表紙:モバイルゲームの世界市場の規模、シェア、成長分析:収益化タイプ別、プラットフォーム別、年齢層別 - 業界予測(2022年~2028年)
市場調査レポート
商品コード
1244296

モバイルゲームの世界市場の規模、シェア、成長分析:収益化タイプ別、プラットフォーム別、年齢層別 - 業界予測(2022年~2028年)

Global Mobile Gaming Market Size, Share, Growth Analysis, By Monetization Type(In-app Purchases, Paid Apps), By Platform(Android, iOS), By Age Group(Below 24 Years, 24-44 Years) - Industry Forecast 2022-2028

出版日: | 発行: SkyQuest | ページ情報: 英文 157 Pages | 納期: 3~5営業日

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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=160.56円
モバイルゲームの世界市場の規模、シェア、成長分析:収益化タイプ別、プラットフォーム別、年齢層別 - 業界予測(2022年~2028年)
出版日: 2022年11月13日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

世界のモバイルゲームの市場規模は、2021年の978億1,000万米ドルから2028年までに2,146億1,000万米ドルに達し、予測期間(2022年~2028年)にCAGRで11.88%超の成長が予測されています。より多くの人々がモバイルデバイスを所有するようになり、モバイルゲームの潜在顧客が増えています。

当レポートでは、世界のモバイルゲーム市場について調査分析し、市場力学と見通し、セグメント分析、企業プロファイルなどを提供しています。

目次

エグゼクティブサマリー

調査手法

親市場の分析

主な市場の考察

  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料の分析
  • イノベーションマトリックス
  • パイプライン製品分析
  • マクロ経済指標
  • 主な投資の分析
  • 主な成功要因
  • 競合の程度

市場力学と見通し

  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 規制情勢
  • ポーターのファイブフォース分析
  • 将来の混乱に関する特別な考察

世界のモバイルゲーム市場:収益化タイプ別

  • 市場の概要
  • アプリ内購入
  • 有料アプリ
  • 広告

世界のモバイルゲーム市場:プラットフォーム別

  • 市場の概要
  • Android
  • iOS
  • その他のサードパーティストア

世界のモバイルゲーム市場:年齢層別

  • 市場の概要
  • 24歳未満
  • 24~44歳
  • 44歳超

世界のモバイルゲームの市場規模:地域別

  • 市場の概要
  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • その他の欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他のアジア太平洋
  • ラテンアメリカ
    • ブラジル
    • その他のラテンアメリカ
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他の中東・アフリカ

競合情勢

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2021年)
  • 主要市場企業が採用した戦略
  • 主な成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア(2021年)

主要企業プロファイル

  • Tencent Holdings Limited (China)
  • Nintendo Co. Ltd (Japan)
  • Activision Blizzard Inc. (US)
  • Zynga Inc. (US)
  • GungHo Online Entertainment Inc. (Japan)
  • Electronic Arts Inc. (US)
  • Kabam Games Inc. (US)
  • Rovio Entertainment Corporation (Finland)
  • Games Inc. (US)
  • NetEase Inc. (China)
目次
Product Code: SQSG45E2046

Mobile Gaming Market size was valued at USD 97.81 billion in 2021, and it is expected to reach a value of USD 214.61 billion by 2028, at a CAGR of more than 11.88% over the forecast period (2022-2028).

The global mobile gaming market refers to the industry that develops, markets, and distributes video games that are played on mobile devices such as smartphones and tablets. This market includes a wide range of games, from simple puzzle games to complex multiplayer games that rival console games in terms of graphics and gameplay. Mobile gaming has become increasingly popular in recent years, with the widespread adoption of smartphones and tablets. Mobile games are easily accessible, often free to download, and offer a convenient way for players to pass the time, socialize with friends, and compete with others around the world.

Top-down and bottom-up approaches were used to estimate and validate the size of Global Mobile Gaming Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report

The global mobile gaming market is segmented based on the monetization type, platform, age group, and region. Based on the monetization type, Mobile Gaming market is segmented into in-app purchases, paid apps, and advertising. Based on platform, Mobile Gaming market is segmented into android, IOS, and other third-party stores. By age group, the Mobile Gaming market is segmented into Below 24 Years, 24-44 Years, and Above 44 Years. Based on region Mobile Gaming market is categorized into North America, Europe, Asia-Pacific, Latin America, and MEA.

Driver

The widespread adoption of smartphones and tablets has been a major driver of the global mobile gaming market. With more people owning mobile devices, there is a larger potential audience for mobile games. Mobile devices are also becoming more powerful and capable, with larger screens, better graphics, and improved processing power, making them better suited for gaming. This has led to an increase in the number of people playing mobile games, and a corresponding increase in revenue for mobile game developers and publishers.

Restraint

One of the primary restraints of the global mobile gaming market is device fragmentation. Unlike console and PC gaming, mobile games need to be compatible with a wide range of devices with different screen sizes, resolutions, and processing power. This can make it challenging for developers to optimize their games for different devices, resulting in compatibility issues, performance problems, and a fragmented user experience. Fragmentation can also increase the cost and time required to develop and test mobile games, which can be a significant deterrent for smaller developers.

Market Trends

Hyper-casual games are simple, fast-paced games that can be played with a single tap, swipe, or gesture. These games are typically free to download and play, but generate revenue through advertising and in-app purchases. The hyper-casual game market has exploded in recent years, with many new developers entering the space and established companies creating dedicated hyper-casual game divisions. This trend has been driven in part by the success of games like Flappy Bird, which demonstrated the potential for simple, addictive games to generate large amounts of revenue. As a result, the hyper-casual game market is expected to continue growing in the coming years.

Table of Contents

  • Executive Summary
    • Market Overview
    • Wheel of Fortune
  • Research Methodology
    • Information Procurement
    • Secondary & Primary Data Sources
    • Market Size Estimation
    • Market Assumptions & Limitations
  • Parent Market Analysis
    • Market Overview
    • Market Size
    • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
    • Technology Analysis
    • Pricing Analysis
    • Supply Chain Analysis
    • Value Chain Analysis
    • Ecosystem of the Market
    • IP Analysis
    • Trade Analysis
    • Startup Analysis
    • Raw Material Analysis
    • Innovation Matrix
    • Pipeline Product Analysis
    • Macroeconomic Indicators
    • Top Investment Analysis
    • Key Success Factor
    • Degree of Competition
  • Market Dynamics & Outlook
    • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
    • Regulatory Landscape
    • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
    • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Mobile Gaming Market by Monetization Type
    • Market Overview
    • In-app Purchases
    • Paid Apps
    • Advertising
  • Global Mobile Gaming Market by Platform
    • Market Overview
    • Android
    • iOS
    • Other Third-party Stores
  • Global Mobile Gaming Market by Age Group
    • Market Overview
    • Below 24 Years
    • 24-44 Years
    • Above 44 Years
  • Global Mobile Gaming Market Size by Region
    • Market Overview
    • North America
  • USA
  • Canada
    • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
    • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
    • Latin America
  • Brazil
  • Rest of Latin America
    • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
    • Top 5 Player Comparison
    • Market Positioning of Key Players, 2021
    • Strategies Adopted by Key Market Players
    • Top Winning Strategies
  • By Development
  • By Company
  • By Year
    • Recent Activities in the Market
    • Key Companies Market Share (%), 2021
  • Key Company Profiles
    • Tencent Holdings Limited (China)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Nintendo Co. Ltd (Japan)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Activision Blizzard Inc. (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Zynga Inc. (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • GungHo Online Entertainment Inc. (Japan)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Electronic Arts Inc. (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Kabam Games Inc. (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Rovio Entertainment Corporation (Finland)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • Games Inc. (US)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
    • NetEase Inc. (China)
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments