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市場調查報告書
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1622889

全球智慧型手機遊戲市場規模:依平台、類型、收入模式、地區、範圍和預測

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個工作天內

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簡介目錄

智慧型手機遊戲的市場規模及預測

預計 2023 年智慧型手機遊戲市場規模將達到 1,000 億美元,到 2031 年將達到 1,650 億美元,2024 年至 2031 年的複合年增長率為 10.40%。

推動全球智慧型手機遊戲市場的因素

智慧型手機遊戲市場的市場推動因素可能受到多種因素的影響。

智慧型手機普及率不斷提高:

智慧型手機的普及:隨著智慧型手機越來越普及且價格下降,智慧型手機遊戲的潛在客戶群將會擴大。

技術進步:

隨著智慧型手機硬體的不斷改進——更快的處理器、更好的圖形、更好的螢幕——開發人員可以提供更複雜、更身臨其境的遊戲體驗。

免費增值模式的興起:

免費增值商業模式的流行,即遊戲可以免費下載,但包含應用程式內購買和/或廣告,為開發者提供了更多的創收選擇。

社交整合:

整合多人遊戲功能和社群媒體平台,讓玩家可以與世界各地的朋友和用戶互動和競爭,從而提高參與度和保留率。

擴增實境(AR)與虛擬實境(VR)的出現:

透過將這些技術融入智慧型手機遊戲,開發人員可以創造獨特的、身臨其境的體驗,吸引玩家的興趣並提高參與度。

電競的發展:

智慧型手機上電競和競技遊戲的流行帶來了新的收入來源,包括贊助、廣告和現場活動門票銷售。

人口結構不斷擴大:

智慧型手機遊戲吸引了廣泛年齡群體和興趣的玩家,包括家庭、休閒遊戲玩家和狂熱遊戲玩家,並且不再局限於特定的人群。

市場全球化:

透過應用程式商店,開發者可以在全球範圍內分發他們的遊戲,並覆蓋許多國家和文化的廣大受眾。

遊戲設計創新:

遊戲機制、敘事和設計的不斷創新推動了市場的發展,吸引了新老玩家。

跨平台相容性:

遊戲可以在多種裝置上玩,包括個人電腦、遊戲機、平板電腦和智慧型手機,這使得遊戲玩家可以更輕鬆地玩遊戲。

限制全球智慧型手機遊戲市場的因素

智慧型手機遊戲市場面臨多重障礙和課題。

平台碎片化:

由於智慧型手機作業系統(例如 Android、iOS)和硬體有多種組合,開發人員很難保證所有裝置上的一致性能。

獲利課題:

儘管免費增值模式被廣泛採用,但由於消費者不願在虛擬產品上花錢以及競爭激烈,透過應用程式內購買和廣告實現可持續盈利可能很困難。

品質問題:

應用程式商店中假冒和低品質遊戲的氾濫會破壞該行業,並阻止玩家嘗試新遊戲。

法規遵循:

遵守各種有關年齡限制、賭博和資料隱私的法律對遊戲製造商來說既是法律課題,也是實際課題,尤其是在海外銷售產品時。

用戶獲取成本:

開發者的預算,尤其是小型工作室和獨立開發者的預算,可能會因透過付費廣告和用戶獲取活動來獲取用戶的成本不斷增加而感到緊張。

設備限制:

儘管智慧型手機技術正在進步,但開發人員可以製作的遊戲類型仍受到處理器功率、螢幕尺寸和電池壽命等因素的限制。

市場飽和度:

應用程式商店中遊戲數量過多,新遊戲很難脫穎而出並吸引用戶。這種激烈的競爭導致許多遊戲的壽命較短。

訂閱疲勞:

基於訂閱的遊戲服務以固定的月費提供各種遊戲,但已經為娛樂支付多種串流媒體服務費用的客戶可能會遇到訂閱疲勞。

基礎設施不足:

智慧型手機使用的限製或較差的網路連線環境可能會阻礙智慧型手機遊戲的傳播和擴張。

第三方平台依賴項:

遊戲創作者很大程度上依賴應用程式商店平台(例如 Google Play Store 或 Apple App Store)進行分發和獲取收入,因此會受到平台所有者對收入分成協議和政策變化的影響。

目錄

第 1 章簡介

  • 市場定義
  • 市場區隔
  • 研究方法

第 2 章執行摘要

  • 主要發現 市場概況 市集亮點

第三章 市場概覽

  • 市場規模與成長潛力
  • 市場趨勢
  • 市場推動因素
  • 市場限制
  • 市場機會
  • 波特五力分析

第 4 章 智慧型手機遊戲市場(按平台)

    安卓
  • iOS

第五章 智慧型手機遊戲市場(按類型)

  • 動作
  • 冒險
  • 拼圖 模擬

第六章 智慧型手機遊戲市場(依收入模式)

  • 免費遊戲 (F2P)
  • 付費遊戲 (P2P)
  • 免費增值
  • 應用程式內購買 (IAP)

第 7 章 區域分析

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 義大利 亞太地區
  • 中國
  • 日本
  • 印度
  • 澳大利亞
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中東和非洲
  • 南非
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國

第 8 章 市場動態

  • 市場推動因素
  • 市場限制
  • 市場機會
  • COVID-19 對市場的影響

第 9 章 競爭格局

  • 大型公司
  • 市佔率分析

第十章 公司簡介

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

第 11 章 市場展望與機會

  • 新興技術
  • 未來市場趨勢
  • 投資機會

第 12 章附錄

  • 縮寫列表
  • 來源與參考文獻
簡介目錄
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