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市场调查报告书
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1622889

全球智慧型手机游戏市场规模:依平台、类型、收入模式、地区、范围和预测

Global Smartphone Games Market Size By Platform, By Genre, By Revenue Model, By Geographic Scope And Forecast

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

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简介目录

智慧型手机游戏的市场规模及预测

预计 2023 年智慧型手机游戏市场规模将达到 1,000 亿美元,到 2031 年将达到 1,650 亿美元,2024 年至 2031 年的复合年增长率为 10.40%。

推动全球智慧型手机游戏市场的因素

智慧型手机游戏市场的市场推动因素可能受到多种因素的影响。

智慧型手机普及率不断提高:

智慧型手机的普及:随着智慧型手机越来越普及且价格下降,智慧型手机游戏的潜在客户群将会扩大。

技术进步:

随着智慧型手机硬体的不断改进——更快的处理器、更好的图形、更好的萤幕——开发人员可以提供更复杂、更身临其境的游戏体验。

免费增值模式的兴起:

免费增值商业模式的流行,即游戏可以免费下载,但包含应用程式内购买和/或广告,为开发者提供了更多的创收选择。

社交整合:

整合多人游戏功能和社群媒体平台,让玩家可以与世界各地的朋友和用户互动和竞争,从而提高参与度和保留率。

扩增实境(AR)与虚拟实境(VR)的出现:

透过将这些技术融入智慧型手机游戏,开发人员可以创造独特的、身临其境的体验,吸引玩家的兴趣并提高参与度。

电竞的发展:

智慧型手机上电竞和竞技游戏的流行带来了新的收入来源,包括赞助、广告和现场活动门票销售。

人口结构不断扩大:

智慧型手机游戏吸引了广泛年龄群体和兴趣的玩家,包括家庭、休閒游戏玩家和狂热游戏玩家,并且不再局限于特定的人群。

市场全球化:

透过应用程式商店,开发者可以在全球范围内分发他们的游戏,并覆盖许多国家和文化的广大受众。

游戏设计创新:

游戏机制、叙事和设计的不断创新推动了市场的发展,吸引了新老玩家。

跨平台相容性:

游戏可以在多种装置上玩,包括个人电脑、游戏机、平板电脑和智慧型手机,这使得游戏玩家可以更轻鬆地玩游戏。

限制全球智慧型手机游戏市场的因素

智慧型手机游戏市场面临多重障碍和课题。

平台碎片化:

由于智慧型手机作业系统(例如 Android、iOS)和硬体有多种组合,开发人员很难保证所有装置上的一致性能。

获利课题:

儘管免费增值模式被广泛采用,但由于消费者不愿在虚拟产品上花钱以及竞争激烈,透过应用程式内购买和广告实现可持续盈利可能很困难。

品质问题:

应用程式商店中假冒和低品质游戏的氾滥会破坏该行业,并阻止玩家尝试新游戏。

法规遵循:

遵守各种有关年龄限制、赌博和资料隐私的法律对游戏製造商来说既是法律课题,也是实际课题,尤其是在海外销售产品时。

用户获取成本:

开发者的预算,尤其是小型工作室和独立开发者的预算,可能会因透过付费广告和用户获取活动来获取用户的成本不断增加而感到紧张。

设备限制:

儘管智慧型手机技术正在进步,但开发人员可以製作的游戏类型仍受到处理器功率、萤幕尺寸和电池寿命等因素的限制。

市场饱和度:

应用程式商店中游戏数量过多,新游戏很难脱颖而出并吸引用户。这种激烈的竞争导致许多游戏的寿命较短。

订阅疲劳:

基于订阅的游戏服务以固定的月费提供各种游戏,但已经为娱乐支付多种串流媒体服务费用的客户可能会遇到订阅疲劳。

基础设施不足:

智慧型手机使用的限製或较差的网路连线环境可能会阻碍智慧型手机游戏的传播和扩张。

第三方平台依赖项:

游戏创作者很大程度上依赖应用程式商店平台(例如 Google Play Store 或 Apple App Store)进行分发和获取收入,因此会受到平台所有者对收入分成协议和政策变化的影响。

目录

第 1 章简介

  • 市场定义
  • 市场区隔
  • 研究方法

第 2 章执行摘要

  • 主要发现 市场概况 市集亮点

第三章 市场概览

  • 市场规模与成长潜力
  • 市场趋势
  • 市场推动因素
  • 市场限制
  • 市场机会
  • 波特五力分析

第 4 章 智慧型手机游戏市场(按平台)

    安卓
  • iOS

第五章 智慧型手机游戏市场(按类型)

  • 动作
  • 冒险
  • 拼图 模拟

第六章 智慧型手机游戏市场(依收入模式)

  • 免费游戏 (F2P)
  • 付费游戏 (P2P)
  • 免费增值
  • 应用程式内购买 (IAP)

第 7 章 区域分析

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 义大利 亚太地区
  • 中国
  • 日本
  • 印度
  • 澳大利亚
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中东和非洲
  • 南非
  • 沙乌地阿拉伯
  • 阿拉伯联合大公国

第 8 章 市场动态

  • 市场推动因素
  • 市场限制
  • 市场机会
  • COVID-19 对市场的影响

第 9 章 竞争格局

  • 大型公司
  • 市占率分析

第十章 公司简介

  • Activision Blizzard
  • Tencent Holdings
  • Electronic Arts
  • miHoYo
  • NetEase
  • King Digital Entertainment
  • Sony Interactive Entertainment
  • Nintendo
  • Take-Two Interactive Software
  • Ubisoft

第 11 章 市场展望与机会

  • 新兴技术
  • 未来市场趋势
  • 投资机会

第 12 章附录

  • 缩写列表
  • 来源与参考文献
简介目录
Product Code: 4490

Smartphone Games Market Size And Forecast

Smartphone Games Market size was valued at USD 100 Billion in 2023 and is projected to reach USD 165 Billion by 2031 , at a CAGR of 10.40% from 2024 to 2031.

Global Smartphone Games Market Drivers,/p>

The market drivers for the Smartphone Games Market can be influenced by various factors. These may include:

Growing Adoption of Smartphones:

The potential customer base for smartphone games grows as smartphones become more widely available and affordable.

Technological Advancements:

More complex and immersive gaming experiences can be produced by developers thanks to ongoing improvements in smartphone hardware, including faster processors, better graphics, and better screens.

Rise of Freemium Models:

Developers now have a lot more options to make money because to the widespread use of freemium business models, which allow games to be downloaded for free but include in-app purchases or adverts.

Social Integration:

By integrating multiplayer features and social media platforms, players may interact and compete with friends and users around the world, which increases engagement and retention.

The advent of Augmented Reality (AR) and Virtual Reality (VR):

By incorporating these technologies into smartphone games, developers may create immersive and distinctive experiences that pique players' interest and encourage their use.

Growth of Esports:

New revenue streams, such as sponsorships, advertising, and live event ticket sales, have been made possible by the popularity of esports and competitive gaming on smartphones.

Expanding Demographic Reach:

A wide range of age groups and interests, including families and casual and die-hard gamers, are drawn to smartphone games, which are no longer restricted to a particular demographic.

Globalization of Markets:

Through app stores, developers may simply distribute their games worldwide, reaching a wide range of viewers in many countries and cultures.

Innovation in gaming Design:

Constant innovation in gaming mechanics, narrative, and design keeps the market lively and draws in players from both new and old.

Cross-Platform Compatibility:

Playing games on a variety of devices, such as PCs, gaming consoles, tablets, and smartphones, makes games more accessible and convenient for gamers.

Global Smartphone Games Market Restraints

Several factors can act as restraints or challenges for the Smartphone Games Market. These may include:

Fragmentation of Platforms:

It can be difficult for developers to guarantee consistent performance across all devices when there are several smartphone operating systems (Android, iOS, etc.) and hardware combinations.

Monetization Challenges:

Although freemium models are widely used, it can be challenging to achieve sustainable monetization through in-app purchases and adverts because of consumer aversion to spending money on virtual products and competition.

Quality Issues:

The abundance of imitation or low-quality games on app stores can harm the industry's standing and deter players from trying out new games.

Regulatory Compliance:

Adhering to different laws pertaining to age limitations, gambling, and data privacy presents game makers with both legal and practical difficulties, especially when selling their products abroad.

User Acquisition Costs:

Developers' budgets, particularly those of smaller studios and independent developers, may be put under pressure by the rising expense of gaining users through paid advertising and user acquisition campaigns.

Device Restrictions:

Although smartphone technology has advanced, developers may still be limited in the kinds of games they can make by factors like processor power, screen size, and battery life.

Market Saturation:

New games find it challenging to stand out and draw in users due to the overwhelming number of titles available on app stores. This fierce competition causes many games to have shorter lifespans.

Subscription weariness:

Although a variety of games are available through subscription-based gaming services for a set monthly cost, customers who already pay for several streaming services for entertainment may experience subscription weariness.

Inadequate Infrastructure:

Restrictions on the availability of smartphones and bad internet connectivity can impede the uptake and expansion of smartphone gaming.

Dependency on Third-Party Platforms:

Because game creators mostly rely on app store platforms (like the Google Play Store and Apple App Store) for distribution and revenue, they are subject to the whims of platform owners over revenue sharing agreements and policy changes.

Global Smartphone Games Market Segmentation Analysis

Global Smartphone Games Market is segmented based on Platform, Genre, Revenue Model And Geography.

Smartphone Games Market, By Platform

  • Android
  • : Games developed specifically for the Android operating system, accessible through the Google Play Store.
  • iOS
  • : Games designed for Apple's iOS operating system, available through the Apple App Store.

Smartphone Games Market, By Genre

  • Action
  • : Games characterized by fast-paced gameplay and typically involving combat, shooting, or intense physical challenges.
  • Adventure
  • : Games focused on exploration, storytelling, and often include puzzle-solving elements.
  • Puzzle
  • : Games centered around solving puzzles, riddles, or challenges using logic and strategy.
  • Simulation
  • : Games that simulate real-world activities or situations, such as driving, flying, or managing cities.

Smartphone Games Market, By Revenue Model

  • Free-to-Play (F2P)
  • : Games that are free to download and play, with revenue generated through advertisements, in-game purchases, or optional premium content.
  • Pay-to-Play (P2P)
  • : Games that require an upfront payment to download and play, without additional in-game purchases.
  • Freemium
  • : Games that offer basic features for free but charge for additional premium content or features.
  • In-App Purchases (IAP)
  • : Games that offer virtual goods, upgrades, or content for purchase within the app, often to enhance gameplay or progress faster.

Smartphone Games Market, By Geography

  • North America:
  • Market conditions and demand in the United States, Canada, and Mexico.
  • Europe:
  • Analysis of the Smartphone Games Market in European countries.
  • Asia-Pacific:
  • Focusing on countries like China, India, Japan, South Korea, and others.
  • Middle East and Africa:
  • Examining market dynamics in the Middle East and African regions.
  • Latin America:
  • Covering market trends and developments in countries across Latin America.

Key Players

  • The major players in the Smartphone Games Market are:
  • Activision Blizzard
  • Tencent Holdings
  • Electronic Arts
  • miHoYo
  • NetEase
  • King Digital Entertainment
  • Sony Interactive Entertainment
  • Nintendo
  • Take-Two Interactive Software
  • Ubisoft

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Smartphone Games Market, By Platform

  • Android
  • iOS

5. Smartphone Games Market, By Genre

  • Action
  • Adventure
  • Puzzle
  • Simulation

6. Smartphone Games Market, By Revenue Model

  • Free-to-Play (F2P)
  • Pay-to-Play (P2P)
  • Freemium
  • In-App Purchases (IAP)

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

  • Activision Blizzard
  • Tencent Holdings
  • Electronic Arts
  • miHoYo
  • NetEase
  • King Digital Entertainment
  • Sony Interactive Entertainment
  • Nintendo
  • Take-Two Interactive Software
  • Ubisoft

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References