手机游戏的全球市场:趋势,竞争资讯,规模
市场调查报告书
商品编码
1177484

手机游戏的全球市场:趋势,竞争资讯,规模

Global Mobile Gaming Market: Trends, Competitive Intelligence and Sizing

出版日期: | 出版商: BCC Research | 英文 58 Pages | 订单完成后即时交付

价格

本报告提供全球手机游戏市场相关调查,市场概要,以及各设备类型,各操作系统,各种类,各终端用户,各亲市场趋势,及加入此市场的主要企业简介等资讯。

目录

第1章 市场预测

第2章 摘要整理

第3章 市场概要

  • 简介
  • 市场动态
    • 推动市场要素
    • 阻碍市场要素
  • 宏观经济要素
    • COVID-19影响
    • 法律规范和指南

第4章 市场明细,各设备类型,各操作系统,各种类,各终端用户

  • 手机游戏市场,各设备类型
  • 手机游戏市场,各操作系统
  • 手机游戏市场,各种类
  • 手机游戏市场,各终端用户

第5章 市场明细,各亲市场

  • 全球电子游戏和软体市场
  • 游戏的经营模式

第6章 市场明细,各地区

  • 概要
  • 北美
  • 欧洲
  • 亚太地区
  • 其他地区

第7章 产业趋势和最近的发展

第8章 企业简介

  • ACTIVISION BLIZZARD INC.
  • CYBERAGENT INC.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • NETEASE INC.
  • NIANTIC INC.
  • NINTENDO CO. LTD.
  • SQUARE ENIX HOLDINGS CO. LTD.
  • SUPERCELL OY
  • TENCENT HOLDINGS LTD.
  • THE WALT DISNEY CO.

第9章 计划的范围调查手法

Product Code: IFT266A

Highlights:

The goal is to provide an up-to-date analysis of the global mobile gaming market and future opportunities in the market. It presents the market size analysis and revenue estimation and forecast, along with a detailed analysis of the market player’s products and strategies. The market is segmented on device type, operating system, genre, business model, end users, and region. The report also highlights major trends and challenges that affect the market and the vendor landscape. The scope of the study includes various types of revenue streams for video game publishers that include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.

Report Scope:

In this report, the market has been segmented based on device type, genre, operating system, end user, and geography. The report provides an overview of the global mobile gaming market and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period of 2022 to 2027. Revenue forecasts for this period are segmented based on device type, genre, operating system, end user, and geography. Market values have been estimated based on the total revenue of mobile game developers. Mobile gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.

The report also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for mobile games in 2021 and provides projections for the expected market size through 2027.

Report Includes:

  • A brief general outlook of the global mobile gaming market
  • Analyses of the global market trends, with historic market revenue (sales figures) for 2021, estimates for 2022 and 2023, and projections of compound annual growth rates (CAGRs) through 2027
  • Understanding of the upcoming market opportunities and emerging technologies in the mobile gaming industry, and areas of focus to forecast this market into various segments and sub-segments
  • Estimation of the actual market size and revenue forecast for global mobile gaming market in USD million terms, and corresponding market share analysis by device type, operating system, genre, end-user, and region
  • Coverage of the technological, economic, and business considerations of the global market for mobile gaming technologies, with analyses and growth forecasts through 2027
  • Insight into the mobile gaming parent market vis-a-vis global electronic games and software market and its components as well as the gaming business models
  • Review of the industry trends and recent key developments in the global mobile gaming market

Table of Contents

Chapter 1 Market Outlook

  • 1.1 Market Snapshot

Chapter 2 Executive Summary

Chapter 3 Market Overview

  • 3.1 Introduction
  • 3.2 Market Dynamics
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
  • 3.3 Macroeconomic Factors
    • 3.3.1 Impact of COVID-19
    • 3.3.2 Regulatory Framework and Guidelines

Chapter 4 Market Breakdown by Device Type, Operating System, Genre, and End Users

  • 4.1 Mobile Gaming Market by Device Type
    • 4.1.1 Mobile
    • 4.1.2 Handheld Consoles
    • 4.1.3 Other
    • 4.1.4 Market Size and Forecast
  • 4.2 Mobile Gaming Market by Operating System
    • 4.2.1 Android
    • 4.2.2 iOS
    • 4.2.3 Market Size and Forecast
  • 4.3 Mobile Gaming Market by Genre
    • 4.3.1 Action
    • 4.3.2 Sports
    • 4.3.3 Adventure
    • 4.3.4 Role-Playing Games
    • 4.3.5 Others
    • 4.3.6 Market Size and Forecast
  • 4.4 Mobile Gaming Market by End User
    • 4.4.1 Gen X
    • 4.4.2 Gen Y/Millennials
    • 4.4.3 Gen Z
    • 4.4.4 Market Size and Forecast

Chapter 5 Market Breakdown by Parent Market

  • 5.1 Global Market for Electronic Games and Software
    • 5.1.1 Games Platform and Software
    • 5.1.2 Gaming Hardware
    • 5.1.3 Game Accessories
    • 5.1.4 Market Size and Forecast
  • 5.2 Gaming Business Models
    • 5.2.1 Freemium
    • 5.2.2 Paid or Pay-to-play
    • 5.2.3 Advertising
    • 5.2.4 Play-to-Earn

Chapter 6 Market Breakdown by Region

  • 6.1 Overview
  • 6.2 North America
  • 6.3 Europe
  • 6.4 Asia-Pacific
  • 6.5 Rest of the World

Chapter 7 Industry Trends and Recent Developments

  • 7.1 Industry Trends
  • 7.2 Recent Key Developments

Chapter 8 Company Profiles

  • ACTIVISION BLIZZARD INC.
  • CYBERAGENT INC.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • NETEASE INC.
  • NIANTIC INC.
  • NINTENDO CO. LTD.
  • SQUARE ENIX HOLDINGS CO. LTD.
  • SUPERCELL OY
  • TENCENT HOLDINGS LTD.
  • THE WALT DISNEY CO.

Chapter 9 Project Scope and Methodology

  • 9.1 Scope of Report
  • 9.2 Methodology
  • 9.3 Analyst's Credentials
  • 9.4 BCC Custom Research
  • 9.5 Related BCC Research Reports

List of Tables

  • Summary Table : Global Mobile Gaming Market, by Region, Through 2027
  • Table 1 : Global Market for Mobile Gaming, by Device Type, Through 2027
  • Table 2 : Global Market for Mobile Gaming, by Operating System, Through 2027
  • Table 3 : Global Market for Mobile Gaming, by Genre, Through 2027
  • Table 4 : Global Market for Mobile Gaming, by End User, Through 2027
  • Table 5 : Global Market for Electronic Games and Software, by Offering, Through 2027
  • Table 6 : Global Market for Mobile Gaming, by Region, Through 2027
  • Table 7 : North American Market for Mobile Gaming, by Device Type, Through 2027
  • Table 8 : North American Market for Mobile Gaming, by Genre, Through 2027
  • Table 9 : North American Market for Mobile Gaming, by Operating System, Through 2027
  • Table 10 : North American Market for Mobile Gaming, by End User, Through 2027
  • Table 11 : North American Market for Mobile Gaming, by Country, Through 2027
  • Table 12 : European Market for Mobile Gaming, by Device Type, Through 2027
  • Table 13 : European Market for Mobile Gaming, by Genre, Through 2027
  • Table 14 : European Market for Mobile Gaming, by Operating System, Through 2027
  • Table 15 : European Market for Mobile Gaming, by End User, Through 2027
  • Table 16 : European Market for Mobile Gaming, by Country, Through 2027
  • Table 17 : Asia-Pacific Market for Mobile Gaming, by Device Type, Through 2027
  • Table 18 : Asia-Pacific Market for Mobile Gaming, by Genre, Through 2027
  • Table 19 : Asia-Pacific Market for Mobile Gaming, by Operating System, Through 2027
  • Table 20 : Asia-Pacific Market for Mobile Gaming, by End User, Through 2027
  • Table 21 : Asia-Pacific Market for Mobile Gaming, by Country, Through 2027
  • Table 22 : RoW Market for Mobile Gaming, by Device Type, Through 2027
  • Table 23 : RoW Market for Mobile Gaming, by Genre, Through 2027
  • Table 24 : RoW Market for Mobile Gaming, by Operating System, Through 2027
  • Table 25 : RoW Market for Mobile Gaming, by End User, Through 2027
  • Table 26 : Global Mobile Gaming Market, Recent Key Developments, 2020-2022
  • Table 27 : Activision Blizzard Inc.: Products and Services
  • Table 28 : Activision Blizzard Inc.: Recent Developments
  • Table 29 : CyberAgent Inc.: Products and Services
  • Table 30 : CyberAgent Inc.: Recent Developments
  • Table 31 : Electronic Arts Inc.: Products and Services
  • Table 32 : Electronic Arts Inc.: Recent Developments
  • Table 33 : Epic Games Inc.: Products and Services
  • Table 34 : NetEase Games: Products and Services
  • Table 35 : NetEase Games: Recent Developments
  • Table 36 : Niantic Inc.: Products and Services
  • Table 37 : Niantic Inc.: Recent Developments
  • Table 38 : Nintendo Co. Ltd.: Products and Services
  • Table 39 : Square Enix Holdings Co. Ltd.: Products and Services
  • Table 40 : Square Enix Holdings Co. Ltd.: Recent Developments
  • Table 41 : Supercell OY: Products and Services
  • Table 42 : Supercell OY: Recent Developments
  • Table 43 : Tencent Holdings Ltd.: Products and Services
  • Table 44 : Tencent Holdings Ltd.: Recent Developments
  • Table 45 : The Walt Disney Co.: Products and Services

List of Figures

  • Summary Figure : Global Market Shares of Mobile Gaming, by Region, 2021
  • Figure 1 : Global Market Shares of Mobile Gaming, by Device Type, 2021
  • Figure 2 : Global Market Shares of Mobile Gaming, by Operating System, 2021
  • Figure 3 : Global Market Shares of Mobile Gaming, by Genre, 2021
  • Figure 4 : Global Market Shares of Mobile Gaming, by End User, 2021
  • Figure 5 : Global Market for Mobile Gaming, by Region
  • Figure 6 : Global Market Shares of Mobile Gaming, by Region, 2021