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スマートフォン/タブレットゲームの世界市場レポート 2025年

Smart Phone/Tablet Games Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=146.99円
スマートフォン/タブレットゲームの世界市場レポート 2025年
出版日: 2025年04月09日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

スマートフォン/タブレットゲーム市場規模は、今後数年で急成長が見込まれます。2029年には2,096億4,000万米ドルに成長し、CAGRは18.9%となります。予測期間の成長は、先進ハードウェア、5g接続、拡張現実(AR)および仮想現実(VR)、クラウドゲーミングに起因しています。予測期間の主な動向には、拡張現実(AR)と仮想現実(VR)、アプリ内課金とマイクロトランザクション、ブロックチェーンとNFS:持続可能性と環境に優しい取り組みが含まれます。

スマートフォンやタブレットのゲーム産業は、手頃な価格のゲーム用スマートフォンやタブレットが急速に市場に出回るようになったため、大幅な成長を遂げています。これらの新しい、手頃な価格のゲーミング・モバイル・タブレット端末は、旧世代に比べて性能とコストパフォーマンスが向上しており、その結果、より高いFPS(Frames Per Second)でスムーズなゲームプレイが可能になり、ゲーム体験が向上しています。例えば、Xiomi Mi 8 Pro(469ドル)、Xiomi Mi 8(389ドル)、Xiomi Pocophone F1(319ドル)、Honor 9(320ドル)など、技術的に高度なゲーム体験を提供するさまざまな中国製スマートフォンが500ドル以下で市場に出回っています。

ビデオゲームストリーミングの人気の高まりは、スマートフォン/タブレットゲーム市場の拡大に大きな役割を果たしています。ビデオゲームストリーミングは、インターネット上でゲームプレイをライブ放送するもので、視聴者はゲームプレイを見たり、プレーヤーと交流したりすることができます。スマホ・タブレットゲームをストリーミング配信することで、ユーザーはゲームプレイをオンラインでプレイし、共有することができ、コミュニティへの参加やエンターテインメントを促進することができます。例えば、2023年8月、責任あるゲーム・エコシステムを代表する欧州の組織であるVideo Games Europeは、2023年には欧州人の53%がビデオゲームに参加し、総労働人口は前年比12%増の98,000人から110,000人に増加すると報告しました。その結果、ビデオゲームストリーミングの人気の高まりがスマートフォン/タブレットゲーム市場を牽引すると予想されます。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界スマートフォン/タブレットゲームPESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のスマートフォン/タブレットゲーム市場:成長率分析
  • 世界のスマートフォン/タブレットゲーム市場の実績:規模と成長, 2019-2024
  • 世界のスマートフォン/タブレットゲーム市場の予測:規模と成長, 2024-2029, 2034F
  • 世界スマートフォン/タブレットゲーム総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のスマートフォン/タブレットゲーム市場ゲームタイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • シューター
  • アクション
  • スポーツゲーム
  • ロールプレイング
  • アドベンチャー
  • レース
  • ファインティング
  • 戦略
  • その他のゲームタイプ
  • 世界のスマートフォン/タブレットゲーム市場:デバイス別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • スマートフォン
  • 錠剤
  • 世界のスマートフォン/タブレットゲーム市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • iOSユーザー
  • Androidユーザー
  • 世界のスマートフォン/タブレットゲーム市場、シューターのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 一人称視点シューティングゲーム
  • サードパーソンシューティング
  • 世界のスマートフォン/タブレットゲーム市場、アクションのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • プラットフォームゲーム
  • ベルトスクロールアクション
  • 世界のスマートフォン/タブレットゲーム市場スポーツゲームの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • サッカーの試合
  • バスケットボールの試合
  • テニスやその他のスポーツシミュレーション
  • 世界のスマートフォン/タブレットゲーム市場ロールプレイングのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アクションRPG
  • ターン制RPG
  • 大規模多人数同時参加型オンラインRPG(MMORPG)
  • 世界のスマートフォン/タブレットゲーム市場アドベンチャーのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 物語主導型ゲーム
  • パズルアドベンチャーゲーム
  • 世界のスマートフォン/タブレットゲーム市場、レースの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アーケードレースゲーム
  • シミュレーションレースゲーム
  • 世界のスマートフォン/タブレットゲーム市場、格闘技の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 伝統的な格闘ゲーム
  • マルチプレイヤー格闘ブローラー
  • 世界のスマートフォン/タブレットゲーム市場、戦略のサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • リアルタイムストラテジー(RTS)
  • ターン制ストラテジー
  • タワーディフェンス
  • 世界のスマートフォン/タブレットゲーム市場、その他のゲームタイプのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • パズルゲーム
  • カジュアルゲーム
  • 教育ゲーム

第7章 地域別・国別分析

  • 世界のスマートフォン/タブレットゲーム市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のスマートフォン/タブレットゲーム市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • スマートフォン/タブレットゲーム市場:競合情勢
  • スマートフォン/タブレットゲーム市場:企業プロファイル
    • Tencent Holdings Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Nintendo Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Netmarble Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • CyberAgent Inc.
  • Mixi Inc.
  • Zynga Inc.
  • Supercell Oy
  • Machine Zone Inc.
  • King Digital Entertainment
  • Com2uS Corporation
  • Niantic Inc.
  • Bandai Namco Entertainment Inc.
  • NEXON Games Co Ltd.
  • Square Enix Holdings Co Ltd.
  • Warner Bros Entertainment Inc.
  • Pocket Games
  • Playrix Holding Ltd.
  • IGG Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • スマートフォン/タブレットゲーム市場2029:新たな機会を提供する国
  • スマートフォン/タブレットゲーム市場2029:新たな機会を提供するセグメント
  • スマートフォン/タブレットゲーム市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r32780

Smartphone and tablet games are games specifically designed for mobile devices, including smartphones and tablets. These games provide an entertaining and relaxing way for users to enjoy their leisure time. Many of them feature multiplayer options, enabling players to connect and compete with friends or other users globally, fostering social interaction.

The primary categories of smartphone and tablet games include shooter games, action games, sports games, role-playing games, adventure games, racing games, fighting games, strategy games, and other miscellaneous genres. Role-playing games involve players assuming the roles of fictional characters within the game. These games are available for both iOS and Android users.

The smartphone/tablet games market research report is one of a series of new reports from The Business Research Company that provides smartphone/tablet games market statistics, including smartphone/tablet games industry global market size, regional shares, competitors with a smartphone/tablet games market share, detailed smartphone/tablet games market segments, market trends and opportunities, and any further data you may need to thrive in the smartphone/tablet games industry. This smartphone/tablet games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The smart phone/tablet games market size has grown rapidly in recent years. It will grow from $87.6 billion in 2024 to $104.8 billion in 2025 at a compound annual growth rate (CAGR) of 19.6%. The growth in the historic period can be attributed to proliferation of smart devices, app stores, freemium model, casual gaming, social integration.

The smart phone/tablet games market size is expected to see rapid growth in the next few years. It will grow to $209.64 billion in 2029 at a compound annual growth rate (CAGR) of 18.9%. The growth in the forecast period can be attributed to advanced hardware, 5g connectivity, augmented reality (ar) and virtual reality (vr), cloud gaming. Major trends in the forecast period include augmented reality (ar) and virtual reality (vr), in-app purchases and microtransactions, blockchain and nfts: sustainability and eco-friendly initiatives.

The smartphone and tablet gaming industry is experiencing substantial growth due to the rapid availability of affordable gaming smartphones and tablets in the market. These new, budget-friendly gaming mobile and tablet devices offer improved performance and cost-effectiveness compared to previous generations, resulting in smoother gameplay with higher Frames Per Second (FPS) and an enhanced gaming experience. For instance, a variety of Chinese smartphones are now available in the market for under $500, offering technologically advanced gaming experiences, including models like the Xiomi Mi 8 Pro ($469), Xiomi Mi 8 ($389), Xiomi Pocophone F1 ($319), Honor 9 ($320), and more.

The growing popularity of video game streaming is playing a significant role in the expansion of the smartphone/tablet games market. Video game streaming involves the live broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the player. Streaming smartphone/tablet games enables users to play and share their gameplay online, encouraging community involvement and entertainment. For example, in August 2023, Video Games Europe, a European organization representing a responsible gaming ecosystem, reported that 53% of Europeans participated in video gaming in 2023, with the total workforce growing by 12% year-over-year, increasing from 98,000 to 110,000. As a result, the growing popularity of video game streaming is expected to drive the smartphone/tablet games market.

Leading companies in the smartphone/tablet games market are increasingly focusing on the development of advanced chip technology to deliver a more immersive gaming experience for users. This chip technology, specifically designed for mobile gaming, aims to enhance the performance of gaming applications by managing complex graphics, executing fast computations, and enabling multitasking. These improvements ensure smooth gameplay, realistic visuals, and quick responses. For example, in June 2022, Arm Ltd., a UK-based semiconductor and software design firm, unveiled new graphics processing unit (GPU) designs. These GPUs provide superior visuals and energy efficiency, paired with improved central processing units (CPUs) to boost overall performance, ensuring a more seamless and immersive gaming experience on mobile devices.

Companies operating in the smartphone/tablet games market are increasingly focusing on creating games based on popular TV shows to gain a competitive edge. These games leverage the fanbase of the shows, creating engaging and interactive experiences that immerse players in familiar storylines and settings, often leading to higher engagement and excitement. For instance, in June 2022, Netflix Inc., a US-based streaming media company, introduced new games for its gaming service, including "The Queen's Gambit," "Shadow and Bone," "Too Hot To Handle," and "Money Heist." "Shadow and Bone" is a new single-player mobile game inspired by the popular series. "La Casa de Papel" is an action-adventure game based on the "Money Heist" series, where players engage in activities like cracking safes and robbing a casino in Monaco to assist the Professor's friend. "The Queen's Gambit Chess" offers an ultimate chess experience, allowing players to take lessons, solve puzzles, and compete with others.

In July 2023, Savvy Games Group, a Saudi Arabia-based video game company, acquired Scopely for $4.9 billion. This acquisition aims to strengthen Savvy Games Group's global presence and leverage Scopely's expertise in mobile gaming. Scopely, a US-based interactive entertainment company, is known for developing smartphone video games.

Major companies operating in the smart phone/tablet games market include Tencent Holdings Ltd., Sony Corporation, Electronic Arts Inc., Nintendo Co Ltd., Netmarble, CyberAgent Inc., Mixi Inc., Zynga Inc., Supercell Oy, Machine Zone Inc., King Digital Entertainment, Com2uS Corporation, Niantic Inc., Bandai Namco Entertainment Inc., NEXON Games Co Ltd., Square Enix Holdings Co Ltd., Warner Bros Entertainment Inc., Pocket Games, Playrix Holding Ltd., IGG Inc., Miniclip SA, NCSoft Corporation, Peak Games, Jam City Inc., NetEase Inc., Glu Mobile LLC, Gameloft SE, Rovia LLC, Ubisoft Entertainment SA, Epic Games Inc.

Asia-Pacific was the largest region in the smartphone/tablet games market in 2024. North America was the second largest region if the smart phone/tablet games market. The regions covered in the smart phone/tablet games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the smart phone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain

The smartphone/tablet games market consists of sales of games that can only be played on smartphones or tablets. The revenue for these companies is generated from the in-app purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net etc.), sponsorships and sales of merchandise. The main types of smartphone/tablet games are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy and others. A shooter game are the action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. The devices used include smartphone and tablet and used by iOS user and android user. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Smart Phone/Tablet Games Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on smart phone/tablet games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for smart phone/tablet games ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The smart phone/tablet games market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Game Type: Shooter; Action; Sports Games; Role-Playing; Adventure; Racing; Fighting; Strategy; Other Game Types
  • 2) By Device: Smartphone; Tablet
  • 3) By Application: iOS User; Android User
  • Subsegments:
  • 1) By Shooter: First-person Shooters (FPS); Third-person Shooters
  • 2) By Action: Platformers; Beat 'em Ups
  • 3) By Sports Games: Football/Soccer Games; Basketball Games; Tennis and Other Sports Simulations
  • 4) By Role-Playing: Action RPGs; Turn-based RPGs; Massively Multiplayer Online RPGs (MMORPGs)
  • 5) By Adventure: Narrative-driven Games; Puzzle Adventure Games
  • 6) By Racing: Arcade Racing Games; Simulation Racing Games
  • 7) By Fighting: Traditional Fighting Games; Multiplayer Fighting Brawlers
  • 8) By Strategy: Real-time Strategy (RTS); Turn-based Strategy; Tower Defense
  • 9) By Other Game Types: Puzzle Games; Casual Games; Educational Games
  • Companies Mentioned: Tencent Holdings Ltd.; Sony Corporation; Electronic Arts Inc.; Nintendo Co Ltd.; Netmarble
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Smart Phone/Tablet Games Market Characteristics

3. Smart Phone/Tablet Games Market Trends And Strategies

4. Smart Phone/Tablet Games Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Smart Phone/Tablet Games Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Smart Phone/Tablet Games PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Smart Phone/Tablet Games Market Growth Rate Analysis
  • 5.4. Global Smart Phone/Tablet Games Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Smart Phone/Tablet Games Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Smart Phone/Tablet Games Total Addressable Market (TAM)

6. Smart Phone/Tablet Games Market Segmentation

  • 6.1. Global Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shooter
  • Action
  • Sports Games
  • Role-Playing
  • Adventure
  • Racing
  • Fighting
  • Strategy
  • Other Game Types
  • 6.2. Global Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphone
  • Tablet
  • 6.3. Global Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • iOS User
  • Android User
  • 6.4. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • First-person Shooters
  • Third-person Shooters
  • 6.5. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Action, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Platformers
  • Beat 'em Ups
  • 6.6. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Sports Games, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Football/Soccer Games
  • Basketball Games
  • Tennis and Other Sports Simulations
  • 6.7. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Role-Playing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action RPGs
  • Turn-based RPGs
  • Massively Multiplayer Online RPGs (MMORPGs)
  • 6.8. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Adventure, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Narrative-driven Games
  • Puzzle Adventure Games
  • 6.9. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Racing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Arcade Racing Games
  • Simulation Racing Games
  • 6.10. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Fighting, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional Fighting Games
  • Multiplayer Fighting Brawlers
  • 6.11. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Strategy, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Real-time Strategy (RTS)
  • Turn-based Strategy
  • Tower Defense
  • 6.12. Global Smart Phone/Tablet Games Market, Sub-Segmentation Of Other Game Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Puzzle Games
  • Casual Games
  • Educational Games

7. Smart Phone/Tablet Games Market Regional And Country Analysis

  • 7.1. Global Smart Phone/Tablet Games Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Smart Phone/Tablet Games Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Smart Phone/Tablet Games Market

  • 8.1. Asia-Pacific Smart Phone/Tablet Games Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Smart Phone/Tablet Games Market

  • 9.1. China Smart Phone/Tablet Games Market Overview
  • 9.2. China Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Smart Phone/Tablet Games Market

  • 10.1. India Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Smart Phone/Tablet Games Market

  • 11.1. Japan Smart Phone/Tablet Games Market Overview
  • 11.2. Japan Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Smart Phone/Tablet Games Market

  • 12.1. Australia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Smart Phone/Tablet Games Market

  • 13.1. Indonesia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Smart Phone/Tablet Games Market

  • 14.1. South Korea Smart Phone/Tablet Games Market Overview
  • 14.2. South Korea Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Smart Phone/Tablet Games Market

  • 15.1. Western Europe Smart Phone/Tablet Games Market Overview
  • 15.2. Western Europe Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Smart Phone/Tablet Games Market

  • 16.1. UK Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Smart Phone/Tablet Games Market

  • 17.1. Germany Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Smart Phone/Tablet Games Market

  • 18.1. France Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Smart Phone/Tablet Games Market

  • 19.1. Italy Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Smart Phone/Tablet Games Market

  • 20.1. Spain Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Smart Phone/Tablet Games Market

  • 21.1. Eastern Europe Smart Phone/Tablet Games Market Overview
  • 21.2. Eastern Europe Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Smart Phone/Tablet Games Market

  • 22.1. Russia Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Smart Phone/Tablet Games Market

  • 23.1. North America Smart Phone/Tablet Games Market Overview
  • 23.2. North America Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Smart Phone/Tablet Games Market

  • 24.1. USA Smart Phone/Tablet Games Market Overview
  • 24.2. USA Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Smart Phone/Tablet Games Market

  • 25.1. Canada Smart Phone/Tablet Games Market Overview
  • 25.2. Canada Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Smart Phone/Tablet Games Market

  • 26.1. South America Smart Phone/Tablet Games Market Overview
  • 26.2. South America Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Smart Phone/Tablet Games Market

  • 27.1. Brazil Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Smart Phone/Tablet Games Market

  • 28.1. Middle East Smart Phone/Tablet Games Market Overview
  • 28.2. Middle East Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Smart Phone/Tablet Games Market

  • 29.1. Africa Smart Phone/Tablet Games Market Overview
  • 29.2. Africa Smart Phone/Tablet Games Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Smart Phone/Tablet Games Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Smart Phone/Tablet Games Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Smart Phone/Tablet Games Market Competitive Landscape And Company Profiles

  • 30.1. Smart Phone/Tablet Games Market Competitive Landscape
  • 30.2. Smart Phone/Tablet Games Market Company Profiles
    • 30.2.1. Tencent Holdings Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Nintendo Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Netmarble Overview, Products and Services, Strategy and Financial Analysis

31. Smart Phone/Tablet Games Market Other Major And Innovative Companies

  • 31.1. CyberAgent Inc.
  • 31.2. Mixi Inc.
  • 31.3. Zynga Inc.
  • 31.4. Supercell Oy
  • 31.5. Machine Zone Inc.
  • 31.6. King Digital Entertainment
  • 31.7. Com2uS Corporation
  • 31.8. Niantic Inc.
  • 31.9. Bandai Namco Entertainment Inc.
  • 31.10. NEXON Games Co Ltd.
  • 31.11. Square Enix Holdings Co Ltd.
  • 31.12. Warner Bros Entertainment Inc.
  • 31.13. Pocket Games
  • 31.14. Playrix Holding Ltd.
  • 31.15. IGG Inc.

32. Global Smart Phone/Tablet Games Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Smart Phone/Tablet Games Market

34. Recent Developments In The Smart Phone/Tablet Games Market

35. Smart Phone/Tablet Games Market High Potential Countries, Segments and Strategies

  • 35.1 Smart Phone/Tablet Games Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Smart Phone/Tablet Games Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Smart Phone/Tablet Games Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer