About Mobile Sports Game
Mobile Sports Game is the general term for games with a sports theme that are played on mobile phones and tablets. They were among the first mobile games to arrive, but because there were so many different operating systems and phone models in the early days of cell phones, their initial appeal was constrained. Millions of consumers now have access to the same software thanks to the emergence of significant markets on Android, iOS, and Windows and the subsequent deluge of products from several game developer companies. Computer and video games with a sporting theme, however, have been around for a lot longer and serve a purpose that is distinct from that of mobile sports.
Attributes | Details |
---|
Study Period | 2018-2028 |
Base Year | 2022 |
Unit | Value (USD Million) |
The market of Mobile Sports Game Edutainment is expected to grow with rising demand for children’s. Several companies are operating in the market to provide Mobile Sports Game Edutainment with multiple functioning. The market is highly fragmented with the presence of several market players. They are gaining attention owing to their innovative and novel portfolio. In addition, market profitability is attracting new entrant which is turn impacted on competitive rivalry. The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Mobile Sports Game market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Supercell (Finland), Niantic (United States), Tencent (China), NetEase (China), Machine Zone (United States), Netmarble (South Korea), King Digital Entertainment (Malta), EA Mobile (United States), Mixi (United States) and GungHo Online Entertainment (Japan) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Nintendo (Japan), Jam City (United States), Sony (Japan), Peak Games (Turkey), Com2uS (South Korea) and Others.
Segmentation Overview
AMA Research has segmented the market of Global Mobile Sports Game market by Type (Real-Time Strategy, Role-Playing, Multiplayer Online Battle Arena, Sandbox, Shooter, Simulation and Sports and Others), Application (Children and Adults) and Region.
On the basis of geography, the market of Mobile Sports Game has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Platform, the sub-segment i.e. Android will boost the Mobile Sports Game market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Growing Fad for Online Multiplayer Battle Mobile Sport Games Like Football and Increasing Popularity of Mobile Gaming Among Youth Population
Market Growth Drivers:
Number of Mobile Users Has Increased and Innovative Technologies and Low Development and Production Costs
Challenges:
Competitive Pricing Mechanism
Restraints:
Health Issues Due To Excessive Use of Mobile Phones for Gaming and Growing Awareness Programs for Outdoor Physical Games by Government
Opportunities:
Inclination towards Mobile Sports Games than Outdoor Games, Growing Contribution of Internet Penetration for Gaming Zone and Enhanced Experience in Wireless Multiplayer Gaming
Market Leaders and their expansionary development strategies
On 25th May 2022, Take Two Interactive, Inc. has announced the acquisition of mobile gaming behemoth Zynga. This deal was first announced, and it will bring under Take Two ownership Zynga's popular games such as Farmville and Words with Friends.
On 12th April 2022, FIFA has introduced a new streaming video service, FIFA, which will give free live games from contests across the world and Netflix-like documentaries.
A state law that forbade online gaming was overturned by the Karnataka High Court on Monday. After Governor Thawar Chand Gehlot provided his approval, the Karnataka government announced the law prohibiting betting and wagering in online games.
Key Target Audience
New Entrants/Investors, Analysts and Strategic Business Planners, Mobile Sports Game Service Providers, Research Organizations, Strategic Business Planners, Government Bodies, End-users and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.