封面
市場調查報告書
商品編碼
1527840

行動遊戲市場規模、佔有率和成長分析:按收益類型、平台、年齡層和地區分類 - 產業預測,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個工作天內

價格
簡介目錄

2022年全球行動遊戲市場規模將為1,009.6億美元,從2023年的1182.2億美元成長到2031年的4,179.9億美元,預計在預測期內(2024-2031年)CAGR會以17.1%成長。

隨著政府資助的增加,當地博彩業正在顯著發展。 5G 網路的推出以及對雲端遊戲和串流媒體服務日益成長的偏好進一步支持了該行業的成長。此外,Facebook 和 Instagram 等社群媒體平台的激增催生了許多創新手機遊戲。靈活的遊戲內收費選項也對市場有所幫助。人們對電競、社交遊戲、雲端基礎遊戲和類 Rogue 遊戲等遊戲類型的興趣日益濃厚,正在推動其進一步擴張。遊戲在各種設備上的可用性,包括主機、智慧型手機、掌上遊戲機、電腦和平板電腦,以及主要市場參與者對開拓互動遊戲的關注,正在吸引年輕觀眾並繼續支持市場成長。

目錄

介紹

  • 研究目的
  • 定義
  • 市場範圍

調查方法

  • 資訊採購
  • 次要/一級資訊來源
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 市場概況展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場動態
    • 促進因素
    • 機會
    • 抑制因素
    • 任務
  • 波特的分析

主要市場考察

  • 技術分析
  • 價格分析
  • 價值鏈分析
  • 案例研究分析
  • 市場生態系統
  • 監管環境
  • PESTEL分析
  • 創新矩陣
  • 重點投資分析
  • 關鍵成功因素
  • 市場魅力指數
  • 競爭程度

行動遊戲市場:依收益類型分類

  • 市場概況
  • 應用程式內購買
  • 付費應用程式
  • 廣告

行動遊戲市場:按平台分類

  • 市場概況
  • Android
  • iOS版本
  • 其他第三方商店

手機遊戲市場:依年齡層分類

  • 市場概況
  • 24歲以下
  • 24-44歲
  • 44歲以上

行動遊戲市場規模:按地區分類

  • 市場概況
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 英國
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲 (MEA)
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲地區

競爭格局

  • 前5名企業對比
  • 主要企業市場定位(2023年)
  • 主要市場參與者所採取的策略
  • 近期市集活動
  • 主要企業市場佔有率(2023年)

主要企業簡介

  • 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)
簡介目錄
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