Product Code: A03733
According to a new report published by Allied Market Research, titled, "Mobile Gaming Market," The mobile gaming market was valued at $90.6 billion in 2022, and is estimated to reach $269.8 billion by 2032, growing at a CAGR of 11.7% from 2023 to 2032.

The key factors such as increase in use and availability of mobile devices, and growth in purchasing power of people, are significant factors driving the growth of this market. Furthermore, rise of mobile e-sports and advancements in AR and VR technologies are providing more opportunities for market growth. In today's time mobile phones are being manufactured at an increasing rate. Large population is using smartphones to operate in daily life. Various services and data accessibility are being provided through mobile phones. Growing technology and improving functionality and features of mobile phones are attracting majority of population around the world. Video game has always been a part of human life and is growing more through mobile phone medium. Free games are available in different cloud platforms that are easily accessible through internet and mobile phones thus increasing the thrill for mobile gaming. Furthermore, the rise in purchasing power has correlated with increased affordability of smartphones. More people have access to a platform where mobile games are available, as they can afford modern smartphones. Moreover, the growth of mobile e-sports has given rise to professional gaming careers. Players can now aspire to become professional mobile e-sports athletes, earning income through sponsorships, team contracts, and participation in tournaments. This professionalization has attracted talent to the mobile gaming industry. In addition, augmented reality (AR) technology can enhance educational and training games by overlaying informative content into reality. This has applications in both entertainment and educational contexts, making learning more interactive and engaging. Moreover, virtual reality (VR) technology can create fully immersive gaming environments, transporting players to virtual worlds.
The mobile gaming market is segmented into device type, genre, platform, and region. On the basis of device type, the market is bifurcated into smartphone and tablet. By On the basis of genre, the market is categorized into action, adventure, puzzle, simulation, role playing, and others. On the basis of platform, the market is bifurcated into google play and app store. On the basis of region, the market is studied across North America, Europe, Asia-Pacific and LAMEA.
The report analyzes the profiles of key players operating in the mobile gaming market such as Google Inc., Apple Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Gameloft SE, Kabam Games Inc., Rovio Entertainment Oyj, Nintendo Co., Ltd., Take-Two Interactive Software, Inc., and Tencent Holdings Limited. These players have adopted various strategies to increase their market penetration and strengthen their position in the mobile gaming market.
Key Benefits For Stakeholders
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the mobile gaming market analysis from 2022 to 2032 to identify the prevailing mobile gaming market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the mobile gaming market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global mobile gaming market trends, key players, market segments, application areas, and market growth strategies.
Additional benefits you will get with this purchase are:
- Quarterly Update and* (only available with a corporate license, on listed price)
- 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
- Free Upcoming Version on the Purchase of Five and Enterprise User License.
- 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
- 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
- Free data Pack on the Five and Enterprise User License. (Excel version of the report)
- Free Updated report if the report is 6-12 months old or older.
- 24-hour priority response*
- Free Industry updates and white papers.
Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)
- Investment Opportunities
- Market share analysis of players by products/segments
- Regulatory Guidelines
- Key player details (including location, contact details, supplier/vendor network etc. in excel format)
- Market share analysis of players at global/region/country level
Key Market Segments
By Device Type
By Genre
- Action
- Adventure
- Puzzle
- Simulation
- Role Playing
- Others
By Platform
By Region
- North America
- Europe
- UK
- Germany
- France
- Italy
- Spain
- Rest of Europe
- Asia-Pacific
- China
- Japan
- India
- Australia
- South Korea
- Rest of Asia-Pacific
- LAMEA
- Latin Amerca
- Middle East
- Africa
Key Market Players:
- Google Inc.
- Electronic Arts Inc.
- Tencent Holdings Limited.
- Nintendo Co. Ltd.
- Gameloft SE
- Rovio Entertainment Oyj
- Ubisoft Entertainment SA
- Apple Inc. (US)
- Take-Two Interactive Software Inc.
- Kabam Games Inc.
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
- 1.1. Report description
- 1.2. Key market segments
- 1.3. Key benefits to the stakeholders
- 1.4. Research methodology
- 1.4.1. Primary research
- 1.4.2. Secondary research
- 1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
CHAPTER 3: MARKET OVERVIEW
- 3.1. Market definition and scope
- 3.2. Key findings
- 3.2.1. Top impacting factors
- 3.2.2. Top investment pockets
- 3.3. Porter's five forces analysis
- 3.3.1. Low bargaining power of suppliers
- 3.3.2. Low threat of new entrants
- 3.3.3. Low threat of substitutes
- 3.3.4. Low intensity of rivalry
- 3.3.5. Low bargaining power of buyers
- 3.4. Market dynamics
- 3.4.1. Drivers
- 3.4.1.1. Growth in purchasing power of people
- 3.4.1.2. Increase in use and availability of mobile devices
- 3.4.2. Restraints
- 3.4.2.1. Lack of user-privacy
- 3.4.3. Opportunities
- 3.4.3.1. Advancements in augmented reality (AR) and virtual reality (VR) technologies
- 3.4.3.2. Rise of mobile e-sports
CHAPTER 4: MOBILE GAMING MARKET, BY DEVICE TYPE
- 4.1. Overview
- 4.1.1. Market size and forecast
- 4.2. Smartphone
- 4.2.1. Key market trends, growth factors and opportunities
- 4.2.2. Market size and forecast, by region
- 4.2.3. Market share analysis by country
- 4.3. Tablet
- 4.3.1. Key market trends, growth factors and opportunities
- 4.3.2. Market size and forecast, by region
- 4.3.3. Market share analysis by country
CHAPTER 5: MOBILE GAMING MARKET, BY GENRE
- 5.1. Overview
- 5.1.1. Market size and forecast
- 5.2. Action
- 5.2.1. Key market trends, growth factors and opportunities
- 5.2.2. Market size and forecast, by region
- 5.2.3. Market share analysis by country
- 5.3. Adventure
- 5.3.1. Key market trends, growth factors and opportunities
- 5.3.2. Market size and forecast, by region
- 5.3.3. Market share analysis by country
- 5.4. Puzzle
- 5.4.1. Key market trends, growth factors and opportunities
- 5.4.2. Market size and forecast, by region
- 5.4.3. Market share analysis by country
- 5.5. Simulation
- 5.5.1. Key market trends, growth factors and opportunities
- 5.5.2. Market size and forecast, by region
- 5.5.3. Market share analysis by country
- 5.6. Role Playing
- 5.6.1. Key market trends, growth factors and opportunities
- 5.6.2. Market size and forecast, by region
- 5.6.3. Market share analysis by country
- 5.7. Others
- 5.7.1. Key market trends, growth factors and opportunities
- 5.7.2. Market size and forecast, by region
- 5.7.3. Market share analysis by country
CHAPTER 6: MOBILE GAMING MARKET, BY PLATFORM
- 6.1. Overview
- 6.1.1. Market size and forecast
- 6.2. Google Play
- 6.2.1. Key market trends, growth factors and opportunities
- 6.2.2. Market size and forecast, by region
- 6.2.3. Market share analysis by country
- 6.3. App Store
- 6.3.1. Key market trends, growth factors and opportunities
- 6.3.2. Market size and forecast, by region
- 6.3.3. Market share analysis by country
CHAPTER 7: MOBILE GAMING MARKET, BY REGION
- 7.1. Overview
- 7.1.1. Market size and forecast By Region
- 7.2. North America
- 7.2.1. Key market trends, growth factors and opportunities
- 7.2.2. Market size and forecast, by Device Type
- 7.2.3. Market size and forecast, by Genre
- 7.2.4. Market size and forecast, by Platform
- 7.2.5. Market size and forecast, by country
- 7.2.5.1. U.S.
- 7.2.5.1.1. Market size and forecast, by Device Type
- 7.2.5.1.2. Market size and forecast, by Genre
- 7.2.5.1.3. Market size and forecast, by Platform
- 7.2.5.2. Canada
- 7.2.5.2.1. Market size and forecast, by Device Type
- 7.2.5.2.2. Market size and forecast, by Genre
- 7.2.5.2.3. Market size and forecast, by Platform
- 7.3. Europe
- 7.3.1. Key market trends, growth factors and opportunities
- 7.3.2. Market size and forecast, by Device Type
- 7.3.3. Market size and forecast, by Genre
- 7.3.4. Market size and forecast, by Platform
- 7.3.5. Market size and forecast, by country
- 7.3.5.1. UK
- 7.3.5.1.1. Market size and forecast, by Device Type
- 7.3.5.1.2. Market size and forecast, by Genre
- 7.3.5.1.3. Market size and forecast, by Platform
- 7.3.5.2. Germany
- 7.3.5.2.1. Market size and forecast, by Device Type
- 7.3.5.2.2. Market size and forecast, by Genre
- 7.3.5.2.3. Market size and forecast, by Platform
- 7.3.5.3. France
- 7.3.5.3.1. Market size and forecast, by Device Type
- 7.3.5.3.2. Market size and forecast, by Genre
- 7.3.5.3.3. Market size and forecast, by Platform
- 7.3.5.4. Italy
- 7.3.5.4.1. Market size and forecast, by Device Type
- 7.3.5.4.2. Market size and forecast, by Genre
- 7.3.5.4.3. Market size and forecast, by Platform
- 7.3.5.5. Spain
- 7.3.5.5.1. Market size and forecast, by Device Type
- 7.3.5.5.2. Market size and forecast, by Genre
- 7.3.5.5.3. Market size and forecast, by Platform
- 7.3.5.6. Rest of Europe
- 7.3.5.6.1. Market size and forecast, by Device Type
- 7.3.5.6.2. Market size and forecast, by Genre
- 7.3.5.6.3. Market size and forecast, by Platform
- 7.4. Asia-Pacific
- 7.4.1. Key market trends, growth factors and opportunities
- 7.4.2. Market size and forecast, by Device Type
- 7.4.3. Market size and forecast, by Genre
- 7.4.4. Market size and forecast, by Platform
- 7.4.5. Market size and forecast, by country
- 7.4.5.1. China
- 7.4.5.1.1. Market size and forecast, by Device Type
- 7.4.5.1.2. Market size and forecast, by Genre
- 7.4.5.1.3. Market size and forecast, by Platform
- 7.4.5.2. Japan
- 7.4.5.2.1. Market size and forecast, by Device Type
- 7.4.5.2.2. Market size and forecast, by Genre
- 7.4.5.2.3. Market size and forecast, by Platform
- 7.4.5.3. India
- 7.4.5.3.1. Market size and forecast, by Device Type
- 7.4.5.3.2. Market size and forecast, by Genre
- 7.4.5.3.3. Market size and forecast, by Platform
- 7.4.5.4. Australia
- 7.4.5.4.1. Market size and forecast, by Device Type
- 7.4.5.4.2. Market size and forecast, by Genre
- 7.4.5.4.3. Market size and forecast, by Platform
- 7.4.5.5. South Korea
- 7.4.5.5.1. Market size and forecast, by Device Type
- 7.4.5.5.2. Market size and forecast, by Genre
- 7.4.5.5.3. Market size and forecast, by Platform
- 7.4.5.6. Rest of Asia-Pacific
- 7.4.5.6.1. Market size and forecast, by Device Type
- 7.4.5.6.2. Market size and forecast, by Genre
- 7.4.5.6.3. Market size and forecast, by Platform
- 7.5. LAMEA
- 7.5.1. Key market trends, growth factors and opportunities
- 7.5.2. Market size and forecast, by Device Type
- 7.5.3. Market size and forecast, by Genre
- 7.5.4. Market size and forecast, by Platform
- 7.5.5. Market size and forecast, by country
- 7.5.5.1. Latin Amerca
- 7.5.5.1.1. Market size and forecast, by Device Type
- 7.5.5.1.2. Market size and forecast, by Genre
- 7.5.5.1.3. Market size and forecast, by Platform
- 7.5.5.2. Middle East
- 7.5.5.2.1. Market size and forecast, by Device Type
- 7.5.5.2.2. Market size and forecast, by Genre
- 7.5.5.2.3. Market size and forecast, by Platform
- 7.5.5.3. Africa
- 7.5.5.3.1. Market size and forecast, by Device Type
- 7.5.5.3.2. Market size and forecast, by Genre
- 7.5.5.3.3. Market size and forecast, by Platform
CHAPTER 8: COMPETITIVE LANDSCAPE
- 8.1. Introduction
- 8.2. Top winning strategies
- 8.3. Product mapping of top 10 player
- 8.4. Competitive dashboard
- 8.5. Competitive heatmap
- 8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
- 9.1. Google Inc.
- 9.1.1. Company overview
- 9.1.2. Key executives
- 9.1.3. Company snapshot
- 9.1.4. Operating business segments
- 9.1.5. Product portfolio
- 9.1.6. Business performance
- 9.1.7. Key strategic moves and developments
- 9.2. Apple Inc. (US)
- 9.2.1. Company overview
- 9.2.2. Key executives
- 9.2.3. Company snapshot
- 9.2.4. Operating business segments
- 9.2.5. Product portfolio
- 9.2.6. Business performance
- 9.2.7. Key strategic moves and developments
- 9.3. Electronic Arts Inc.
- 9.3.1. Company overview
- 9.3.2. Key executives
- 9.3.3. Company snapshot
- 9.3.4. Operating business segments
- 9.3.5. Product portfolio
- 9.3.6. Business performance
- 9.3.7. Key strategic moves and developments
- 9.4. Ubisoft Entertainment SA
- 9.4.1. Company overview
- 9.4.2. Key executives
- 9.4.3. Company snapshot
- 9.4.4. Operating business segments
- 9.4.5. Product portfolio
- 9.4.6. Business performance
- 9.5. Gameloft SE
- 9.5.1. Company overview
- 9.5.2. Key executives
- 9.5.3. Company snapshot
- 9.5.4. Operating business segments
- 9.5.5. Product portfolio
- 9.5.6. Business performance
- 9.6. Kabam Games Inc.
- 9.6.1. Company overview
- 9.6.2. Key executives
- 9.6.3. Company snapshot
- 9.6.4. Operating business segments
- 9.6.5. Product portfolio
- 9.6.6. Business performance
- 9.7. Rovio Entertainment Oyj
- 9.7.1. Company overview
- 9.7.2. Key executives
- 9.7.3. Company snapshot
- 9.7.4. Operating business segments
- 9.7.5. Product portfolio
- 9.7.6. Business performance
- 9.8. Nintendo Co. Ltd.
- 9.8.1. Company overview
- 9.8.2. Key executives
- 9.8.3. Company snapshot
- 9.8.4. Operating business segments
- 9.8.5. Product portfolio
- 9.8.6. Business performance
- 9.8.7. Key strategic moves and developments
- 9.9. Take-Two Interactive Software Inc.
- 9.9.1. Company overview
- 9.9.2. Key executives
- 9.9.3. Company snapshot
- 9.9.4. Operating business segments
- 9.9.5. Product portfolio
- 9.9.6. Business performance
- 9.9.7. Key strategic moves and developments
- 9.10. Tencent Holdings Limited.
- 9.10.1. Company overview
- 9.10.2. Key executives
- 9.10.3. Company snapshot
- 9.10.4. Operating business segments
- 9.10.5. Product portfolio
- 9.10.6. Business performance
- 9.10.7. Key strategic moves and developments