIA
      • 11.2.1 NVIDIA Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 NVIDIA Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 NVIDIA Mobile Game Handle Products Offered
      • 11.2.5 NVIDIA Recent Development
    • 11.3 Nyko
      • 11.3.1 Nyko Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 Nyko Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 Nyko Mobile Game Handle Products Offered
      • 11.3.5 Nyko Recent Development
    • 11.4 Razer
      • 11.4.1 Razer Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 Razer Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 Razer Mobile Game Handle Products Offered
      • 11.4.5 Razer Recent Development
    • 11.5 8Bitdo
      • 11.5.1 8Bitdo Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 8Bitdo Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 8Bitdo Mobile Game Handle Products Offered
      • 11.5.5 8Bitdo Recent Development
    • 11.6 Ipega
      • 11.6.1 Ipega Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 Ipega Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 Ipega Mobile Game Handle Products Offered
      • 11.6.5 Ipega Recent Development
    • 11.7 Wamo
      • 11.7.1 Wamo Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Wamo Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Wamo Mobile Game Handle Products Offered
      • 11.7.5 Wamo Recent Development
    • 11.8 GameKlip
      • 11.8.1 GameKlip Company Details
      • 11.8.2 Company Business Overview
      • 11.8.3 GameKlip Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.8.4 GameKlip Mobile Game Handle Products Offered
      • 11.8.5 GameKlip Recent Development
    • 11.9 SteelSeries
      • 11.9.1 SteelSeries Company Details
      • 11.9.2 Company Business Overview
      • 11.9.3 SteelSeries Mobile Game Handle Sales, Revenue and Gross Margin (2014-2019)
      • 11.9.4 SteelSeries Mobile Game Handle Products Offered
      • 11.9.5 SteelSeries Recent Development

    12 Future Forecast

    • 12.1 Mobile Game Handle Market Forecast by Regions
      • 12.1.1 Global Mobile Game Handle Sales Forecast by Regions 2019-2025
      • 12.1.2 Global Mobile Game Handle Revenue Forecast by Regions 2019-2025
    • 12.2 Mobile Game Handle Market Forecast by Product
      • 12.2.1 Global Mobile Game Handle Sales Forecast by Product 2019-2025
      • 12.2.2 Global Mobile Game Handle Revenue Forecast by Product 2019-2025
    • 12.3 Mobile Game Handle Market Forecast by End User
    • 12.4 North America Mobile Game Handle Forecast
    • 12.5 Europe Mobile Game Handle Forecast
    • 12.6 Asia Pacific Mobile Game Handle Forecast
    • 12.7 Central & South America Mobile Game Handle Forecast
    • 12.8 Middle East and Africa Mobile Game Handle Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 Mobile Game Handle Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      http://nyko.com/products/playpad-pro
      http://www.ipega.hk/index.php?option=com_phocagallery&view=detail&catid=11%3Abluetooth-game-controller&id=1115%3Amulti-function-gamepad&Itemid=4&lang=en
      http://www.szwamo.com/cp_view.asp?id=121
      https://buy.thegameklip.com/
      The global Mobile Game Handle market is valued at million US$ in 2018 and will reach million US$ by the end of 2025, growing at a CAGR of during 2019-2025. The objectives of this study are to define, segment, and project the size of the Mobile Game Handle market based on company, product type, end user and key regions.

      This report studies the global market size of Mobile Game Handle in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Mobile Game Handle in these regions.
      This research report categorizes the global Mobile Game Handle market by top players/brands, region, type and end user. This report also studies the global Mobile Game Handle market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

      The following manufacturers are covered in this report, with sales, revenue, market share for each company:
      MOGA
      NVIDIA
      Nyko
      Razer
      8Bitdo
      Ipega
      Wamo
      GameKlip
      SteelSeries

      Market size by Product
      Andriod
      IOS
      Market size by End User
      Competition
      Entertainment

      Market size by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Singapore
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Spain
      Russia
      Central & South America
      Brazil
      Rest of Central & South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa

      The study objectives of this report are:
      To study and analyze the global Mobile Game Handle market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
      To understand the structure of Mobile Game Handle market by identifying its various subsegments.
      To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
      Focuses on the key global Mobile Game Handle companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
      To project the value and sales volume of Mobile Game Handle submarkets, with respect to key regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of Mobile Game Handle are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

      This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Mobile Game Handle market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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