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Global Mobile and Wearable Gaming Technologies Market Research Report 2025
Published Date: July 2025
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Report Code: QYRE-Auto-12G8546
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Global Mobile and Wearable Gaming Technologies Market Research Report 2025

Code: QYRE-Auto-12G8546
Report
July 2025
Pages:104
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Mobile and Wearable Gaming Technologies Market

The global market for Mobile and Wearable Gaming Technologies was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
Mobile and wearable gaming is a category of mobile electronic gaming devices that can be worn as accessories with practical uses of sending and receiving data via the Internet.
North American market for Mobile and Wearable Gaming Technologies is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Mobile and Wearable Gaming Technologies is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Mobile and Wearable Gaming Technologies in Android is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Mobile and Wearable Gaming Technologies include Sony Corporation, Microsoft, Nintendo, Ubisoft Entertainment, Activision Blizzard, Inc., King.com Ltd., Capcom Co.,Ltd., Tencent, Everywear Games, Electronic Arts Inc., etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Mobile and Wearable Gaming Technologies, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Mobile and Wearable Gaming Technologies.
The Mobile and Wearable Gaming Technologies market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Mobile and Wearable Gaming Technologies market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Mobile and Wearable Gaming Technologies companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Mobile and Wearable Gaming Technologies Market Report

Report Metric Details
Report Name Mobile and Wearable Gaming Technologies Market
Segment by Type
  • by Device
  • by Technology
Segment by Application
  • Android
  • iOS
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Sony Corporation, Microsoft, Nintendo, Ubisoft Entertainment, Activision Blizzard, Inc., King.com Ltd., Capcom Co.,Ltd., Tencent, Everywear Games, Electronic Arts Inc., CD PROJEKT S.A., COLOPL, Inc., Com2Us, CyberAgent, Inc., DeNA Co., Ltd., Gameloft, Glu Mobile Inc., Gungho Online Entertainment, Inc., KABAM GAMES, INC., Netease Inc., Machine Zone Inc.
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Mobile and Wearable Gaming Technologies company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Mobile and Wearable Gaming Technologies Market report?

Ans: The main players in the Mobile and Wearable Gaming Technologies Market are Sony Corporation, Microsoft, Nintendo, Ubisoft Entertainment, Activision Blizzard, Inc., King.com Ltd., Capcom Co.,Ltd., Tencent, Everywear Games, Electronic Arts Inc., CD PROJEKT S.A., COLOPL, Inc., Com2Us, CyberAgent, Inc., DeNA Co., Ltd., Gameloft, Glu Mobile Inc., Gungho Online Entertainment, Inc., KABAM GAMES, INC., Netease Inc., Machine Zone Inc.

What are the Application segmentation covered in the Mobile and Wearable Gaming Technologies Market report?

Ans: The Applications covered in the Mobile and Wearable Gaming Technologies Market report are Android, iOS

What are the Type segmentation covered in the Mobile and Wearable Gaming Technologies Market report?

Ans: The Types covered in the Mobile and Wearable Gaming Technologies Market report are by Device, by Technology

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Mobile and Wearable Gaming Technologies Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 by Device
1.2.3 by Technology
1.3 Market by Application
1.3.1 Global Mobile and Wearable Gaming Technologies Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Android
1.3.3 iOS
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Mobile and Wearable Gaming Technologies Market Perspective (2020-2031)
2.2 Global Mobile and Wearable Gaming Technologies Growth Trends by Region
2.2.1 Global Mobile and Wearable Gaming Technologies Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Mobile and Wearable Gaming Technologies Historic Market Size by Region (2020-2025)
2.2.3 Mobile and Wearable Gaming Technologies Forecasted Market Size by Region (2026-2031)
2.3 Mobile and Wearable Gaming Technologies Market Dynamics
2.3.1 Mobile and Wearable Gaming Technologies Industry Trends
2.3.2 Mobile and Wearable Gaming Technologies Market Drivers
2.3.3 Mobile and Wearable Gaming Technologies Market Challenges
2.3.4 Mobile and Wearable Gaming Technologies Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Mobile and Wearable Gaming Technologies Players by Revenue
3.1.1 Global Top Mobile and Wearable Gaming Technologies Players by Revenue (2020-2025)
3.1.2 Global Mobile and Wearable Gaming Technologies Revenue Market Share by Players (2020-2025)
3.2 Global Mobile and Wearable Gaming Technologies Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Mobile and Wearable Gaming Technologies Revenue
3.4 Global Mobile and Wearable Gaming Technologies Market Concentration Ratio
3.4.1 Global Mobile and Wearable Gaming Technologies Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Mobile and Wearable Gaming Technologies Revenue in 2024
3.5 Global Key Players of Mobile and Wearable Gaming Technologies Head office and Area Served
3.6 Global Key Players of Mobile and Wearable Gaming Technologies, Product and Application
3.7 Global Key Players of Mobile and Wearable Gaming Technologies, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Mobile and Wearable Gaming Technologies Breakdown Data by Type
4.1 Global Mobile and Wearable Gaming Technologies Historic Market Size by Type (2020-2025)
4.2 Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Type (2026-2031)
5 Mobile and Wearable Gaming Technologies Breakdown Data by Application
5.1 Global Mobile and Wearable Gaming Technologies Historic Market Size by Application (2020-2025)
5.2 Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Mobile and Wearable Gaming Technologies Market Size (2020-2031)
6.2 North America Mobile and Wearable Gaming Technologies Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025)
6.4 North America Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Mobile and Wearable Gaming Technologies Market Size (2020-2031)
7.2 Europe Mobile and Wearable Gaming Technologies Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025)
7.4 Europe Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size (2020-2031)
8.2 Asia-Pacific Mobile and Wearable Gaming Technologies Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2020-2025)
8.4 Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Mobile and Wearable Gaming Technologies Market Size (2020-2031)
9.2 Latin America Mobile and Wearable Gaming Technologies Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025)
9.4 Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size (2020-2031)
10.2 Middle East & Africa Mobile and Wearable Gaming Technologies Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025)
10.4 Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Sony Corporation
11.1.1 Sony Corporation Company Details
11.1.2 Sony Corporation Business Overview
11.1.3 Sony Corporation Mobile and Wearable Gaming Technologies Introduction
11.1.4 Sony Corporation Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.1.5 Sony Corporation Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Details
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Mobile and Wearable Gaming Technologies Introduction
11.2.4 Microsoft Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.2.5 Microsoft Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Details
11.3.2 Nintendo Business Overview
11.3.3 Nintendo Mobile and Wearable Gaming Technologies Introduction
11.3.4 Nintendo Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.3.5 Nintendo Recent Development
11.4 Ubisoft Entertainment
11.4.1 Ubisoft Entertainment Company Details
11.4.2 Ubisoft Entertainment Business Overview
11.4.3 Ubisoft Entertainment Mobile and Wearable Gaming Technologies Introduction
11.4.4 Ubisoft Entertainment Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.4.5 Ubisoft Entertainment Recent Development
11.5 Activision Blizzard, Inc.
11.5.1 Activision Blizzard, Inc. Company Details
11.5.2 Activision Blizzard, Inc. Business Overview
11.5.3 Activision Blizzard, Inc. Mobile and Wearable Gaming Technologies Introduction
11.5.4 Activision Blizzard, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.5.5 Activision Blizzard, Inc. Recent Development
11.6 King.com Ltd.
11.6.1 King.com Ltd. Company Details
11.6.2 King.com Ltd. Business Overview
11.6.3 King.com Ltd. Mobile and Wearable Gaming Technologies Introduction
11.6.4 King.com Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.6.5 King.com Ltd. Recent Development
11.7 Capcom Co.,Ltd.
11.7.1 Capcom Co.,Ltd. Company Details
11.7.2 Capcom Co.,Ltd. Business Overview
11.7.3 Capcom Co.,Ltd. Mobile and Wearable Gaming Technologies Introduction
11.7.4 Capcom Co.,Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.7.5 Capcom Co.,Ltd. Recent Development
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent Mobile and Wearable Gaming Technologies Introduction
11.8.4 Tencent Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.8.5 Tencent Recent Development
11.9 Everywear Games
11.9.1 Everywear Games Company Details
11.9.2 Everywear Games Business Overview
11.9.3 Everywear Games Mobile and Wearable Gaming Technologies Introduction
11.9.4 Everywear Games Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.9.5 Everywear Games Recent Development
11.10 Electronic Arts Inc.
11.10.1 Electronic Arts Inc. Company Details
11.10.2 Electronic Arts Inc. Business Overview
11.10.3 Electronic Arts Inc. Mobile and Wearable Gaming Technologies Introduction
11.10.4 Electronic Arts Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.10.5 Electronic Arts Inc. Recent Development
11.11 CD PROJEKT S.A.
11.11.1 CD PROJEKT S.A. Company Details
11.11.2 CD PROJEKT S.A. Business Overview
11.11.3 CD PROJEKT S.A. Mobile and Wearable Gaming Technologies Introduction
11.11.4 CD PROJEKT S.A. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.11.5 CD PROJEKT S.A. Recent Development
11.12 COLOPL, Inc.
11.12.1 COLOPL, Inc. Company Details
11.12.2 COLOPL, Inc. Business Overview
11.12.3 COLOPL, Inc. Mobile and Wearable Gaming Technologies Introduction
11.12.4 COLOPL, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.12.5 COLOPL, Inc. Recent Development
11.13 Com2Us
11.13.1 Com2Us Company Details
11.13.2 Com2Us Business Overview
11.13.3 Com2Us Mobile and Wearable Gaming Technologies Introduction
11.13.4 Com2Us Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.13.5 Com2Us Recent Development
11.14 CyberAgent, Inc.
11.14.1 CyberAgent, Inc. Company Details
11.14.2 CyberAgent, Inc. Business Overview
11.14.3 CyberAgent, Inc. Mobile and Wearable Gaming Technologies Introduction
11.14.4 CyberAgent, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.14.5 CyberAgent, Inc. Recent Development
11.15 DeNA Co., Ltd.
11.15.1 DeNA Co., Ltd. Company Details
11.15.2 DeNA Co., Ltd. Business Overview
11.15.3 DeNA Co., Ltd. Mobile and Wearable Gaming Technologies Introduction
11.15.4 DeNA Co., Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.15.5 DeNA Co., Ltd. Recent Development
11.16 Gameloft
11.16.1 Gameloft Company Details
11.16.2 Gameloft Business Overview
11.16.3 Gameloft Mobile and Wearable Gaming Technologies Introduction
11.16.4 Gameloft Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.16.5 Gameloft Recent Development
11.17 Glu Mobile Inc.
11.17.1 Glu Mobile Inc. Company Details
11.17.2 Glu Mobile Inc. Business Overview
11.17.3 Glu Mobile Inc. Mobile and Wearable Gaming Technologies Introduction
11.17.4 Glu Mobile Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.17.5 Glu Mobile Inc. Recent Development
11.18 Gungho Online Entertainment, Inc.
11.18.1 Gungho Online Entertainment, Inc. Company Details
11.18.2 Gungho Online Entertainment, Inc. Business Overview
11.18.3 Gungho Online Entertainment, Inc. Mobile and Wearable Gaming Technologies Introduction
11.18.4 Gungho Online Entertainment, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.18.5 Gungho Online Entertainment, Inc. Recent Development
11.19 KABAM GAMES, INC.
11.19.1 KABAM GAMES, INC. Company Details
11.19.2 KABAM GAMES, INC. Business Overview
11.19.3 KABAM GAMES, INC. Mobile and Wearable Gaming Technologies Introduction
11.19.4 KABAM GAMES, INC. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.19.5 KABAM GAMES, INC. Recent Development
11.20 Netease Inc.
11.20.1 Netease Inc. Company Details
11.20.2 Netease Inc. Business Overview
11.20.3 Netease Inc. Mobile and Wearable Gaming Technologies Introduction
11.20.4 Netease Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.20.5 Netease Inc. Recent Development
11.21 Machine Zone Inc.
11.21.1 Machine Zone Inc. Company Details
11.21.2 Machine Zone Inc. Business Overview
11.21.3 Machine Zone Inc. Mobile and Wearable Gaming Technologies Introduction
11.21.4 Machine Zone Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025)
11.21.5 Machine Zone Inc. Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Mobile and Wearable Gaming Technologies Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of by Device
 Table 3. Key Players of by Technology
 Table 4. Global Mobile and Wearable Gaming Technologies Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 5. Global Mobile and Wearable Gaming Technologies Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 6. Global Mobile and Wearable Gaming Technologies Market Size by Region (2020-2025) & (US$ Million)
 Table 7. Global Mobile and Wearable Gaming Technologies Market Share by Region (2020-2025)
 Table 8. Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 9. Global Mobile and Wearable Gaming Technologies Market Share by Region (2026-2031)
 Table 10. Mobile and Wearable Gaming Technologies Market Trends
 Table 11. Mobile and Wearable Gaming Technologies Market Drivers
 Table 12. Mobile and Wearable Gaming Technologies Market Challenges
 Table 13. Mobile and Wearable Gaming Technologies Market Restraints
 Table 14. Global Mobile and Wearable Gaming Technologies Revenue by Players (2020-2025) & (US$ Million)
 Table 15. Global Mobile and Wearable Gaming Technologies Market Share by Players (2020-2025)
 Table 16. Global Top Mobile and Wearable Gaming Technologies Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Mobile and Wearable Gaming Technologies as of 2024)
 Table 17. Ranking of Global Top Mobile and Wearable Gaming Technologies Companies by Revenue (US$ Million) in 2024
 Table 18. Global 5 Largest Players Market Share by Mobile and Wearable Gaming Technologies Revenue (CR5 and HHI) & (2020-2025)
 Table 19. Global Key Players of Mobile and Wearable Gaming Technologies, Headquarters and Area Served
 Table 20. Global Key Players of Mobile and Wearable Gaming Technologies, Product and Application
 Table 21. Global Key Players of Mobile and Wearable Gaming Technologies, Date of Enter into This Industry
 Table 22. Mergers & Acquisitions, Expansion Plans
 Table 23. Global Mobile and Wearable Gaming Technologies Market Size by Type (2020-2025) & (US$ Million)
 Table 24. Global Mobile and Wearable Gaming Technologies Revenue Market Share by Type (2020-2025)
 Table 25. Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 26. Global Mobile and Wearable Gaming Technologies Revenue Market Share by Type (2026-2031)
 Table 27. Global Mobile and Wearable Gaming Technologies Market Size by Application (2020-2025) & (US$ Million)
 Table 28. Global Mobile and Wearable Gaming Technologies Revenue Market Share by Application (2020-2025)
 Table 29. Global Mobile and Wearable Gaming Technologies Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 30. Global Mobile and Wearable Gaming Technologies Revenue Market Share by Application (2026-2031)
 Table 31. North America Mobile and Wearable Gaming Technologies Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 32. North America Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025) & (US$ Million)
 Table 33. North America Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031) & (US$ Million)
 Table 34. Europe Mobile and Wearable Gaming Technologies Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. Europe Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025) & (US$ Million)
 Table 36. Europe Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Asia-Pacific Mobile and Wearable Gaming Technologies Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2020-2025) & (US$ Million)
 Table 39. Asia-Pacific Mobile and Wearable Gaming Technologies Market Size by Region (2026-2031) & (US$ Million)
 Table 40. Latin America Mobile and Wearable Gaming Technologies Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025) & (US$ Million)
 Table 42. Latin America Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031) & (US$ Million)
 Table 43. Middle East & Africa Mobile and Wearable Gaming Technologies Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Middle East & Africa Mobile and Wearable Gaming Technologies Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Sony Corporation Company Details
 Table 47. Sony Corporation Business Overview
 Table 48. Sony Corporation Mobile and Wearable Gaming Technologies Product
 Table 49. Sony Corporation Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 50. Sony Corporation Recent Development
 Table 51. Microsoft Company Details
 Table 52. Microsoft Business Overview
 Table 53. Microsoft Mobile and Wearable Gaming Technologies Product
 Table 54. Microsoft Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 55. Microsoft Recent Development
 Table 56. Nintendo Company Details
 Table 57. Nintendo Business Overview
 Table 58. Nintendo Mobile and Wearable Gaming Technologies Product
 Table 59. Nintendo Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 60. Nintendo Recent Development
 Table 61. Ubisoft Entertainment Company Details
 Table 62. Ubisoft Entertainment Business Overview
 Table 63. Ubisoft Entertainment Mobile and Wearable Gaming Technologies Product
 Table 64. Ubisoft Entertainment Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 65. Ubisoft Entertainment Recent Development
 Table 66. Activision Blizzard, Inc. Company Details
 Table 67. Activision Blizzard, Inc. Business Overview
 Table 68. Activision Blizzard, Inc. Mobile and Wearable Gaming Technologies Product
 Table 69. Activision Blizzard, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 70. Activision Blizzard, Inc. Recent Development
 Table 71. King.com Ltd. Company Details
 Table 72. King.com Ltd. Business Overview
 Table 73. King.com Ltd. Mobile and Wearable Gaming Technologies Product
 Table 74. King.com Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 75. King.com Ltd. Recent Development
 Table 76. Capcom Co.,Ltd. Company Details
 Table 77. Capcom Co.,Ltd. Business Overview
 Table 78. Capcom Co.,Ltd. Mobile and Wearable Gaming Technologies Product
 Table 79. Capcom Co.,Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 80. Capcom Co.,Ltd. Recent Development
 Table 81. Tencent Company Details
 Table 82. Tencent Business Overview
 Table 83. Tencent Mobile and Wearable Gaming Technologies Product
 Table 84. Tencent Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 85. Tencent Recent Development
 Table 86. Everywear Games Company Details
 Table 87. Everywear Games Business Overview
 Table 88. Everywear Games Mobile and Wearable Gaming Technologies Product
 Table 89. Everywear Games Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 90. Everywear Games Recent Development
 Table 91. Electronic Arts Inc. Company Details
 Table 92. Electronic Arts Inc. Business Overview
 Table 93. Electronic Arts Inc. Mobile and Wearable Gaming Technologies Product
 Table 94. Electronic Arts Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 95. Electronic Arts Inc. Recent Development
 Table 96. CD PROJEKT S.A. Company Details
 Table 97. CD PROJEKT S.A. Business Overview
 Table 98. CD PROJEKT S.A. Mobile and Wearable Gaming Technologies Product
 Table 99. CD PROJEKT S.A. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 100. CD PROJEKT S.A. Recent Development
 Table 101. COLOPL, Inc. Company Details
 Table 102. COLOPL, Inc. Business Overview
 Table 103. COLOPL, Inc. Mobile and Wearable Gaming Technologies Product
 Table 104. COLOPL, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 105. COLOPL, Inc. Recent Development
 Table 106. Com2Us Company Details
 Table 107. Com2Us Business Overview
 Table 108. Com2Us Mobile and Wearable Gaming Technologies Product
 Table 109. Com2Us Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 110. Com2Us Recent Development
 Table 111. CyberAgent, Inc. Company Details
 Table 112. CyberAgent, Inc. Business Overview
 Table 113. CyberAgent, Inc. Mobile and Wearable Gaming Technologies Product
 Table 114. CyberAgent, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 115. CyberAgent, Inc. Recent Development
 Table 116. DeNA Co., Ltd. Company Details
 Table 117. DeNA Co., Ltd. Business Overview
 Table 118. DeNA Co., Ltd. Mobile and Wearable Gaming Technologies Product
 Table 119. DeNA Co., Ltd. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 120. DeNA Co., Ltd. Recent Development
 Table 121. Gameloft Company Details
 Table 122. Gameloft Business Overview
 Table 123. Gameloft Mobile and Wearable Gaming Technologies Product
 Table 124. Gameloft Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 125. Gameloft Recent Development
 Table 126. Glu Mobile Inc. Company Details
 Table 127. Glu Mobile Inc. Business Overview
 Table 128. Glu Mobile Inc. Mobile and Wearable Gaming Technologies Product
 Table 129. Glu Mobile Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 130. Glu Mobile Inc. Recent Development
 Table 131. Gungho Online Entertainment, Inc. Company Details
 Table 132. Gungho Online Entertainment, Inc. Business Overview
 Table 133. Gungho Online Entertainment, Inc. Mobile and Wearable Gaming Technologies Product
 Table 134. Gungho Online Entertainment, Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 135. Gungho Online Entertainment, Inc. Recent Development
 Table 136. KABAM GAMES, INC. Company Details
 Table 137. KABAM GAMES, INC. Business Overview
 Table 138. KABAM GAMES, INC. Mobile and Wearable Gaming Technologies Product
 Table 139. KABAM GAMES, INC. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 140. KABAM GAMES, INC. Recent Development
 Table 141. Netease Inc. Company Details
 Table 142. Netease Inc. Business Overview
 Table 143. Netease Inc. Mobile and Wearable Gaming Technologies Product
 Table 144. Netease Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 145. Netease Inc. Recent Development
 Table 146. Machine Zone Inc. Company Details
 Table 147. Machine Zone Inc. Business Overview
 Table 148. Machine Zone Inc. Mobile and Wearable Gaming Technologies Product
 Table 149. Machine Zone Inc. Revenue in Mobile and Wearable Gaming Technologies Business (2020-2025) & (US$ Million)
 Table 150. Machine Zone Inc. Recent Development
 Table 151. Research Programs/Design for This Report
 Table 152. Key Data Information from Secondary Sources
 Table 153. Key Data Information from Primary Sources
 Table 154. Authors List of This Report


List of Figures
 Figure 1. Mobile and Wearable Gaming Technologies Picture
 Figure 2. Global Mobile and Wearable Gaming Technologies Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Mobile and Wearable Gaming Technologies Market Share by Type: 2024 VS 2031
 Figure 4. by Device Features
 Figure 5. by Technology Features
 Figure 6. Global Mobile and Wearable Gaming Technologies Market Size by Application (2020-2031) & (US$ Million)
 Figure 7. Global Mobile and Wearable Gaming Technologies Market Share by Application: 2024 VS 2031
 Figure 8. Android Case Studies
 Figure 9. iOS Case Studies
 Figure 10. Mobile and Wearable Gaming Technologies Report Years Considered
 Figure 11. Global Mobile and Wearable Gaming Technologies Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 12. Global Mobile and Wearable Gaming Technologies Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 13. Global Mobile and Wearable Gaming Technologies Market Share by Region: 2024 VS 2031
 Figure 14. Global Mobile and Wearable Gaming Technologies Market Share by Players in 2024
 Figure 15. Global Top Mobile and Wearable Gaming Technologies Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Mobile and Wearable Gaming Technologies as of 2024)
 Figure 16. The Top 10 and 5 Players Market Share by Mobile and Wearable Gaming Technologies Revenue in 2024
 Figure 17. North America Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 18. North America Mobile and Wearable Gaming Technologies Market Share by Country (2020-2031)
 Figure 19. United States Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 20. Canada Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 21. Europe Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. Europe Mobile and Wearable Gaming Technologies Market Share by Country (2020-2031)
 Figure 23. Germany Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. France Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. U.K. Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. Italy Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. Russia Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. Nordic Countries Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Asia-Pacific Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Asia-Pacific Mobile and Wearable Gaming Technologies Market Share by Region (2020-2031)
 Figure 31. China Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Japan Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. South Korea Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Southeast Asia Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. India Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Australia Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. Latin America Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Latin America Mobile and Wearable Gaming Technologies Market Share by Country (2020-2031)
 Figure 39. Mexico Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Brazil Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Middle East & Africa Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Middle East & Africa Mobile and Wearable Gaming Technologies Market Share by Country (2020-2031)
 Figure 43. Turkey Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Saudi Arabia Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. UAE Mobile and Wearable Gaming Technologies Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Sony Corporation Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 47. Microsoft Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 48. Nintendo Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 49. Ubisoft Entertainment Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 50. Activision Blizzard, Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 51. King.com Ltd. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 52. Capcom Co.,Ltd. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 53. Tencent Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 54. Everywear Games Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 55. Electronic Arts Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 56. CD PROJEKT S.A. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 57. COLOPL, Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 58. Com2Us Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 59. CyberAgent, Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 60. DeNA Co., Ltd. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 61. Gameloft Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 62. Glu Mobile Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 63. Gungho Online Entertainment, Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 64. KABAM GAMES, INC. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 65. Netease Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 66. Machine Zone Inc. Revenue Growth Rate in Mobile and Wearable Gaming Technologies Business (2020-2025)
 Figure 67. Bottom-up and Top-down Approaches for This Report
 Figure 68. Data Triangulation
 Figure 69. Key Executives Interviewed
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