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Global Mobile Gaming Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Mobile Gaming Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Action/Adventure
      • 1.4.3 Strategy & Brain
      • 1.4.4 Casino
      • 1.4.5 Sport and Role Playing Games
      • 1.4.6 Others
    • 1.5 Market by Application
      • 1.5.1 Global Mobile Gaming Market Share by Application (2014-2025)
      • 1.5.2 Android
      • 1.5.3 iOS
      • 1.5.4 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Mobile Gaming Market Size
    • 2.2 Mobile Gaming Growth Trends by Regions
      • 2.2.1 Mobile Gaming Market Size by Regions (2014-2025)
      • 2.2.2 Mobile Gaming Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Mobile Gaming Market Size by Manufacturers
      • 3.1.1 Global Mobile Gaming Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Mobile Gaming Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Mobile Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2 Mobile Gaming Key Players Head office and Area Served
    • 3.3 Key Players Mobile Gaming Product/Solution/Service
    • 3.4 Date of Enter into Mobile Gaming Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Mobile Gaming Market Size by Type (2014-2019)
    • 4.2 Global Mobile Gaming Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Mobile Gaming Market Size (2014-2019)
    • 5.2 Mobile Gaming Key Players in United States
    • 5.3 United States Mobile Gaming Market Size by Type
    • 5.4 United States Mobile Gaming Market Size by Application

    6 Europe

    • 6.1 Europe Mobile Gaming Market Size (2014-2019)
    • 6.2 Mobile Gaming Key Players in Europe
    • 6.3 Europe Mobile Gaming Market Size by Type
    • 6.4 Europe Mobile Gaming Market Size by Application

    7 China

    • 7.1 China Mobile Gaming Market Size (2014-2019)
    • 7.2 Mobile Gaming Key Players in China
    • 7.3 China Mobile Gaming Market Size by Type
    • 7.4 China Mobile Gaming Market Size by Application

    8 Japan

    • 8.1 Japan Mobile Gaming Market Size (2014-2019)
    • 8.2 Mobile Gaming Key Players in Japan
    • 8.3 Japan Mobile Gaming Market Size by Type
    • 8.4 Japan Mobile Gaming Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Mobile Gaming Market Size (2014-2019)
    • 9.2 Mobile Gaming Key Players in Southeast Asia
    • 9.3 Southeast Asia Mobile Gaming Market Size by Type
    • 9.4 Southeast Asia Mobile Gaming Market Size by Application

    10 India

    • 10.1 India Mobile Gaming Market Size (2014-2019)
    • 10.2 Mobile Gaming Key Players in India
    • 10.3 India Mobile Gaming Market Size by Type
    • 10.4 India Mobile Gaming Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Mobile Gaming Market Size (2014-2019)
    • 11.2 Mobile Gaming Key Players in Central & South America
    • 11.3 Central & South America Mobile Gaming Market Size by Type
    • 11.4 Central & South America Mobile Gaming Market Size by Application

    12 International Players Profiles

    • 12.1 Gameloft
      • 12.1.1 Gameloft Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Mobile Gaming Introduction
      • 12.1.4 Gameloft Revenue in Mobile Gaming Business (2014-2019)
      • 12.1.5 Gameloft Recent Development
    • 12.2 Electronic Arts Inc
      • 12.2.1 Electronic Arts Inc Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Mobile Gaming Introduction
      • 12.2.4 Electronic Arts Inc Revenue in Mobile Gaming Business (2014-2019)
      • 12.2.5 Electronic Arts Inc Recent Development
    • 12.3 Tencent
      • 12.3.1 Tencent Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Mobile Gaming Introduction
      • 12.3.4 Tencent Revenue in Mobile Gaming Business (2014-2019)
      • 12.3.5 Tencent Recent Development
    • 12.4 Activision Blizzard Inc.
      • 12.4.1 Activision Blizzard Inc. Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Mobile Gaming Introduction
      • 12.4.4 Activision Blizzard Inc. Revenue in Mobile Gaming Business (2014-2019)
      • 12.4.5 Activision Blizzard Inc. Recent Development
    • 12.5 Rovio
      • 12.5.1 Rovio Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Mobile Gaming Introduction
      • 12.5.4 Rovio Revenue in Mobile Gaming Business (2014-2019)
      • 12.5.5 Rovio Recent Development
    • 12.6 Supercell Oy
      • 12.6.1 Supercell Oy Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Mobile Gaming Introduction
      • 12.6.4 Supercell Oy Revenue in Mobile Gaming Business (2014-2019)
      • 12.6.5 Supercell Oy Recent Development
    • 12.7 DeNa
      • 12.7.1 DeNa Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Mobile Gaming Introduction
      • 12.7.4 DeNa Revenue in Mobile Gaming Business (2014-2019)
      • 12.7.5 DeNa Recent Development
    • 12.8 Disney Interactive
      • 12.8.1 Disney Interactive Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Mobile Gaming Introduction
      • 12.8.4 Disney Interactive Revenue in Mobile Gaming Business (2014-2019)
      • 12.8.5 Disney Interactive Recent Development
    • 12.9 Nintendo
      • 12.9.1 Nintendo Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Mobile Gaming Introduction
      • 12.9.4 Nintendo Revenue in Mobile Gaming Business (2014-2019)
      • 12.9.5 Nintendo Recent Development
    • 12.10 Blizzard
      • 12.10.1 Blizzard Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Mobile Gaming Introduction
      • 12.10.4 Blizzard Revenue in Mobile Gaming Business (2014-2019)
      • 12.10.5 Blizzard Recent Development
    • 12.11 Ubisoft
    • 12.12 Kobojo
    • 12.13 Glu Mobile
    • 12.14 Wooga GmbH
    • 12.15 GREE International
    • 12.16 GigaMedia
    • 12.17 Sony Computer Entertainment
    • 12.18 Tylted
    • 12.19 Storm8
    • 12.20 Blockdot

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      In 2018, the global Mobile Gaming market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2019-2025.

      This report focuses on the global Mobile Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Mobile Gaming development in United States, Europe and China.

      The key players covered in this study
      Gameloft
      Electronic Arts Inc
      Tencent
      Activision Blizzard Inc.
      Rovio
      Supercell Oy
      DeNa
      Disney Interactive
      Nintendo
      Blizzard
      Ubisoft
      Kobojo
      Glu Mobile
      Wooga GmbH
      GREE International
      GigaMedia
      Sony Computer Entertainment
      Tylted
      Storm8
      Blockdot

      Market segment by Type, the product can be split into
      Action/Adventure
      Strategy & Brain
      Casino
      Sport and Role Playing Games
      Others

      Market segment by Application, split into
      Android
      iOS
      Others

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Mobile Gaming status, future forecast, growth opportunity, key market and key players.
      To present the Mobile Gaming development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

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