About Mobile Games
The mobile gaming industry has witnessed unprecedented growth in recent years. This growth is mostly the result of an ever increasing base of smartphone users. Moreover, the growing number of consumers who are getting into mobile gaming and opting for subscriptions and making in-app purchases is another prominent factor driving the growth of the mobile gaming market. Growing consumer interest in mobile multiplayer gaming expected to further propel the demand for mobile games in the coming years.
Attributes | Details |
---|
Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Billion) |
CAGR | 6.39% |
The market is seeing fragmented market players, by seeing huge growth in this market the key leading vendors are highly focusing on the production technologies, efficiency enhancement, and product life. There is a various growth opportunity in this market which is captured by leading players via tracking the ongoing process enhancement and huge invest in market growth strategies. Analyst at AMA Research estimates that Global Players will contribute the maximum growth to Global Mobile Games 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.
KRAFTON Inc. (South Korea), Epic Games (United States), Blizzard Entertainment (United States), Riot Games (United States), EA Mobile Inc. (United States), Team Alto (United Kingdom), Team17 Group plc (United Kingdom), Sega Games Co. Ltd. (United States), Madfinger Games (Czechia), Futureplay (Finland) and Vector Unit (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Ndemic Creations (United Kingdom).
Segmentation Overview
AMA Research has segmented the market of Global Mobile Games market by Type (Casual games, Mid-core Games and Hardcore Games) and Region.
On the basis of geography, the market of Mobile Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, 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 Technology, the sub-segment i.e. Augmented Reality will boost the Mobile Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Revenue Model , the sub-segment i.e. Advertisement Based will boost the Mobile Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Operating System, the sub-segment i.e. Android will boost the Mobile Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Genre, the sub-segment i.e. Puzzle will boost the Mobile Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Rise of Social Gaming and e-Sports, Cloud Games, Virtual Reality, and Multi-Player Games among Millennials
Market Growth Drivers:
High Proliferation of Smartphones in both Developing and Developed Nations and The Growth in the Number of Gamers across the World
Challenges:
Strict Regulatory Policies Globally
Restraints:
Increasing Concern about High Level of Piracy Situations and Slow Internet Speeds
Opportunities:
Increasing Adoption of Augmented Reality (AR) Games
Market Leaders and their expansionary development strategies
23 November 2023 – StarHub announced partnerships with cloud gaming distributors CareGame and OnMobile Global to bring over 100 mobile game titles to GameHub+ Mobile Play, StarHub's new mobile gaming category catered for mobile gamers
In June 2023, Netflix has introduced around twenty games through its mobile app on both iOS and Android devices. Let's take a look at the top five games that have been added to Netflix's gaming service this year. For a complete list of Netflix games, you can refer to our comprehensive list available here, and we also provide updates on upcoming titles separately on this page.
"The Entertainment Software Ratings Board (ESRB) applied for approval of proposed modifications to its COPPA safe harbor program. The FTC’s COPPA Rule requires, among other things, that operators of commercial websites and online services directed to children under the age of 13, or general audience websites and online services that knowingly collect personal information from children under 13, must obtain parental consent before collecting, using, or disclosing any personal information from children under the age of 13."
Key Target Audience
Mobile Gaming Developers, Technology Providers, Software Providers, 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.