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市場調查報告書

全球手機遊戲市場分析、預測

Global Mobile Gaming Market, Analysis and Forecast 2017-2023: Focus on Android & iOS Platform, Gaming Genre - Action/Adventure, Arcade, Strategy & Brain, Casino, Casual, Sport and Role Playing Games

出版商 BIS Research 商品編碼 510034
出版日期 內容資訊 英文 183 Pages
商品交期: 最快1-2個工作天內
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全球手機遊戲市場分析、預測 Global Mobile Gaming Market, Analysis and Forecast 2017-2023: Focus on Android & iOS Platform, Gaming Genre - Action/Adventure, Arcade, Strategy & Brain, Casino, Casual, Sport and Role Playing Games
出版日期: 2017年05月31日 內容資訊: 英文 183 Pages
簡介

本報告提供全球手機遊戲市場相關調查分析,市場概要,市場動態,競爭情形,產業分析,各市場區隔的市場分析與預測,各地區分析,主要企業等系統性資訊。

第1章 調查範圍、手法

第2章 市場動態

  • 市場成長的促進要素
    • 智慧型手機的擴大
    • 高速網際網路連接的可用性擴大
    • 新興國家的中產階級的成長、大規模的青年人口
    • 免費增值經營模式
  • 市場課題
    • 持續性創新的必要性
    • 侵犯版權
    • 不完全的資金導致的行銷不足
    • 違法行為、安全的畏懼
  • 市場機會
    • 虛擬實境 (VR) 及擴增實境 (AR)
    • 獨立型遊戲的成長
    • 會員制遊戲
    • 廣告
    • 聯盟

第3章 競爭考察

  • 競爭情形
  • 主要策略、發展趨勢
  • 產業的魅力

第4章 產業分析

  • 手機遊戲市場發展
  • 主要開發者的手機遊戲製圖
  • 手機遊戲的生態系統
  • 收益模式分析

第5章 手機遊戲市場:各種類

  • 手機遊戲市場分析、預測的前提條件、限制
  • 市場概要
  • 市場:各種類
    • 動作/冒險遊戲
    • 大型遊戲機
    • 策略動腦遊戲
    • 賭搏遊戲
    • 休閒遊戲
    • 運動遊戲

第6章 手機遊戲市場:各地區

  • 市場概要
  • 亞太地區
    • 市場概要
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他
  • 北美
    • 市場概要
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 市場概要
    • 英國
    • 德國
    • 法國
    • 俄羅斯
    • 其他
  • 其他 (RoW)
    • 市場概要
    • 南美 (LATAM)
    • 中東、非洲 (MEA)

第7章 企業簡介

  • Activision Blizzard
  • DeNa Co., Ltd.
  • Electronic Arts Inc.
  • Fanatee
  • Glu Mobile
  • GREE International Entertainment
  • HalfBrick
  • Kabam
  • Ketchapp Games
  • Playphone
  • Rovio Entertainment Limited
  • Square Enix
  • Storm8
  • Supercell
  • Tribeflame OY
  • Ubisoft Group
  • Vivendi Games (Gameloft)
  • Wargaming
  • Wooga GmbH
  • ZeptoLab
  • Zynga Inc.
  • 其他的企業

第8章 附錄

圖表

目錄
Product Code: DT005A

The global mobile gaming market was worth $32.29 billion in FY 2016 and is expected to witness a tremendous growth, growing at a CAGR of 9.4% during the forecast period of 2017-2023.

The global mobile gaming market was worth $32.29 billion in FY 2016 and is expected to witness a tremendous growth, growing at a CAGR of 9.4% during the forecast period of 2017-2023. The increasing proliferation of smartphones, improving internet accessibility across the globe and availability of a diverse range of gaming genres have led to the strong growth of the market globally. The report is a compilation of various segments including market dynamics, market breakdown by game genre, platform and geography.

Figure 1: Global Mobile Gaming Market Snapshot

                     BIS Research Analysis, Secondary Research and Expert Interviews.

The report provides a comprehensive market analysis and forecast along with the recent trends influencing the market. While highlighting the key driving and restraining forces for this market, the report also provides a detailed study of the future trends and developments of the market. It also examines the role of the leading market players involved in the industry including their corporate overview, financials, financial summary and SWOT analysis.

The report addresses the following key questions about the global market:

  • What the market size is in terms of revenue from 2016-2023 for the global mobile gaming market?
  • Which factors will be driving the market through the forecast period?
  • What factors are currently challenging the mobile gaming market?
  • What are the prevalent gaming genres and what is the market size for each of them?
  • What are the key geographical regions and what is the market size for each of them?
  • Who are the key players in the mobile gaming market?

The company profiles section includes the highlights of significant information about the key companies involved along with their corporate overview, financial summary, SWOT analysis, key strategies & developmental activities of recent years (2015-2017). Some of the key players are Activison Blizzard, Electronic Arts, Glu Mobile, Square Enix, Ubisoft group, Gameloft and Zynga.

Table of Contents

Executive Summary

1. Research Scope & BIS Methodology

  • 1.1. Scope of the Report
  • 1.2. Mobile Gaming Market Research Methodology

2. Market Dynamics

  • 2.1. Market Drivers
    • 2.1.1. Proliferation of Smartphones
    • 2.1.2. Increasing Availability of High Speed Internet Connection
    • 2.1.3. Growing Middle Class and Large Youth Population in Emerging Nations
    • 2.1.4. Freemium Business Model
  • 2.2. Market Challenges
    • 2.2.1. Continuous Need for Innovation
    • 2.2.2. Piracy
    • 2.2.3. Insufficient Funds leading to lack of Marketing
    • 2.2.4. Fear of Fraudulent Practices and Security
  • 2.3. Market Opportunities
    • 2.3.1. Virtual Reality (VR) and Augmented Reality (AR)
    • 2.3.2. Growth of Independent(Indie) Games
    • 2.3.3. Subscription based Games
    • 2.3.4. Advertisements
    • 2.3.5. Partnerships

3. Competitive Insights

  • 3.1. Competitive Landscape
  • 3.2. Key Strategies and Developments
    • 3.2.1. Mergers and Acquisitions
    • 3.2.2. Product Development and Launches
    • 3.2.3. Partnerships, Joint Ventures and Collaborations
    • 3.2.4. Business Expansion
    • 3.2.5. Lawsuits
    • 3.2.6. Others
  • 3.3. Industry Attractiveness

4. Industry Analysis

  • 4.1. Evolution of Mobile Gaming Market
  • 4.2. Mobile Games Mapping with Key Developers
  • 4.3. Mobile Gaming Ecosystem
  • 4.4. Revenue Model Analysis

5. Mobile Gaming Market by Genre

  • 5.1. Assumptions and Limitations for Analysis and Forecast of Mobile Gaming Market
  • 5.2. Market Overview
  • 5.3. Market by Genre
    • 5.3.1. Action/Adventure Games
    • 5.3.2. Arcade Games
    • 5.3.3. Strategy and Brain Games
    • 5.3.4. Casino Games
    • 5.3.5. Casual Games
    • 5.3.6. Sport Games

6. Mobile Gaming Market by Geography

  • 6.1. Market Overview
  • 6.2. Asia Pacific (APAC)
    • 6.2.1. Market Overview
    • 6.2.2. China
    • 6.2.3. India
    • 6.2.4. Japan
    • 6.2.5. South Korea
    • 6.2.6. Others
  • 6.3. North America
    • 6.3.1. Market Overview
    • 6.3.2. U.S.
    • 6.3.3. Canada
    • 6.3.4. Mexico
  • 6.4. Europe
    • 6.4.1. Market Overview
    • 6.4.2. The U.K
    • 6.4.3. Germany
    • 6.4.4. France
    • 6.4.5. Russia
    • 6.4.6. Others
  • 6.5. Rest of the World (ROW)
    • 6.5.1. Market Overview
    • 6.5.2. Latin America (LATAM)
    • 6.5.3. Middle East and Africa (MEA)

7. Company Profile

  • 7.1. Activision Blizzard
    • 7.1.1. Company Overview
    • 7.1.2. Financials
    • 7.1.3. Financial Summary
    • 7.1.4. SWOT Analysis
  • 7.2. DeNa Co., Ltd.
    • 7.2.1. Company Overview
    • 7.2.2. Financials
    • 7.2.3. Financial Summary
    • 7.2.4. SWOT Analysis
  • 7.3. Electronic Arts Inc.
    • 7.3.1. Company Overview
    • 7.3.2. Financials
    • 7.3.3. Financial Summary
    • 7.3.4. SWOT analysis
  • 7.4. Fanatee
    • 7.4.1. Company Overview
  • 7.5. Glu Mobile
    • 7.5.1. Company Overview
    • 7.5.2. Financials
    • 7.5.3. Financial Summary
    • 7.5.4. SWOT Analysis
  • 7.6. GREE International Entertainment
    • 7.6.1. Company Overview
    • 7.6.2. SWOT Analysis
  • 7.7. HalfBrick
    • 7.7.1. Company Overview
  • 7.8. Kabam
    • 7.8.1. Company Overview
    • 7.8.2. SWOT Analysis
  • 7.9. Ketchapp Games
    • 7.9.1. Company Overview
  • 7.10. Playphone
    • 7.10.1. Company Overview
  • 7.11. Rovio Entertainment Limited
    • 7.11.1. Company Overview
    • 7.11.2. SWOT Analysis
  • 7.12. Square Enix
    • 7.12.1. Company Overview
    • 7.12.2. Financials
    • 7.12.3. Financial Summary
    • 7.12.4. SWOT Analysis
  • 7.13. Storm8
    • 7.13.1. Company Overview
  • 7.14. Supercell
    • 7.14.1. Company Overview
    • 7.14.2. SWOT Analysis
  • 7.15. Tribeflame OY
  • 7.16. Ubisoft Group
    • 7.16.1. Company Overview
    • 7.16.2. Financials
    • 7.16.3. Financial Summary
    • 7.16.4. SWOT Analysis
  • 7.17. Vivendi Games (Gameloft)
    • 7.17.1. Financials
    • 7.17.2. Financial Summary
    • 7.17.3. SWOT Analysis
  • 7.18. Wargaming
    • 7.18.1. Company Overview
    • 7.18.2. SWOT Analysis
  • 7.19. Wooga GmbH
    • 7.19.1. Company Overview
    • 7.19.2. SWOT Analysis
  • 7.20. ZeptoLab
    • 7.20.1. Company Overview
  • 7.21. Zynga Inc.
    • 7.21.1. Company Overview
    • 7.21.2. Financials
    • 7.21.3. Financial Summary
    • 7.21.4. SWOT Analysis
  • 7.22. Other Companies

8. Appendix

  • 8.1. Related Reports

LIST OF TABLE

  • Table 3.1: Mergers and Acquisitions
  • Table 3.2: Key Product Launches
  • Table 3.3: Partnerships, Joint Ventures and Collaborations
  • Table 3.4: Business Expansion
  • Table 3.5: Lawsuits
  • Table 3.6: Events
  • Table 4.1: Leading Developers Games
  • Table 5.1: Global Mobile Gaming Market, by Platform, 2016-2023 ($Million)
  • Table 5.2: Global Mobile Gaming Market, by Genre, 2016-2023 ($Million)
  • Table 5.3: Action Genre Games
  • Table 5.4: Adventure Genre Games
  • Table 5.5: Arcade Genre Games
  • Table 5.6: Strategy Genre Games
  • Table 5.7: Casino Genre Games
  • Table 5.8: Casual Games
  • Table 5.9: Sport Genre Games
  • Table 6.1: Global Mobile Gaming Market, by Region, 2016-2023($Million)
  • Table 6.2: APAC Mobile Gaming Market, by Country, 2016-2023
  • Table 6.3: APAC Mobile Gaming Market, by Genre, 2016-2023($Million)
  • Table 6.4: North America Mobile Gaming Market by Country, 2016-2023 ($Million)
  • Table 6.5: North America Mobile Gaming Market, by Genre, 2016-2023 ($Million)
  • Table 6.6: Europe Mobile Gaming Market, by Country, 2016-2023 ($Million)
  • Table 6.7: Europe Mobile Gaming Market, by Genre, 2016-2023($Million)
  • Table 6.8: Rest of the World Mobile Gaming Market, by Region, 2016-2023($Million)
  • Table 6.9: Latin America Mobile Gaming Market, by Genre, 2016-2023($Million)
  • Table 6.10: Middle East Mobile Gaming Market, by Genre, 2016-2023 ($Million)

LIST OF FIGURES

  • Figure 1: Declining Console Gaming Sales
  • Figure 2: Mobile Gaming Snapshot
  • Figure 3: Revenues from Android Platform to Surpass Revenue from iOS Platform
  • Figure 4: Strategy and Brain Games to Grow Fastest, 2016-2023
  • Figure 5: Top Games in Each Genre
  • Figure 6: Global Mobile Gaming Market, 2016
  • Figure 1.1: Mobile Gaming Market Scope
  • Figure 1.2: Secondary Data Sources
  • Figure 1.3: Bottom Up Approach
  • Figure 2.1: Market Dynamics Snapshot
  • Figure 2.1: Drivers: Impact Analysis
  • Figure 2.3: Number of Smartphone users in the world, 2015-2023
  • Figure 2.4: Challenges: Impact Analysis
  • Figure 3.1: Percentage Share of Strategies Adopted by the Market Players, 2015-2017
  • Figure 3.2: Porter's Five Force Analysis
  • Figure 4.1: Evolution of Mobile Gaming Industry
  • Figure 4.2: Mobile Gaming Ecosystem
  • Figure 4.3: Key Revenue Models
  • Figure 5.1: Global Mobile Gaming Market, by Platform, 2016-2023
  • Figure 5.2: Global Mobile Gaming Market, by Genre, 2016-2023
  • Figure 5.3: Mobile Gaming Market segmentation by Genre t ype
  • Figure 5.4: Action Genre Games Subdivision
  • Figure 5.5: Casino Games Subdivision
  • Figure 6.1: Mobile Gaming Market Segmentation, by Geography
  • Figure 6.2: Global Mobile Gaming Market, by Region, 2016-2023
  • Figure 6.3: APAC Mobile Gaming Market, 2016-2023($Million)
  • Figure 6.4: APAC Mobile Gaming Market, by Genre, 2016 and 2023
  • Figure 6.5: Mobile Gaming Market Size in China, 2016-2023
  • Figure 6.7: Smartphone Users and Mobile Gamers in China
  • Figure 6.8: Chinese App Stores Market Share
  • Figure 6.9: Platform Share in China
  • Figure 6.1: Mobile Gaming Market Size in India, 2016-2023
  • Figure 6.11: Smartphone Users and Mobile Gamers in India
  • Figure 6.12: Platform Share in India
  • Figure 6.13: Indian Digital Market Revenue Generation Sources
  • Figure 6.14: Mobile Gaming Market Size in Japan, 2016-2023
  • Figure 6.15: Smartphone Users and Mobile Gamers in Japan
  • Figure 6.16: Platform Share in Japan
  • Figure 6.17: Mobile Gaming Market Size in South Korea, 2016-2023
  • Figure 6.18: Smartphone Users and Mobile Gamers in South Korea
  • Figure 6.19: Platform Share in South Korea
  • Figure 6.20: Mobile Gaming Market Size in South East Asia, 2016-2023
  • Figure 6.21: Smartphone Users and Mobile Gamers in South-eastern Asian Countries, 2016
  • Figure 6.22: North America Mobile Gaming Market by Country, 2016 and 2023
  • Figure 6.23: North America Mobile Gaming Market, by Genre, 2016 and 2023
  • Figure 6.24: Mobile Gaming Market Size in the U.S., 2016-2023
  • Figure 6.25: Smartphone Users and Mobile Gamers in US
  • Figure 6.26: Platform Share in U.S
  • Figure 6.27: Mobile Gaming Market Size in Canada, 2016-2023
  • Figure 6.28: Smartphone Users and Mobile Gamers in Canada
  • Figure 6.29: Mobile Gaming Market Size in Mexico, 2016-2023
  • Figure 6.30: Smartphone Users and Mobile Gamers in Mexico
  • Figure 6.31: Platform Share in Mexico
  • Figure 6.32: Business Model Distribution in European Region, 2014-2016
  • Figure 6.33: Europe Mobile Gaming Market, by Country, 2016 and 2023
  • Figure 6.34: Europe Mobile Gaming Market, by Genre, 2016 and 2023
  • Figure 6.35: Mobile Gaming Market Size in the U.K, 2016-2023
  • Figure 6.36: Smartphone Users and Mobile Gamers in U.K
  • Figure 6.37: Platform Share in U.K
  • Figure 6.38: Mobile Gaming Market Size in Germany, 2016-2023
  • Figure 6.39: Smartphone Users and Mobile Gamers in Germany
  • Figure 6.40: Mobile Platform Share in Germany
  • Figure 6.41: Mobile Gaming Market Size in France, 2016-2023
  • Figure 6.42: Smartphone Users and Mobile Gamers in France
  • Figure 6.43: Mobile Gaming Market Size in Russia
  • Figure 6.44: Smartphone users and Mobile Gamers in Russia
  • Figure 6.45: Platform Share in Russia
  • Figure 6.46: Rest of the World Mobile Gaming Market, by Region, 2016 and 2023
  • Figure 6.47: Latin America Mobile Gaming Market, by Genre, 2016 and 2023
  • Figure 6.48: Middle East Mobile Gaming Market, by Genre, 2016 and 2023
  • Figure 6.49: Smartphone Users in Latin America, by Country, 2015-2018
  • Figure 6.50: Mobile Platform share in LATAM
  • Figure 6.51: Smartphone Penetration (%), by country, 2016
  • Figure 7.1: Activision Blizzard: Overall Financials (2014-2016)
  • Figure 7.1: Activision Blizzard: Net Revenue by Region (2014-2016)
  • Figure 7.3: Activision Blizzard: Net Revenue by Business Segment (2014-2016)
  • Figure 7.4: DeNa Co., Ltd.: Overall Financials (2014-2016)
  • Figure 7.5: DeNa Co., Ltd.: Revenue by Business Segment (2014)
  • Figure 7.6: DeNa Co., Ltd.: Revenue by Business Segment (2015-2016)
  • Figure 7.7: Electronic Arts: Overall Financials (2014-2016)
  • Figure 7.8: Electronic Arts: Net Revenue by Region (2014-2016)
  • Figure 7.9: Electronic Arts: Net Revenue by Business Segment (2014-2016)
  • Figure 7.10: Glu Mobile: Overall Financials (2014-2016)
  • Figure 7.11: Glu Mobile: Net Revenue by Region (2014-2016)
  • Figure 7.12: Glu Mobile: Net Revenue by Business Segment (2014-2016)
  • Figure 7.13: Square Enix: Overall Financials (2014-2016)
  • Figure 7.14: Square Enix: Revenue by Region Segment (2014-2016)
  • Figure 7.15: Square Enix: Revenue by Business Segment (2014-2016)
  • Figure 7.16: Ubisoft: Overall Financials (2014- 2016)
  • Figure 7.17: Ubisoft: Net Revenue by Region (2014-2016)
  • Figure 7.18: Ubisoft: Net Revenue by Business Segment (2014-2016)
  • Figure 7.19: Gameloft: Overall Financials (2013- 2015
  • Figure 7.20: Gameloft: Revenue by Geographic Segment (2013-2015)
  • Figure 7.21: Gameloft: Revenue by Business Segment (2013-2015)
  • Figure 7.22: Zynga Inc.: Overall Financials (2014-2016)
  • Figure 7.23: Zynga Inc.: Revenue by Geographic Segment (2014-2016)
  • Figure 7.24: Zynga Inc.: Revenue by Business Segment (2014-2016)
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