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Mobile Gaming Market by Platform (Android and iOS) and by Gaming Genre (Action/Adventure, Strategy & Brain, Arcade, Casual, and Others) - Global Opportunities Analysis and Industry Forecast, 2020-2027
Published Date: May 2020
|
Report Code: ALLI-Manu-4Z10
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Mobile Gaming Market

Mobile Gaming Market by Platform (Android and iOS) and by Gaming Genre (Action/Adventure, Strategy & Brain, Arcade, Casual, and Others) - Global Opportunities Analysis and Industry Forecast, 2020-2027

Code: ALLI-Manu-4Z10
Report
May 2020
Pages:0
Allied Market Research
Description
Table of Content

Mobile And Handheld Gaming Market Overview

The global handheld gaming market is segmented based on platform type, operating system, technology, and region. Based on platform type, it is classified into smartphone, tablets, handheld console, and others. Based on the operating system, the global market is classified into Android and iOS. Based on technology, the market is bifurcated into virtual reality, facial recognition, voice recognition, high-def displays, wearable gaming, gesture control, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the mobile and handheld gaming market analysis are Sony Corp, Supercell Oy, NVIDIA Corp, Microsoft Corp., Electronic Arts Inc., Nintendo Co. Ltd., Activision Blizzard's Inc., Ubisoft Entertainment SA, King Digital Entertainment, Plc., and The Walt Disney Company (Disney Interactive).

A handheld game console is a portable device with self-contained video game application which has a built-in screen, game controls, and speakers as one unit. Mobile games are gaming applications designed to be operated from mobile devices, such as smartphones, feature phones, pocket PCs, personal digital assistants (PDA), tablet PCs, and portable media players. The gaming sector has witnessed high evolution from Snake games on Nokia phones to sophisticated 3D and augmented reality gaming. Whereas, handheld consoles have witnessed significant development in terms of next-generation computing capabilities that integrate advanced technologies and provide HDD display quality. For example, Microsoft Corporation announced the launch of Project Scarlett named, which is a next-generation console to provide four times the power as the Xbox One X with 8K resolution and GGDR6 memory. This provides a significant growth in the mobile and handheld gaming market size.

Rising disposable income of individuals in developing economies have fueled the growth of the mobile and handheld gaming market. In addition, growing inclination toward high-end gaming devices such as Xbox, among the young population is also a factor driving the growth of the handheld gaming market. Increasing product development and product launch activities by prominent players in the global market is also a factor to boost the growth of the mobile gaming market. For instance, PUBG Corporation launched its PUBG PC Lite in January 2019, which is a lighter and toned-down version of PUBG developed for low-end PCs. However, availability of cost-efficient alternatives, stiff competition among prominent and new entrant players, and high cost associated with high-tech consoles are some of the challenging factors that can hamper the growth of the global mobile and handheld gaming market. 

Key Benefits for Stakeholders

  • The study provides an in-depth analysis of the global mobile and handheld gaming market size along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the market size is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the portable gaming industry.
  • The quantitative analysis of the global mobile and handheld gaming industry from 2018 to 2026 is provided to determine the mobile gaming market potential.

 

Key Market Segments

By Platform Type
  • Tablets
  • Smartphone
  • Handheld Console
  • Others

 

By Operating System
  • Android
  • iOS

 

By Technology
  • Virtual Reality
  • Facial Recognition
  • Voice Recognition
  • High-Def Displays
  • Wearable Gaming
  • Gesture Control
  • Others

 

By Region
  • North America
    • U.S.
    • Canada
  • Europe 
    • UK
    • Germany 
    • France
    • Rest of Europe
  • Asia-Pacific 
    • China
    • India
    • Japan
    • Singapore
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America 
    • Middle East
    • Africa

 

Key Market Players Profiled In The Report
  • Sony Corp
  • Supercell Oy
  • NVIDIA Corp
  • Microsoft Corp.
  • Electronic Arts Inc. 
  • Nintendo Co. Ltd.
  • Activision Blizzard's Inc.
  • Ubisoft Entertainment SA
  • King Digital Entertainment, Plc.
  • The Walt Disney Company (Disney Interactive)
Table Of Content

 

CHAPTER 1 INTRODUCTION

1.1. REPORT DESCRIPTION

1.2. KEY BENEFITS

1.3. KEY MARKET SEGMENTS

1.4. RESEARCH METHODOLOGY

1.4.1. Secondary research

1.4.2. Primary research

1.4.3. Analyst tools & 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 investment pockets

3.2.2. Top winning strategies

3.3. MARKET SHARE ANALYSIS, 2016

3.4. PORTER’S FIVE FORCES ANALYSIS

3.4.1. MARKET DYNAMICS

3.4.2. Drivers

3.4.3. Restraints

3.4.4. Opportunities

 

CHAPTER 4 GLOBAL MOBILE GAMING MARKET, BY PLATFORM

4.1. OVERVIEW

4.1.1. Market size and forecast

4.2. ANDROID

4.2.1. Key market trends

4.2.2. Growth factors and opportunities

4.2.3. Market size and forecast

4.3. iOS

4.3.1. Key market trends

4.3.2. Growth factors and opportunities

4.3.3. Market size and forecast

 

CHAPTER 5 GLOBAL MOBILE GAMING MARKET, BY GAMING GENRE

5.1. OVERVIEW

5.1.1. Market size and forecast

5.2. ACTION/ADVENTURE

5.2.1. Market size and forecast

5.3. STRATEGY & BRAIN

5.3.1. Market size and forecast

5.4. ARCADE

5.4.1. Market size and forecast

5.5. CASUAL

5.5.1. Market size and forecast

5.6. OTHERS

5.6.1. Market size and forecast

 

CHAPTER 6 MOBILE GAMING MARKET, BY GEOGRAPHY

6.1. OVERVIEW

6.2. NORTH AMERICA

6.2.1. Key market trends

6.2.2. Key growth factors and opportunities

6.2.3. Market size and forecast, by country

6.2.3.1. U.S. market size and forecast

6.2.3.2. Canada market size and forecast

6.2.3.3. Mexico market size and forecast

6.2.4. North America mobile gaming market by platform

6.2.5. North America mobile gaming market by gaming genre

6.3. EUROPE

6.3.1. Key market trends

6.3.2. Key growth factors and opportunities

6.3.3. Market size and forecast, by country

6.3.3.1. UK market size and forecast

6.3.3.2. Germany market size and forecast

6.3.3.3. France market size and forecast

6.3.3.4. Russia market size and forecast

6.3.3.5. Rest of Europe market size and forecast

6.3.4. Europe mobile gaming market by platform

6.3.5. Europe mobile gaming market by gaming genre

6.4. ASIA-PACIFIC

6.4.1. Key market trends

6.4.2. Key growth factors and opportunities

6.4.3. Market size and forecast, by country

6.4.3.1. China market size and forecast

6.4.3.2. India market size and forecast

6.4.3.3. Japan market size and forecast

6.4.3.4. Australia market size and forecast

6.4.3.5. Rest of Asia-Pacific market size and forecast

6.4.4. Asia-Pacific mobile gaming market by platform

6.4.5. Asia-Pacific mobile gaming market by gaming genre

6.5. LAMEA

6.5.1. Key market trends

6.5.2. Key growth factors and opportunities

6.5.3. Market size and forecast, by country

6.5.3.1. Brazil market size and forecast

6.5.3.2. Saudi Arabia market size and forecast

6.5.3.3. South Africa market size and forecast

6.5.3.4. Rest of LAMEA market size and forecast

6.5.4. LAMEA mobile gaming market by platform

6.5.5. LAMEA mobile gaming market by gaming genre

 

CHAPTER 7 COMPANY PROFILES

7.1. ACTIVISION BLIZZARD

7.1.1. Operating business segments

7.1.2. Business performance

7.1.3. Key strategic moves and developments

7.2. DENA CO.LTD.

7.2.1. Operating business segments

7.2.2. Business performance

7.2.3. Key strategic moves and developments

7.3. ELECTRONIC ART INC.

7.3.1. Operating business segments

7.3.2. Business performance

7.3.3. Key strategic moves and developments

7.4. FANATEE

7.4.1. Operating business segments

7.4.2. Business performance

7.4.3. Key strategic moves and developments

7.5. GLU MOBILE

7.5.1. Operating business segments

7.5.2. Business performance

7.5.3. Key strategic moves and developments

7.6. GREE INTERNATIONAL ENTERTAINMENT

7.6.1. Operating business segments

7.6.2. Business performance

7.6.3. Key strategic moves and developments

7.7. HALFBRICK

7.7.1. Operating business segments

7.7.2. Business performance

7.7.3. Key strategic moves and developments

7.8. KABAM

7.8.1. Operating business segments

7.8.2. Business performance

7.8.3. Key strategic moves and developments

7.9. KETCHAPP GAMES

7.9.1. Operating business segments

7.9.2. Business performance

7.9.3. Key strategic moves and developments

7.10. PLAYPHONE

7.10.1. Operating business segments

7.10.2. Business performance

7.10.3. Key strategic moves and developments

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