市場調查報告書
商品編碼
991185

智慧型手機及平板電腦的線上遊戲市場成長機會、成長預測 (2020-2027年):各OS (iOS、Android、其他)、遊戲類型 (MMO遊戲、休閒遊戲、社群遊戲、其他)、地區

Online Smartphone and Tablet Games Market by Operating System (iOS, Android, and Others) and Game Type (Massive Multiplayer Online Games, Casual, Social, and Others): Global Opportunity Analysis and Industry Forecast, 2020-2027

出版日期: | 出版商: Allied Market Research | 英文 207 Pages | 商品交期: 2-3個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

智慧型手機及平板電腦的線上遊戲,有以定位為基礎的遊戲,多人遊戲,AR遊戲等各種類型,吸引著大規模的基本客群。再加上新型冠狀病毒感染疾病 (COVID-19) 下作為娛樂工具利用線上遊戲的用戶劇增,預計促進市場成長。

本報告提供全球智慧型手機及平板電腦的線上遊戲的市場調查,市場定義和概要,COVID-19以及其他的市場影響因素分析,市場規模的變化、預測,OS、遊戲類型、地區/主要國家等各種區分的明細,競爭環境,主要企業簡介等彙整資訊。

第1章 簡介

第2章 摘要整理

第3章 市場概要

  • 市場定義、範圍
  • 波特的五力分析
  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
  • COVID-19的影響

第4章 市場分析、預測:各作業系統

  • iOS
  • Android
  • 其他
    • 主要趨勢、成長要素、成長機會
    • 市場規模、預測:各地區
    • 市場分析:各國

第5章 市場分析、預測:各遊戲類型

  • 大規模多人線上遊戲
  • 休閒遊戲
  • 社群遊戲
  • 其他
    • 主要趨勢、成長要素、成長機會
    • 市場規模、預測:各地區
    • 市場分析:各國

第6章 市場分析、預測:各地區、主要國家

  • 北美
  • 歐洲
  • 亞太地區
  • 南美、中東、非洲
    • 主要趨勢、成長要素、市場機會
    • 市場規模、預測:各作業系統
    • 市場規模、預測:各遊戲類型
    • 市場規模、預測:各國

第7章 競爭情形

  • 主要企業的地位
  • 競爭儀表板
  • 主要的成功策略

第8章 企業簡介

  • ELECTRONICS ARTS, INC.
  • GAMELOFT
  • KABAM GAMES, INC. (ACQUIRED : By NETMARBLE GAMES)
  • KING LTD. (ACQUIRED : By ACTIVISION)
  • MACHINE ZONE, INC. (ACQUIRE : By APPLOVIN)
  • MELIOR GAMES
  • NCSOFT CORPORATION
  • ROVIO ENTERTAINMENT CORPORATION
  • SUPERCELL OY
  • THE WALT DISNEY COMPANY
目錄
Product Code: A03831

Online smartphone and tablet game is a platform offered by service providers that enables one or more players to participate in the game through smartphone or tablet. In addition, various service providers across the globe offer a wide range of games ranging from simple text-based games to games incorporating complex graphics. Furthermore, various service providers of online and mobile gaming industry are providing different types of games to their customers, including location-based gaming, multiplayer gaming, and augmented reality gaming, which attract large customer base. In addition, surge in number of users taking online gaming as entertainment tool in the pandemic situation is expected to propel the growth of the market.

Moreover, advancements in mobile development platform and rise in adoption of free-to-play business model drive the growth of the market. In addition, rise in penetration of smartphone and tablets across the globe propels the growth of the market. However, increase in concerns related to security and privacy issues hampers the growth of the market. Conversely, surge in cloud-based gaming application in various developed and emerging countries is expected to provide lucrative opportunity for the market.

The global online smartphone and tablet games market is segmented into operating system, game type, and region. In terms of operating system, the market is fragmented into iOS, Android, and others. Depending on game type, it is segregated into massive multiplayer online games, casual, social and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the online smartphone and tablet games market analysis are Electronics Arts, Inc., Gameloft, Kabam Games, Inc., King Limited, MachineZone, Inc., Melior Games, NCSOFT Corporation, Rovio Entertainment Corporation, Supercell OY and The Walt Disney Company. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

KEY BENEFITS FOR STAKEHOLDERS

The study provides an in-depth analysis of global online smartphone and tablet games market forecast along with the current trends and future estimations to elucidate the imminent investment pockets.

Information about key drivers, restraints, and opportunities and their impact analysis on global market is provided in the report.

Porter's five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.

The quantitative analysis of the market from 2020 to 2027 is provided to determine the market potential.

Key Market Segments

By Operating System

  • iOS
  • Android
  • Others

By Game Type

  • Massive Multiplayer Online Games
  • Casual
  • Social
  • Others

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • India
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

KEY MARKET PLAYERS

  • Electronics Arts, Inc.
  • Gameloft
  • Kabam Games, Inc.
  • King Limited
  • MachineZone, Inc.
  • Melior Games
  • NCSOFT Corporation
  • Rovio Entertainment Corporation
  • Supercell OY
  • The Walt Disney Company

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key benefits for stakeholders
  • 1.3.Key market segments
  • 1.4.Research methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings
    • 2.1.1.Top impacting factors
    • 2.1.2.Top investment pockets
  • 2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key forces shaping global online smartphone and tablet games market
  • 3.3.Market dynamics
    • 3.3.1.Drivers
      • 3.3.1.1.Low barrier to entry, coupled with rise in smartphone penetration
      • 3.3.1.2.Free-to-play business model
      • 3.3.1.3.Rise in smartphone users
    • 3.3.2.Restraint
      • 3.3.2.1.Growth in concerns of user privacy and security issues
    • 3.3.3.Opportunities
      • 3.3.3.1.Rise in adoption of cloud gaming
      • 3.3.3.2.Growth in use of machine learning and artificial intelligence in mobile gaming apps
  • 3.4.COVID-19 impact analysis on online smartphone and tablet games market
    • 3.4.1.Impact on market size
    • 3.4.2.Consumer trends, preferences, and budget impact
    • 3.4.3.Economic impact
    • 3.4.4.Strategies to tackle negative impact
    • 3.4.5.Opportunity window

CHAPTER 4:ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEM

  • 4.1.Overview
  • 4.2.iOS
    • 4.2.1.Key market trends, growth factors, and opportunities
    • 4.2.2.Market size and forecast, by region
    • 4.2.3.Market analysis, by country
  • 4.3.Android
    • 4.3.1.Key market trends, growth factors, and opportunities
    • 4.3.2.Market size and forecast, by region
    • 4.3.3.Market analysis, by country
  • 4.4.Others
    • 4.4.1.Key market trends, growth factors, and opportunities
    • 4.4.2.Market size and forecast, by region
    • 4.4.3.Market analysis, by country

CHAPTER 5:ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE

  • 5.1.Overview
  • 5.2.Massive multiplayer online games
    • 5.2.1.Key market trends, growth factors, and opportunities
    • 5.2.2.Market size and forecast, by region
    • 5.2.3.Market analysis, by country
  • 5.3.Causal Games
    • 5.3.1.Key market trends, growth factors, and opportunities
    • 5.3.2.Market size and forecast, by region
    • 5.3.3.Market analysis, by country
  • 5.4.Social Games
    • 5.4.1.Key market trends, growth factors, and opportunities
    • 5.4.2.Market size and forecast, by region
    • 5.4.3.Market analysis, by country
  • 5.5.Others
    • 5.5.1.Key market trends, growth factors, and opportunities
    • 5.5.2.Market size and forecast, by region
    • 5.5.3.Market analysis, by country

CHAPTER 6:GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION

  • 6.1.Overview
    • 6.1.1.Market size and forecast, by region
  • 6.2.North America
    • 6.2.1.Key market trends, growth factors and opportunities
    • 6.2.2.Market size and forecast, by operating system
    • 6.2.3.Market size and forecast, by game type
    • 6.2.4.Market size and forecast, by Country.
      • 6.2.4.1.U.S.
      • 6.2.4.1.1.Market size and forecast, by operating system
      • 6.2.4.1.2.Market size and forecast, by game type
      • 6.2.4.2.Canada
      • 6.2.4.2.1.Market size and forecast, by operating system
      • 6.2.4.2.2.Market size and forecast, by game type
  • 6.3.Europe
    • 6.3.1.Key market trends, growth factors and opportunities
    • 6.3.2.Market size and forecast, by operating system
    • 6.3.3.Market size and forecast, by game type
    • 6.3.4.Market size and forecast, by Country
      • 6.3.4.1.Germany
      • 6.3.4.1.1.Market size and forecast, by operating system
      • 6.3.4.1.2.Market size and forecast, by game type
      • 6.3.4.2.UK
      • 6.3.4.2.1.Market size and forecast, by operating system
      • 6.3.4.2.2.Market size and forecast, by game type
      • 6.3.4.3.France
      • 6.3.4.3.1.Market size and forecast, by operating system
      • 6.3.4.3.2.Market size and forecast, by game type
      • 6.3.4.4.Italy
      • 6.3.4.4.1.Market size and forecast, by operating system
      • 6.3.4.4.2.Market size and forecast, by game type
      • 6.3.4.5.Spain
      • 6.3.4.5.1.Market size and forecast, by operating system
      • 6.3.4.5.2.Market size and forecast, by game type
      • 6.3.4.6.Rest of Europe
      • 6.3.4.6.1.Market size and forecast, by operating system
      • 6.3.4.6.2.Market size and forecast, by game type
  • 6.4.Asia-Pacific
    • 6.4.1.Key market trends, growth factors, and opportunities
    • 6.4.2.Market size and forecast, by operating system
    • 6.4.3.Market size and forecast, by game type
    • 6.4.4.Market size and forecast, by Country
      • 6.4.4.1.China
      • 6.4.4.1.1.Market size and forecast, by operating system
      • 6.4.4.1.2.Market size and forecast, by game type
      • 6.4.4.2.Japan
      • 6.4.4.2.1.Market size and forecast, by operating system
      • 6.4.4.2.2.Market size and forecast, by game type
      • 6.4.4.3.South Korea
      • 6.4.4.3.1.Market size and forecast, by operating system
      • 6.4.4.3.2.Market size and forecast, by game type
      • 6.4.4.4.India
      • 6.4.4.4.1.Market size and forecast, by operating system
      • 6.4.4.4.2.Market size and forecast, by game type
      • 6.4.4.5.Australia
      • 6.4.4.5.1.Market size and forecast, by operating system
      • 6.4.4.5.2.Market size and forecast, by game type
      • 6.4.4.6.Rest of Asia-Pacific
      • 6.4.4.6.1.Market size and forecast, by operating system
      • 6.4.4.6.2.Market size and forecast, by game type
  • 6.5.LAMEA
    • 6.5.1.Key market trends, growth factors and opportunities
    • 6.5.2.Market size and forecast, by operating system
    • 6.5.3.Market size and forecast, by game type
    • 6.5.4.Market size and forecast, by country
      • 6.5.4.1.Latin America
      • 6.5.4.1.1.Market size and forecast, by operating system
      • 6.5.4.1.2.Market size and forecast, by game type
      • 6.5.4.2.Middle East
      • 6.5.4.2.1.Market size and forecast, by operating system
      • 6.5.4.2.2.Market size and forecast, by game type
      • 6.5.4.3.Africa
      • 6.5.4.3.1.Market size and forecast, by operating system
      • 6.5.4.3.2.Market size and forecast, by game type

CHAPTER 7:COMPETITIVE LANDSCAPE

  • 7.1.Key players positioning analysis, 2019
  • 7.2.Competitive dashboard
  • 7.3.Top winning strategies

CHAPTER 8:COMPANY PROFILE

  • 8.1.ELECTRONICS ARTS, INC.
    • 8.1.1.Company overview
    • 8.1.2.Key executives
    • 8.1.3.Company snapshot
    • 8.1.4.Product portfolio
    • 8.1.5.Business performance
    • 8.1.6.Key strategic moves and developments
  • 8.2.GAMELOFT
    • 8.2.1.Company overview
    • 8.2.2.Key Executives
    • 8.2.3.Company snapshot
    • 8.2.4.Product portfolio
    • 8.2.5.Key strategic moves and developments
  • 8.3.KABAM GAMES, INC. (ACQUIRED BY NETMARBLE GAMES)
    • 8.3.1.Company overview
    • 8.3.2.Key executives
    • 8.3.3.Company snapshot
    • 8.3.4.Product portfolio
    • 8.3.5.Business performance
    • 8.3.6.Key strategic moves and developments
  • 8.4.KING LTD. (ACQUIRED BY ACTIVISION)
    • 8.4.1.Company overview
    • 8.4.2.Key Executives
    • 8.4.3.Company snapshot
    • 8.4.4.Operating business segments
    • 8.4.5.Product portfolio
    • 8.4.6.Business performance
  • 8.5.MACHINE ZONE, INC. (ACQUIRE BY APPLOVIN)
    • 8.5.1.Company overview
    • 8.5.2.Key executives
    • 8.5.3.Company snapshot
    • 8.5.4.Product portfolio
    • 8.5.5.Key strategic moves and developments
  • 8.6.MELIOR GAMES
    • 8.6.1.Company overview
    • 8.6.2.Key Executives
    • 8.6.3.Company snapshot
    • 8.6.4.Product portfolio
  • 8.7.NCSOFT CORPORATION
    • 8.7.1.Company overview
    • 8.7.2.Key Executives
    • 8.7.3.Company snapshot
    • 8.7.4.Product portfolio
    • 8.7.5.Business performance
    • 8.7.6.Key strategic moves and developments
  • 8.8.ROVIO ENTERTAINMENT CORPORATION
    • 8.8.1.Company overview
    • 8.8.2.Key Executives
    • 8.8.3.Company snapshot
    • 8.8.4.Operating business segments
    • 8.8.5.Product portfolio
    • 8.8.6.Business performance
    • 8.8.7.Key strategic moves and developments
  • 8.9.SUPERCELL OY
    • 8.9.1.Company overview
    • 8.9.2.Key Executives
    • 8.9.3.Company snapshot
    • 8.9.4.Product portfolio
    • 8.9.5.Key strategic moves and developments
  • 8.10.THE WALT DISNEY COMPANY
    • 8.10.1.Company overview
    • 8.10.2.Key executives
    • 8.10.3.Company snapshot
    • 8.10.4.Operating business segments
    • 8.10.5.Product portfolio
    • 8.10.6.Business performance
    • 8.10.7.Key strategic moves and developments

LIST OF TABLES

  • TABLE 01.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 02.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR IOS, BY REGION, 2019-2027 ($MILLION)
  • TABLE 03.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR ANDROID, BY REGION, 2019-2027 ($MILLION)
  • TABLE 04.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR OTHERS, BY REGION, 2019-2027 ($MILLION)
  • TABLE 05.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 06.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR MMO, BY REGION, 2019-2027 ($MILLION)
  • TABLE 07.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR CAUSAL GAMES, BY REGION, 2019-2027 ($MILLION)
  • TABLE 08.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR SOCIAL GAMES, BY REGION, 2019-2027 ($MILLION)
  • TABLE 09.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR OTHERS, BY REGION, 2019-2027 ($MILLION)
  • TABLE 10.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY REGION, 2019-2027 ($MILLION)
  • TABLE 11.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 12.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 13.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019-2027 ($MILLION)
  • TABLE 14.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 15.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 16.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 17.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 18.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 19.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 20.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019-2027 ($MILLION)
  • TABLE 21.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 22.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 23.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 24.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 25.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 26.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 27.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 28.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 29.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 30.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 31.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 32.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 33.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 34.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 35.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019-2027 ($MILLION)
  • TABLE 36.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 37.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 38.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 39.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 40.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 41.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 42.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 43.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 44.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 45.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 46.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 47.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 48.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 49.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 50.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019-2027 ($MILLION)
  • TABLE 51.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 52.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 53.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 54.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 55.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019-2027 ($MILLION)
  • TABLE 56.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019-2027 ($MILLION)
  • TABLE 57.ELECTRONICS ARTS, INC.: KEY EXECUTIVES
  • TABLE 58.ELECTRONICS ARTS, INC.: COMPANY SNAPSHOT
  • TABLE 59.ELECTRONICS ARTS, INC.: PRODUCT PORTFOLIO
  • TABLE 60.GAMELOFT: KEY EXECUTIVES
  • TABLE 61.GAMELOFT: COMPANY SNAPSHOT
  • TABLE 62.GAMELOFT: PRODUCT PORTFOLIO
  • TABLE 63.KABAM GAMES, INC.: KEY EXECUTIVES
  • TABLE 64.KABAM GAMES, INC.: COMPANY SNAPSHOT
  • TABLE 65.KABAM GAMES, INC.: PRODUCT PORTFOLIO
  • TABLE 66.KING LTD: KEY EXECUTIVES
  • TABLE 67.KING LTD: COMPANY SNAPSHOT
  • TABLE 68.KING LTD: OPERATING SEGMENTS
  • TABLE 69.KING LTD.: PRODUCT PORTFOLIO
  • TABLE 70.MACHINE ZONE, INC.: KEY EXECUTIVES
  • TABLE 71.MACHINE ZONE, INC.: COMPANY SNAPSHOT
  • TABLE 72.MACHINE ZONE, INC.: PRODUCT PORTFOLIO
  • TABLE 73.MELIOR GAMES: KEY EXECUTIVES
  • TABLE 74.MELIOR GAMES: COMPANY SNAPSHOT
  • TABLE 75.MELIOR GAMES: PRODUCT PORTFOLIO
  • TABLE 76.NCSOFT CORPORATION: KEY EXECUTIVES
  • TABLE 77.NCSOFT CORPORATION: COMPANY SNAPSHOT
  • TABLE 78.NCSOFT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 79.ROVIO ENTERTAINMENT CORPORATION: KEY EXECUTIVES
  • TABLE 80.ROVIO ENTERTAINMENT CORPORATION: COMPANY SNAPSHOT
  • TABLE 81.ROVIO ENTERTAINMENT CORPORATION: OPERATING SEGMENTS
  • TABLE 82.ROVIO ENTERTAINMENT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 83.SUPERCELL OY: KEY EXECUTIVES
  • TABLE 84.SUPERCELL OY: COMPANY SNAPSHOT
  • TABLE 85.SUPERCELL OY: PRODUCT PORTFOLIO
  • TABLE 86.THE WALT DISNEY COMPANY: KEY EXECUTIVES
  • TABLE 87.THE WALT DISNEY COMPANY: COMPANY SNAPSHOT
  • TABLE 88.THE WALT DISNEY COMPANY: OPERATING SEGMENTS
  • TABLE 89.THE WALT DISNEY COMPANY: PRODUCT PORTFOLIO

LIST OF FIGURES

  • FIGURE 01.KEY MARKET SEGMENTS
  • FIGURE 02.GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, 2019-2027
  • FIGURE 03.GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION, 2019-2027
  • FIGURE 04.ONLINE SMARTPHONE AND TABLET GAMES MARKET: TOP IMPACTING FACTOR
  • FIGURE 05.TOP INVESTMENT POCKETS
  • FIGURE 06.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
  • FIGURE 07.MODERATE-TO-HIGH BARGAINING POWER OF BUYER
  • FIGURE 08.MODERATE-TO-HIGH THREAT OF SUBSTITUTES
  • FIGURE 09.MODERATE -TO-HIGH THREAT OF NEW ENTRANTS
  • FIGURE 10.LOW-TO-HIGH COMPETITIVE RIVALRY
  • FIGURE 11.ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEM, 2019-2027
  • FIGURE 12.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR IOS, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 13.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR ANDROID, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 14.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR OTHERS, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 15.ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE, 2019-2027
  • FIGURE 16.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR MMO, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 17.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR CAUSAL GAMES, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 18.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR SOCIAL GAMES, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR OTHERS, BY COUNTRY, 2019 & 2027 (%)
  • FIGURE 20.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 21.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 22.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 23.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 24.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 25.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 26.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 27.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 28.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 29.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 30.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 31.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 32.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 33.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 34.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 35.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 36.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019-2027 ($MILLION)
  • FIGURE 37.KEY PLAYER POSITIONING ANLYSIS: GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET
  • FIGURE 38.COMPETITIVE DASHBOARD
  • FIGURE 39.COMPETITIVE DASHBOARD
  • FIGURE 40.COMPETITIVE HEATMAP OF KEY PLAYERS
  • FIGURE 41.TOP WINNING STRATEGIES, BY YEAR, 2018-2020
  • FIGURE 42.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2018-2020
  • FIGURE 43.TOP WINNING STRATEGIES, BY COMPANY, 2018-2020
  • FIGURE 44.ELECTRONICS ARTS, INC.: REVENUE, 2017-2019 ($MILLION)
  • FIGURE 45.ELECTRONICS ARTS, INC.: REVENUE SHARE, BY REGION, 2019 (%)
  • FIGURE 46.KABAM GAMES, INC.: REVENUE, 2017-2019 ($MILLION)
  • FIGURE 47.KING LTD.: REVENUE, 2017-2019 ($MILLION)
  • FIGURE 48.KING LTD.: REVENUE SHARE, BY SEGMENT, 2019 (%)
  • FIGURE 49.KING LTD.: REVENUE SHARE, BY REGION, 2019 (%)
  • FIGURE 50.NCSOFT CORPORATION: NET SALES, 2017-2019 ($MILLION)
  • FIGURE 51.NCSOFT CORPORATION: REVENUE SHARE, BY REGION (2019)
  • FIGURE 52.ROVIO ENTERTAINMENT CORPORATION: NET SALES, 2017-2019 ($MILLION)
  • FIGURE 53.ROVIO ENTERTAINMENT CORPORATION: REVENUE SHARE, BY SEGMENT, 2019 (%)
  • FIGURE 54.ROVIO ENTERTAINMENT CORPORATION: REVENUE SHARE, BY REGION (2019)
  • FIGURE 55.THE WALT DISNEY COMPANY: REVENUE, 2017-2019 ($MILLION)
  • FIGURE 56.THE WALT DISNEY COMPANY: REVENUE SHARE, BY SEGMENT, 2019 (%)
  • FIGURE 57.THE WALT DISNEY COMPANY: REVENUE SHARE, BY REGION, 2019 (%)