市場調査レポート
商品コード
1414934

モバイルゲーム市場:デバイスタイプ別、ジャンル別、プラットフォーム別:2023年~2032年の世界機会分析と産業予測

Mobile Gaming Market By Device Type (Smartphone, Tablet), By Genre (Action, Adventure, Puzzle, Simulation, Role Playing, Others), By Platform (Google Play, App Store): Global Opportunity Analysis and Industry Forecast, 2023-2032

出版日: | 発行: Allied Market Research | ページ情報: 英文 381 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=158.31円
モバイルゲーム市場:デバイスタイプ別、ジャンル別、プラットフォーム別:2023年~2032年の世界機会分析と産業予測
出版日: 2023年11月30日
発行: Allied Market Research
ページ情報: 英文 381 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

モバイルゲーム市場は、2022年に906億米ドルと評価され、2023年から2032年までのCAGRは11.7%で成長し、2032年には2,698億米ドルに達すると推定されます。

Mobile Gaming Market-IMG1

モバイルデバイスの使用と利用可能性の増加、および人々の購買力の増加が、この市場の成長を促進する重要な要因です。さらに、モバイルeスポーツの台頭やAR・VR技術の進歩が市場成長の機会を増やしています。今日、携帯電話の生産台数は増加の一途をたどっています。多くの人々が日常生活でスマートフォンを使用しています。携帯電話を通じて様々なサービスやデータアクセスが提供されています。技術の発展と携帯電話の機能と特徴の向上は、世界中の人口の大半を魅了しています。ビデオゲームは常に人間の生活の一部であり、携帯電話という媒体を通じてより成長しています。インターネットや携帯電話から簡単にアクセスできるさまざまなクラウドプラットフォームで無料ゲームが利用できるため、モバイルゲームへのスリルが増しています。

さらに、購買力の向上は、スマートフォンの手頃な価格の上昇と相関しています。最新のスマートフォンを購入できるようになったため、モバイルゲームが利用できるプラットフォームにアクセスできる人が増えました。さらに、モバイルeスポーツの成長により、プロゲーマーとしてのキャリアも生まれています。プレイヤーはモバイルeスポーツのプロ選手を目指すことができるようになり、スポンサー契約やチーム契約、トーナメントへの参加を通じて収入を得ることができるようになりました。このようなプロ化によって、モバイルゲーム業界には才能ある人材が集まっています。

また、拡張現実(AR)技術は、情報コンテンツを現実に重ねることで、教育ゲームやトレーニングゲームを強化することができます。これはエンターテインメントと教育の両方の文脈に応用でき、学習をよりインタラクティブで魅力的なものにします。さらに、バーチャルリアリティ(VR)技術は、完全に没入できるゲーム環境を作り出し、プレイヤーを仮想世界にいざなうことができます。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場概要

  • 市場の定義と範囲
  • 主な調査結果
    • 影響要因
    • 主な投資機会
  • ポーターのファイブフォース分析
  • 市場力学
    • 促進要因
      • 人々の購買力の伸び
      • モバイル・デバイスの利用と入手可能性の増加
    • 抑制要因
      • ユーザーのプライバシーの欠如
    • 機会
      • 拡張現実(AR)および仮想現実(VR)技術の進歩
      • モバイルeスポーツの台頭

第4章 モバイルゲーム市場:デバイスタイプ別

  • 概要
  • スマートフォン
  • タブレット

第5章 モバイルゲーム市場:ジャンル別

  • 概要
  • アクション
  • アドベンチャー
  • パズル
  • シミュレーション
  • ロールプレイング
  • その他

第6章 モバイルゲーム市場:プラットフォーム別

  • 概要
  • Google Play
  • App Store

第7章 モバイルゲーム市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • フランス
    • イタリア
    • スペイン
    • その他
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • オーストラリア
    • 韓国
    • その他
  • ラテンアメリカ
    • ラテンアメリカ
    • 中東
    • アフリカ

第8章 競合情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • 主要企業のポジショニング(2022年)

第9章 企業プロファイル

  • Google Inc.
  • Apple Inc.(US)
  • Electronic Arts Inc.
  • Ubisoft Entertainment SA
  • Gameloft SE
  • Kabam Games Inc.
  • Rovio Entertainment Oyj
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Limited.
図表

LIST OF TABLES

  • TABLE 01. GLOBAL MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 02. MOBILE GAMING MARKET FOR SMARTPHONE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 03. MOBILE GAMING MARKET FOR TABLET, BY REGION, 2022-2032 ($MILLION)
  • TABLE 04. GLOBAL MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 05. MOBILE GAMING MARKET FOR ACTION, BY REGION, 2022-2032 ($MILLION)
  • TABLE 06. MOBILE GAMING MARKET FOR ADVENTURE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 07. MOBILE GAMING MARKET FOR PUZZLE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 08. MOBILE GAMING MARKET FOR SIMULATION, BY REGION, 2022-2032 ($MILLION)
  • TABLE 09. MOBILE GAMING MARKET FOR ROLE PLAYING, BY REGION, 2022-2032 ($MILLION)
  • TABLE 10. MOBILE GAMING MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
  • TABLE 11. GLOBAL MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 12. MOBILE GAMING MARKET FOR GOOGLE PLAY, BY REGION, 2022-2032 ($MILLION)
  • TABLE 13. MOBILE GAMING MARKET FOR APP STORE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 14. MOBILE GAMING MARKET, BY REGION, 2022-2032 ($MILLION)
  • TABLE 15. NORTH AMERICA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 16. NORTH AMERICA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 17. NORTH AMERICA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 18. NORTH AMERICA MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 19. U.S. MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 20. U.S. MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 21. U.S. MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 22. CANADA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 23. CANADA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 24. CANADA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 25. EUROPE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 26. EUROPE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 27. EUROPE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 28. EUROPE MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 29. UK MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 30. UK MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 31. UK MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 32. GERMANY MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 33. GERMANY MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 34. GERMANY MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 35. FRANCE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 36. FRANCE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 37. FRANCE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 38. ITALY MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 39. ITALY MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 40. ITALY MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 41. SPAIN MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 42. SPAIN MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 43. SPAIN MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 44. REST OF EUROPE MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 45. REST OF EUROPE MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 46. REST OF EUROPE MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 47. ASIA-PACIFIC MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 48. ASIA-PACIFIC MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 49. ASIA-PACIFIC MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 50. ASIA-PACIFIC MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 51. CHINA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 52. CHINA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 53. CHINA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 54. JAPAN MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 55. JAPAN MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 56. JAPAN MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 57. INDIA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 58. INDIA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 59. INDIA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 60. AUSTRALIA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 61. AUSTRALIA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 62. AUSTRALIA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 63. SOUTH KOREA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 64. SOUTH KOREA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 65. SOUTH KOREA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 66. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 67. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 68. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 69. LAMEA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 70. LAMEA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 71. LAMEA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 72. LAMEA MOBILE GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 73. LATIN AMERCA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 74. LATIN AMERCA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 75. LATIN AMERCA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 76. MIDDLE EAST MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 77. MIDDLE EAST MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 78. MIDDLE EAST MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 79. AFRICA MOBILE GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
  • TABLE 80. AFRICA MOBILE GAMING MARKET, BY GENRE, 2022-2032 ($MILLION)
  • TABLE 81. AFRICA MOBILE GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
  • TABLE 82. GOOGLE INC.: KEY EXECUTIVES
  • TABLE 83. GOOGLE INC.: COMPANY SNAPSHOT
  • TABLE 84. GOOGLE INC.: SERVICE SEGMENTS
  • TABLE 85. GOOGLE INC.: PRODUCT PORTFOLIO
  • TABLE 86. GOOGLE INC.: KEY STRATERGIES
  • TABLE 87. APPLE INC. (US): KEY EXECUTIVES
  • TABLE 88. APPLE INC. (US): COMPANY SNAPSHOT
  • TABLE 89. APPLE INC. (US): SERVICE SEGMENTS
  • TABLE 90. APPLE INC. (US): PRODUCT PORTFOLIO
  • TABLE 91. APPLE INC. (US): KEY STRATERGIES
  • TABLE 92. ELECTRONIC ARTS INC.: KEY EXECUTIVES
  • TABLE 93. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
  • TABLE 94. ELECTRONIC ARTS INC.: SERVICE SEGMENTS
  • TABLE 95. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
  • TABLE 96. ELECTRONIC ARTS INC.: KEY STRATERGIES
  • TABLE 97. UBISOFT ENTERTAINMENT SA: KEY EXECUTIVES
  • TABLE 98. UBISOFT ENTERTAINMENT SA: COMPANY SNAPSHOT
  • TABLE 99. UBISOFT ENTERTAINMENT SA: SERVICE SEGMENTS
  • TABLE 100. UBISOFT ENTERTAINMENT SA: PRODUCT PORTFOLIO
  • TABLE 101. GAMELOFT SE: KEY EXECUTIVES
  • TABLE 102. GAMELOFT SE: COMPANY SNAPSHOT
  • TABLE 103. GAMELOFT SE: SERVICE SEGMENTS
  • TABLE 104. GAMELOFT SE: PRODUCT PORTFOLIO
  • TABLE 105. KABAM GAMES INC.: KEY EXECUTIVES
  • TABLE 106. KABAM GAMES INC.: COMPANY SNAPSHOT
  • TABLE 107. KABAM GAMES INC.: SERVICE SEGMENTS
  • TABLE 108. KABAM GAMES INC.: PRODUCT PORTFOLIO
  • TABLE 109. ROVIO ENTERTAINMENT OYJ: KEY EXECUTIVES
  • TABLE 110. ROVIO ENTERTAINMENT OYJ: COMPANY SNAPSHOT
  • TABLE 111. ROVIO ENTERTAINMENT OYJ: SERVICE SEGMENTS
  • TABLE 112. ROVIO ENTERTAINMENT OYJ: PRODUCT PORTFOLIO
  • TABLE 113. NINTENDO CO. LTD.: KEY EXECUTIVES
  • TABLE 114. NINTENDO CO. LTD.: COMPANY SNAPSHOT
  • TABLE 115. NINTENDO CO. LTD.: SERVICE SEGMENTS
  • TABLE 116. NINTENDO CO. LTD.: PRODUCT PORTFOLIO
  • TABLE 117. NINTENDO CO. LTD.: KEY STRATERGIES
  • TABLE 118. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY EXECUTIVES
  • TABLE 119. TAKE-TWO INTERACTIVE SOFTWARE INC.: COMPANY SNAPSHOT
  • TABLE 120. TAKE-TWO INTERACTIVE SOFTWARE INC.: SERVICE SEGMENTS
  • TABLE 121. TAKE-TWO INTERACTIVE SOFTWARE INC.: PRODUCT PORTFOLIO
  • TABLE 122. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY STRATERGIES
  • TABLE 123. TENCENT HOLDINGS LIMITED.: KEY EXECUTIVES
  • TABLE 124. TENCENT HOLDINGS LIMITED.: COMPANY SNAPSHOT
  • TABLE 125. TENCENT HOLDINGS LIMITED.: SERVICE SEGMENTS
  • TABLE 126. TENCENT HOLDINGS LIMITED.: PRODUCT PORTFOLIO
  • TABLE 127. TENCENT HOLDINGS LIMITED.: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 01. MOBILE GAMING MARKET, 2022-2032
  • FIGURE 02. SEGMENTATION OF MOBILE GAMING MARKET,2022-2032
  • FIGURE 03. TOP IMPACTING FACTORS IN MOBILE GAMING MARKET (2022 TO 2032)
  • FIGURE 04. TOP INVESTMENT POCKETS IN MOBILE GAMING MARKET (2023-2032)
  • FIGURE 05. LOW BARGAINING POWER OF SUPPLIERS
  • FIGURE 06. LOW THREAT OF NEW ENTRANTS
  • FIGURE 07. LOW THREAT OF SUBSTITUTES
  • FIGURE 08. LOW INTENSITY OF RIVALRY
  • FIGURE 09. LOW BARGAINING POWER OF BUYERS
  • FIGURE 10. GLOBAL MOBILE GAMING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 11. MOBILE GAMING MARKET, BY DEVICE TYPE, 2022 AND 2032(%)
  • FIGURE 12. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR SMARTPHONE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 13. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR TABLET, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 14. MOBILE GAMING MARKET, BY GENRE, 2022 AND 2032(%)
  • FIGURE 15. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ACTION, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 16. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ADVENTURE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 17. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR PUZZLE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 18. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR SIMULATION, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 19. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR ROLE PLAYING, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 20. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 21. MOBILE GAMING MARKET, BY PLATFORM, 2022 AND 2032(%)
  • FIGURE 22. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR GOOGLE PLAY, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 23. COMPARATIVE SHARE ANALYSIS OF MOBILE GAMING MARKET FOR APP STORE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 24. MOBILE GAMING MARKET BY REGION, 2022 AND 2032(%)
  • FIGURE 25. U.S. MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 26. CANADA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 27. UK MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 28. GERMANY MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 29. FRANCE MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 30. ITALY MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 31. SPAIN MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 32. REST OF EUROPE MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 33. CHINA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 34. JAPAN MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 35. INDIA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 36. AUSTRALIA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 37. SOUTH KOREA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 38. REST OF ASIA-PACIFIC MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 39. LATIN AMERCA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 40. MIDDLE EAST MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 41. AFRICA MOBILE GAMING MARKET, 2022-2032 ($MILLION)
  • FIGURE 42. TOP WINNING STRATEGIES, BY YEAR (2021-2023)
  • FIGURE 43. TOP WINNING STRATEGIES, BY DEVELOPMENT (2021-2023)
  • FIGURE 44. TOP WINNING STRATEGIES, BY COMPANY (2021-2023)
  • FIGURE 45. PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 46. COMPETITIVE DASHBOARD
  • FIGURE 47. COMPETITIVE HEATMAP: MOBILE GAMING MARKET
  • FIGURE 48. TOP PLAYER POSITIONING, 2022
  • FIGURE 49. GOOGLE INC.: NET REVENUE, 2020-2022 ($MILLION)
  • FIGURE 50. GOOGLE INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
  • FIGURE 51. GOOGLE INC.: REVENUE SHARE BY SEGMENT, 2022 (%)
  • FIGURE 52. GOOGLE INC.: REVENUE SHARE BY REGION, 2022 (%)
  • FIGURE 53. ELECTRONIC ARTS INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
  • FIGURE 54. ELECTRONIC ARTS INC.: NET REVENUE, 2020-2022 ($MILLION)
  • FIGURE 55. ELECTRONIC ARTS INC.: REVENUE SHARE BY REGION, 2022 (%)
目次
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.

Mobile Gaming Market - IMG1

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

  • Smartphone
  • Tablet

By Genre

  • Action
  • Adventure
  • Puzzle
  • Simulation
  • Role Playing
  • Others

By Platform

  • Google Play
  • App Store

By Region

  • North America
    • U.S.
    • Canada
  • 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

  • 2.1. CXO Perspective

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