Global Mobile Gaming Market, Analysis, Size, Share, Trends, COVID-19 Impact, and Forecast 2023-2030, By Product, By Formulation, By Crop Type, and By Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa)
Market intelx offers the report on “Global Mobile Gaming Market†Analysis and Forecast 2021-2028. The global Mobile Gaming market was valued at US$ XX Billion in 2022 and is projected to reach US$ XX Billion in 2030, representing an XX% compound annual growth rate (CAGR) during the forecast period (2023-2030).
The report defines, describes, and forecasts the Mobile Gaming market, by extensive segments and region. It covers a detailed qualitative and quantitative analysis and various important aspects of the market. These include an analysis of the market dynamics, market analysis, premium insights, COVID-19 impact, segment analysis, regional analysis, competitive landscape, and competitive profiles.
The global Mobile Gaming market report highlights different scenarios of the Mobile Gaming Market and offers a comprehensive analysis of historical data (2018-2022 and forecast data (2023-2030), providing a detailed study on driver, restrains, opportunities, challenges, and emerging trends. This report gives a holistic view on market potential, market dynamics, growth opportunities, segmental markets, geographic scenario, competitive analysis, and projections with a suitable set of methodologies and assumptions. The report also provides value chain analysis, PESTLE analysis, Impact analysis, and PORTER’s analysis. Premium insights give you access to insights that include: top trends, key investment pockets, top strategies followed by key players, and access to a strategic research advisor.
This report will enable you to make better informed decisions and gain a future-proof advantage over your competitors, decode the future of market, access intelligence on new technologies, macroeconomic shifts & social trends, make informed business decisions in response to changes in market, revise business plans and react to shifting industry developments, understanding of changing market dynamics, and identify lucrative opportunities.
Research Particulars:
Revenue: USD Million
Base Year: 2022
Forecast Years: 2023-2030 (Forecast for further years (up to 2035) shall be provided upon request)
Historical Years: 2018-2021
Regions Covered: North America, Asia Pacific, Europe, Latin America, and Middle East & Africa
Countries Covered: US, Canada, Mexico, China, India, Japan, South Korea, Germany, United Kingdom, France, Spain, Italy, Brazil, Argentina, GCC, South Africa, and Others.
Market Analysis: Value Chain Analysis, Porters Analysis, Pestle Analysis, COVID-19 Impact Analysis, and Impact Analysis.
Research Methodology
This report provides in-depth qualitative and quantitative analyses of the Global Mobile Gaming Market. Deep analysis and research were done during the report preparation. We have collected key data related to the Global Mobile Gaming Market using multiple approaches. Various secondary sources were referred to for the identification and collection of information for this study. Secondary sources include annual reports, press releases, and investor presentations of companies, white papers, medical journals, certified publications, articles from recognized authors, gold standard and silver standard websites, directories, and databases. The primary sources were industry experts from the core and related industries. These include service providers, technology developers, standards and certification organizations, and organizations related to all segments of the value chain. Interviews were conducted with various primary respondents, including key industry participants, C-level executives of key market players, subject-matter experts (SMEs), and industry consultants, to obtain and verify critical qualitative and quantitative information.
Market engineering process (which includes calculations for market statistics, market breakdown, market size estimations, market forecasting, and data triangulation) was completed with extensive primary research and secondary research to verify and validate the critical numbers arrived at. In the entire market engineering process, both top-down and bottom-up approaches were extensively utilised along with several data triangulation methods to perform market sizing and market forecasting for the overall market segments and sub segments listed in this report.
Competitive Overview
The section highlights the key competitors in the market, with a focus on presenting an in-depth analysis on business strategies including merger & acquisitions, partnership/ agreement/ joint venture, business expansion, new product launches, and other developments. This chapter also provides an analysis on leading companies and their positioning and share analysis. Company profiles focusses on in-depth analysis into their product portfolio, financial overview, geographic presence, growth strategies, and SWOT Analysis.
Market Segmentation:
Market intelx provides an analysis of the key segment and each sub-segment of the global Mobile Gaming market, along with forecasts at the global, regional, and country levels from 2023-2030. This report has segmented the market based on:
Mobile Gaming Market By Type:
Action/Adventure
Strategy & Brain
Casino
Sport and Role Playing Games
Others
Mobile Gaming Market By Application:
Android
iOS
Others
Companies Profiles in the Report:
Gameloft, Electronic Arts Inc, Tencent, Activision Blizzard Inc., Rovio, Supercell Oy, DeNa, Disney Interactive, Nintendo, Blizzard, Ubisoft, Kobojo, Glu Mobile, Wooga GmbH, GREE International, GigaMedia, Sony Computer Entertainment, Tylted, Storm8, Blockdot.
Regional Coverage
The regional analysis includes the in-depth analysis on North America, Asia Pacific, Europe, Latin America and the Middle East and Africa.
• North America
o US
o Canada
o Mexico
• Asia Pacific
o China
o India
o Japan
o South Korea
o Rest of Asia Pacific
• Europe
o Germany
o UK
o France
o Spain
o Italy
o Rest of Europe
• Latin America
o Brazil
o Argentina
o Rest of the Latin America
• Middle East and Africa
o GCC
o South Africa
o Rest of the Middle East and Africa
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Mobile Gaming Revenue
1.4 Market Analysis by Type
1.4.1 Global Mobile Gaming Market Size Growth Rate by Type: 2021 VS 2030
1.4.2 Type 1
1.4.3 Type 2
1.4.4 Type 3
1.4.5 Type 4
1.5 Market by Application
1.5.1 Global Mobile Gaming Market Share by Application: 2022-2030
1.5.2 Application 1
1.5.3 Application 2
1.6 Study Objectives
1.7 Years Considered
1.8 Overview of Global Mobile Gaming Market
1.8.1 Global Mobile Gaming Market Status and Outlook (2016-2030)
1.8.2 North America
1.8.3 East Asia
1.8.4 Europe
1.8.5 South Asia
1.8.6 Southeast Asia
1.8.7 Middle East
1.8.8 Africa
1.8.9 Oceania
1.8.10 South America
1.8.11 Rest of the World
2 Market Competition by Manufacturers
2.1 Global Mobile Gaming Production Capacity Market Share by Manufacturers (2016-2021)
2.2 Global Mobile Gaming Revenue Market Share by Manufacturers (2016-2021)
2.3 Global Mobile Gaming Average Price by Manufacturers (2016-2021)
2.4 Manufacturers Mobile Gaming Production Sites, Area Served, Product Type
3 Sales by Region
3.1 Global Mobile Gaming Sales Volume Market Share by Region (2016-2021)
3.2 Global Mobile Gaming Sales Revenue Market Share by Region (2016-2021)
3.3 North America Mobile Gaming Sales Volume
3.3.1 North America Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.3.2 North America Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.4 East Asia Mobile Gaming Sales Volume
3.4.1 East Asia Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.4.2 East Asia Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.5 Europe Mobile Gaming Sales Volume (2016-2021)
3.5.1 Europe Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.5.2 Europe Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.6 South Asia Mobile Gaming Sales Volume (2016-2021)
3.6.1 South Asia Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.6.2 South Asia Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.7 Southeast Asia Mobile Gaming Sales Volume (2016-2021)
3.7.1 Southeast Asia Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.7.2 Southeast Asia Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.8 Middle East Mobile Gaming Sales Volume (2016-2021)
3.8.1 Middle East Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.8.2 Middle East Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.9 Africa Mobile Gaming Sales Volume (2016-2021)
3.9.1 Africa Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.9.2 Africa Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.10 Oceania Mobile Gaming Sales Volume (2016-2021)
3.10.1 Oceania Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.10.2 Oceania Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.11 South America Mobile Gaming Sales Volume (2016-2021)
3.11.1 South America Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.11.2 South America Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.12 Rest of the World Mobile Gaming Sales Volume (2016-2021)
3.12.1 Rest of the World Mobile Gaming Sales Volume Growth Rate (2016-2021)
3.12.2 Rest of the World Mobile Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
4 North America
4.1 North America Mobile Gaming Consumption by Countries
4.2 United States
4.3 Canada
4.4 Mexico
5 East Asia
5.1 East Asia Mobile Gaming Consumption by Countries
5.2 China
5.3 Japan
5.4 South Korea
6 Europe
6.1 Europe Mobile Gaming Consumption by Countries
6.2 Germany
6.3 United Kingdom
6.4 France
6.5 Italy
6.6 Russia
6.7 Spain
6.8 Netherlands
6.9 Switzerland
6.10 Poland
7 South Asia
7.1 South Asia Mobile Gaming Consumption by Countries
7.2 India
7.3 Pakistan
7.4 Bangladesh
8 Southeast Asia
8.1 Southeast Asia Mobile Gaming Consumption by Countries
8.2 Indonesia
8.3 Thailand
8.4 Singapore
8.5 Malaysia
8.6 Philippines
8.7 Vietnam
8.8 Myanmar
9 Middle East
9.1 Middle East Mobile Gaming Consumption by Countries
9.2 Turkey
9.3 Saudi Arabia
9.4 Iran
9.5 United Arab Emirates
9.6 Israel
9.7 Iraq
9.8 Qatar
9.9 Kuwait
9.10 Oman
10 Africa
10.1 Africa Mobile Gaming Consumption by Countries
10.2 Nigeria
10.3 South Africa
10.4 Egypt
10.5 Algeria
10.6 Morocco
11 Oceania
11.1 Oceania Mobile Gaming Consumption by Countries
11.2 Australia
11.3 New Zealand
12 South America
12.1 South America Mobile Gaming Consumption by Countries
12.2 Brazil
12.3 Argentina
12.4 Columbia
12.5 Chile
12.6 Venezuela
12.7 Peru
12.8 Puerto Rico
12.9 Ecuador
13 Rest of the World
13.1 Rest of the World Mobile Gaming Consumption by Countries
13.2 Kazakhstan
14 Sales Volume, Sales Revenue, Sales Price Trend by Type
14.1 Global Mobile Gaming Sales Volume Market Share by Type (2016-2021)
14.2 Global Mobile Gaming Sales Revenue Market Share by Type (2016-2021)
14.3 Global Mobile Gaming Sales Price by Type (2016-2021)
15 Consumption Analysis by Application
15.1 Global Mobile Gaming Consumption Volume by Application (2016-2021)
15.2 Global Mobile Gaming Consumption Value by Application (2016-2021)
16 Company Profiles and Key Figures in Mobile Gaming Business
16.1 Company 1
16.1.1 Company 1 Company Profile
16.1.2 Company 1 Mobile Gaming Product Specification
16.1.3 Company 1 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.2 Company 2
16.2.1 Company 2 Company Profile
16.2.2 Company 2 Mobile Gaming Product Specification
16.2.3 Company 2 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.3 Company 3
16.3.1 Company 3 Company Profile
16.3.2 Company 3 Mobile Gaming Product Specification
16.3.3 Company 3 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.4 Company 4
16.4.1 Company 4 Company Profile
16.4.2 Company 4 Mobile Gaming Product Specification
16.4.3 Company 4 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.5 Company 5
16.5.1 Company 5 Company Profile
16.5.2 Company 5 Mobile Gaming Product Specification
16.5.3 Company 5 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.6 Company 6
16.6.1 Company 6 Company Profile
16.6.2 Company 6 Mobile Gaming Product Specification
16.6.3 Company 6 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.7 Company 7
16.7.1 Company 7 Company Profile
16.7.2 Company 7 Mobile Gaming Product Specification
16.7.3 Company 7 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.8 Company 8
16.8.1 Company 8 Company Profile
16.8.2 Company 8 Mobile Gaming Product Specification
16.8.3 Company 8 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.9 Company 9
16.9.1 Company 9 Company Profile
16.9.2 Company 9 Mobile Gaming Product Specification
16.9.3 Company 9 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
17 Mobile Gaming Manufacturing Cost Analysis
17.1 Mobile Gaming Key Raw Materials Analysis
17.1.1 Key Raw Materials
17.2 Proportion of Manufacturing Cost Structure
17.3 Manufacturing Process Analysis of Mobile Gaming
17.4 Mobile Gaming Industrial Chain Analysis
18 Marketing Channel, Distributors and Customers
18.1 Marketing Channel
18.2 Mobile Gaming Distributors List
18.3 Mobile Gaming Customers
19 Market Dynamics
19.1 Market Trends
19.2 Opportunities and Drivers
19.3 Challenges
19.4 Porter's Five Forces Analysis
20 Production and Supply Forecast
20.1 Global Forecasted Production of Mobile Gaming (2022-2030)
20.2 Global Forecasted Revenue of Mobile Gaming (2022-2030)
20.3 Global Forecasted Price of Mobile Gaming (2016-2030)
20.4 Global Forecasted Production of Mobile Gaming by Region (2022-2030)
20.4.1 North America Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.2 East Asia Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.3 Europe Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.4 South Asia Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.5 Southeast Asia Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.6 Middle East Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.7 Africa Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.8 Oceania Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.9 South America Mobile Gaming Production, Revenue Forecast (2022-2030)
20.4.10 Rest of the World Mobile Gaming Production, Revenue Forecast (2022-2030)
20.5 Forecast by Type and by Application (2022-2030)
20.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2030)
20.5.2 Global Forecasted Consumption of Mobile Gaming by Application (2022-2030)
21 Consumption and Demand Forecast
21.1 North America Forecasted Consumption of Mobile Gaming by Country
21.2 East Asia Market Forecasted Consumption of Mobile Gaming by Country
21.3 Europe Market Forecasted Consumption of Mobile Gaming by Countriy
21.4 South Asia Forecasted Consumption of Mobile Gaming by Country
21.5 Southeast Asia Forecasted Consumption of Mobile Gaming by Country
21.6 Middle East Forecasted Consumption of Mobile Gaming by Country
21.7 Africa Forecasted Consumption of Mobile Gaming by Country
21.8 Oceania Forecasted Consumption of Mobile Gaming by Country
21.9 South America Forecasted Consumption of Mobile Gaming by Country
21.10 Rest of the world Forecasted Consumption of Mobile Gaming by Country
22 Research Findings and Conclusion
23 Methodology and Data Source
23.1 Methodology/Research Approach
23.1.1 Research Programs/Design
23.1.2 Market Size Estimation
23.1.3 Market Breakdown and Data Triangulation
23.2 Data Source
23.2.1 Secondary Sources
23.2.2 Primary Sources
23.3 Disclaimer