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市场调查报告书
商品编码
1527840

行动游戏市场规模、份额和成长分析:按收益类型、平台、年龄层和地区划分 - 产业预测,2024-2031 年

Mobile Gaming Market Size, Share, Growth Analysis, By Monetization Type (In-app Purchases, Paid Apps), By Platform (Android, iOS), By Age Group (Below 24 Years, 24-44 Years), By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球行动游戏市场规模将为1,009.6亿美元,从2023年的1182.2亿美元成长到2031年的4,179.9亿美元,预计在预测期内(2024-2031年)成长。 %)。

随着政府资助的增加,当地博彩业正在显着发展。 5G 网路的推出以及对云端游戏和串流媒体服务日益增长的偏好进一步支持了该行业的成长。此外,Facebook 和 Instagram 等社群媒体平台的激增催生了许多创新手机游戏。灵活的游戏内收费选项也对市场有所帮助。人们对电竞、社交游戏、云端基础游戏和类 Rogue 游戏等游戏类型的兴趣日益浓厚,正在推动其进一步扩张。游戏在各种设备上的可用性,包括主机、智慧型手机、掌上游戏机、电脑和平板电脑,以及主要市场参与者对开拓互动游戏的关注,正在吸引年轻观众并继续支持市场成长。

目录

介绍

  • 研究目的
  • 定义
  • 市场范围

调查方法

  • 资讯采购
  • 次要/一级资讯来源
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 市场概况展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场动态
    • 促进因素
    • 机会
    • 抑制因素
    • 任务
  • 波特的分析

主要市场考察

  • 技术分析
  • 价格分析
  • 价值链分析
  • 案例研究分析
  • 市场生态系统
  • 监管环境
  • PESTEL分析
  • 创新矩阵
  • 重点投资分析
  • 关键成功因素
  • 市场魅力指数
  • 竞争程度

行动游戏市场:依收益类型分类

  • 市场概况
  • 应用程式内购买
  • 付费应用程式
  • 广告

行动游戏市场:按平台划分

  • 市场概况
  • Android
  • iOS版本
  • 其他第三方商店

手机游戏市场:依年龄层划分

  • 市场概况
  • 24岁以下
  • 24-44岁
  • 44岁以上

行动游戏市场规模:按地区划分

  • 市场概况
  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 义大利
    • 英国
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲 (MEA)
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲地区

竞争格局

  • 前5名企业对比
  • 主要企业市场定位(2023年)
  • 主要市场参与者所采取的策略
  • 近期市集活动
  • 主要企业市场占有率(2023年)

主要企业简介

  • Tencent Holdings Limited(China)
  • Nintendo Co. Ltd(Japan)
  • Activision Blizzard Inc.(US)
  • Zynga Inc.(US)
  • GungHo Online Entertainment Inc.(Japan)
  • Electronic Arts Inc.(US)
  • Kabam Games Inc.(US)
  • Rovio Entertainment Corporation(Finland)
  • Games Inc.(US)
  • NetEase Inc.(China)
  • Sony(Japan)
  • Google(US)
  • Microsoft(US)
  • Jam City(US)
  • Gameloft(France)
  • Nexon(Japan)
  • Square Enix(Japan)
  • Supercell(Finland)
  • Ubisoft(France)
  • Machine Zone(US)
简介目录
Product Code: SQMIG45E2162

Global mobile gaming market size was valued at USD 100.96 billion in 2022 and is poised to grow from USD 118.22 billion in 2023 to USD 417.99 billion by 2031, growing at a CAGR of 17.1% in the forecast period (2024-2031).

Increased government funding has spurred significant advancements in the local gaming industry. The sector's growth is further supported by the rollout of 5G networks and a rising preference for cloud gaming and streaming services. Additionally, the widespread use of social media platforms like Facebook and Instagram has led to the creation of numerous innovative mobile games. The market is also benefiting from the flexible in-game payment options available. The rising interest in esports, social gaming, cloud-based gaming, and roguelike genres is driving further expansion. The availability of games on a variety of devices, including consoles, smartphones, portable gaming devices, computers, and tablets, along with the focus of major market players on developing interactive games, continues to attract younger audiences and fuel market growth.

Top-down and bottom-up approaches were used to estimate and validate the size of the global mobile gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Mobile Gaming Market Segmental Analysis

The global mobile gaming market is segmented based on the monetization type, platform, age group, and region. Based on monetization type, the market is segmented into in-app purchases, paid apps, and advertising. Based on platform, the market is segmented into android, IOS, and other third-party stores. Based on age group, the market is segmented into Below 24 Years, 24-44 Years, above 44 Years. Based on region the market is segmented into North America, Europe, Asia-Pacific, Latin America, and MEA.

Drivers of the Global Mobile Gaming Market

The surge in smartphone adoption and enhanced internet connectivity across the globe is significantly boosting the mobile gaming market. The availability of high-end smartphones at more affordable prices has led to a notable rise in mobile gamers. This trend is especially evident in rapidly expanding economies such as India, China, and Mexico. India, in particular, is poised to invest heavily in mobile gaming, positioning itself as the fastest-growing market in this sector worldwide.

Restraints in the Global Mobile Gaming Market

Mobile games often require access to personal information and include in-app purchases, which raises concerns about data privacy. The increasing scrutiny over how data is collected, stored, and protected has led to growing apprehension among users. These concerns about data breaches and the potential misuse of personal information can undermine consumer trust. As a result, there may be stricter regulations imposed on the industry, which could impact the growth of the mobile gaming market.

Market Trends of the Global Mobile Gaming Market

Augmented Reality (AR) enhances user interaction by integrating game audio and visual elements into a more realistic environment. Virtual Reality (VR) takes this a step further by offering players a first-person perspective and 360-degree view, creating an immersive experience that closely simulates real-world scenarios. Additionally, mobile games like Pokemon Go and Ingress represent some of the most popular examples of the AR genre available in app stores.

Table of Contents

Introduction

  • Objectives of the Study
  • Definitions
  • Market Scope

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Market Overview Outlook
  • Supply Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Dynamics
    • Drivers
    • Opportunities
    • Restraints
    • Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of Substitute Products
    • Bargaining Power of Buyers
    • Threat of New Entrants
    • Bargaining Power of Suppliers

Key Market Insights

  • Technology Analysis
  • Pricing Analysis
  • Value Chain Analysis
  • Case Study Analysis
  • Ecosystem of the Market
  • Regulatory Landscape
  • PESTEL Analysis
  • Innovation Matrix
  • Top Investment Analysis
  • Key Success Factor
  • Market Attractive Index
  • Degree of Competition

Mobile Gaming Market by Monetization Type

  • Market Overview
  • In-app Purchases
  • Paid Apps
  • Advertising

Mobile Gaming Market by Platform

  • Market Overview
  • Android
  • IOS
  • Other third-party stores

Mobile Gaming Market by Age Group

  • Market Overview
  • Below 24 Years
  • 24-44 Years
  • Above 44 Year

Mobile Gaming Market Size by Region

  • Market Overview
  • North America
    • USA
    • Canada
  • Europe
    • Germany
    • Spain
    • France
    • Italy
    • UK
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (MEA)
    • GCC Countries
    • South Africa
    • Rest of MEA

Competitive Landscape

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2023

Key Company Profiles

  • Tencent Holdings Limited (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co. Ltd (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Zynga Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GungHo Online Entertainment Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kabam Games Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Rovio Entertainment Corporation (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Games Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase Inc. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Jam City (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gameloft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Supercell (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Machine Zone (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments