市場調查報告書
商品編碼
922590

手機遊戲的全球市場:成長,趨勢,及預測

Mobile Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)

出版日期: | 出版商: Mordor Intelligence Pvt Ltd | 英文 204 Pages | 商品交期: 2-3個工作天內

價格

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

  • 全貌
  • 簡介
  • 目錄
簡介

全球手機遊戲市場在2020年∼2025年的預測期間內,預計將以14%的年複合成長率成長。 根據VentureLab,活動中的行動遊戲玩家數2019年9月達到了2兆2,219億人。這相當於全部的智慧型手機用戶的43%,智慧型手機的便利性支撐該市場的成長。還有虛擬實境和擴增實境,預期在遊戲市場上日益發揮重要作用。Niantic Lab的Pokemon Go和Harry Potter:Wizards Unite等,開發地理定位為基礎的遊戲等,預計給予市場整體成長積極的影響。但,由於手機遊戲市場有季節性,遊戲的流行度變遷激烈,新遊戲需求的預測困難,成為抑制該市場成長的要素。

本報告提供全球手機遊戲市場的相關調查,市場機會和趨勢,成長及阻礙因素,各地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 簡介

  • 調查成果
  • 調查的前提條件
  • 調查範圍

第2章 調查手法

第3章 摘要整理

第4章 市場動態

  • 市場概要
  • 市場推動及阻礙因素概要
  • 市場成長要素
    • AR,定位服務,區塊鏈的登場
    • 迷你遊戲的成長(WeChat,QQ平台等)
  • 阻礙市場要素
    • 遊戲交易的盜版行為,法律,法規,詐騙相關疑慮
  • 產業的價值鏈分析
  • 產業的魅力:波特的五力分析

第5章 市場趨勢

  • 雲端遊戲
  • 擴增實境遊戲
  • 跨平台賺錢
  • 區塊鏈為基礎的遊戲
  • 休閒遊戲
  • 多人行動玩家

第6章 主要收益化手段

  • 遊戲內獎
  • 附優惠的廣告/視訊
  • APP購買(硬幣,鑽石,能源助推器等各種要素)
  • 收費遊戲

第7章 宣傳方法

  • 預註冊宣傳活動
  • 製作宣傳影片
  • 從跟其他遊戲的互相推銷開始
  • 本地化
  • KPI為基礎的行動廣告

第8章 市場展望

  • 各行動遊戲玩家的年齡及性別人口
  • 各平台、發行者的主要10個遊戲作品

第9章 市場區隔

  • 各地區
    • 北美
    • 歐洲
    • 中國
    • 亞太地區(中國以外)
    • 其他地區

第10章 競爭情形

  • 企業簡介
    • Tencent Holdings Limited
    • Activision Blizzard, Inc
    • GungHo Online株式會社 ( Softbank Group株式會社)
    • 任天堂株式會社
    • Electronic Arts Inc.
    • Glu Mobile, Inc
    • Kabam Games, Inc.
    • Rovio Entertainment Corporation
    • The Walt Disney Company
    • Zynga, Inc.
    • Supercell Oy
    • The Game Storm Studios
    • Ubisoft
    • Gameloft SE ( Vivendi)
    • 2K Games, Inc. (Take-Two Interactive)

第11章 投資分析

第12章 市場機會及今後趨勢

目錄
Product Code: 67066

The mobile gaming market is expected to register a CAGR of 12.3% during the forecast period, 2021 - 2026. The growing smartphone penetration and technology advancement with the increasing adoption of trending technologies for developing games are major factors in developing the mobile gaming industry.​

Key Highlights

  • The growing smartphone penetration and technology advancement with the increasing adoption of trending technologies for developing games are major factors in developing the mobile gaming industry.
  • The gaming industry worldwide is expanding, and smartphone is playing a significant role in this expansion. The development of mobile games has resulted in scalability for the gaming industry. Platforms like Facebook and Instagram have also started to develop innovative mobile games to ensure high product differentiation and benefit from engaging games to enhance their advertisement strategies.
  • Smartphone hardware capabilities have rapidly increased during the last couple of years. According to Unity Technologies, the better mobile chipsets provide greater performance with less battery drain, powering higher screen resolutions on display sizes that now average 6 inches. Furthermore, according to Ericsson, 5G allowed for incredible speeds (20 x 4G) and low latency (20 ms to 5 ms). Because of that, the market sees more and more high-production-value AAA-quality mobile games.
  • In-game purchase, i.e., the option to purchase additional privileges within the games, is a significant revenue-generating channel for the mobile gaming industry. The flexibility for in-game payment methods is also facilitating the growth of mobile gaming revenues worldwide.
  • Despite geopolitical tensions, the growing smartphone penetration and increasing gaming options are also increasing the mobile gaming penetration in many parts of the world. For instance, according to White Designers Game Studios, in Iran, with a population of 82 million and a smartphone penetration rate of about 35% (in 2018), there are more than 30 million active mobile gaming players in the country.
  • As most countries globally are under lockdown to control the spread of the virus, there has been significant growth in the consumption of digital entertainment, including mobile games. The major gaming vendors have witnessed strong growth in downloads of multiple types of mobile games in the COVID-19 affected markets.

Key Market Trends

Free-to-play Pricing Model Offers Potential Growth

  • Free-to-play is the pricing model preferred by most mobile game developers because of its unlimited potential and can be downloaded without any charge. This allows players to sample a game before deciding whether they want to commit time or money and tend to accrue higher revenues.
  • The strategy adopted by free-to-play games is to introduce in-app purchases of certain items, which enable players to perform better or pass certain obstacles faster. Memory hacking simply isolates the storage point of these items and gives hackers access to unlimited in-game cash or gold. In most mobile games, the actions performed by the player are recorded on the local device itself and batched up before being transmitted to the server. This prevents network lag and makes the gaming experience better. This enables hackers to use memory hacking tools and target item batches and attach a modification tool to gain access to the app's memory and sometimes in-app payments.
  • Moreover, this model is expected to evolve with the development of technologies such as augmented reality and 5G. With the deployment of 5G, coupled with faster download speeds, it is expected by the advertising videos to increase in quality and engagement.
  • In India, as of 2021, Free Fire was the most popular gaming app based on active users. Other popular online games during that period included MPL and Dream11 belonging to the fantasy sport and fantasy genres, respectively. In the United States, the COVID-19 pandemic revealed how games could benefit from having a strong social component. Many multiplayer games like Roblox and Among Us had a breakthrough year in 2020.
  • Casual games like CandyCrush are no-obligation, 'Pick Up and Play' games, usually available as a free download and monetized by ads. Casual games make up 78% of all mobile game downloads, as well as generate 23% of total revenue. The success of casual game 'Among Us' can be attributed to key influencers adopting the game on gaming TV channel Twitch in July 2020, followed by a spike of almost 295 million monthly active users in October, and becoming the number one game by YOY download growth in Argentina, Canada, US, Mexico, Australia, South Korea, and the UK.
  • Therefore, due to the factors mentioned above, the free-to-play pricing model is expected to drive mobile gaming in the future.

Asia Pacific to Witness the Highest Growth

The increasing smartphone penetration, rapidly changing consumer preferences, increasing competition, and untapped demographics are major factors driving the gaming companies to invest in the Indian mobile gaming market.​

  • India is one of the fastest-growing smartphone markets globally, with the number of smartphones expected to double by 2022 nearly. Much of this active user base comes from rural India, where mobile gaming is still gaining popularity.​
  • In September 2020, Microsoft Corporation launched its cloud-based video game streaming service in Japan, expanding its investment into one of the world's largest gaming arenas. The streaming service's debut shows Microsoft's commitment to the fastest-growing market for Game Pass subscriptions.
  • According to Google, more than 60% of India's online gamers are in the 18-24 age group. Young users play online games on their smartphones, leading to a surge in gaming apps downloads. The company also estimates that there will be 310 million online gamers in India by 2021, mainly due to ease of access to gaming payment options and the high occurrence of smartphone use.
  • Due to affordable gaming experience, India is now in the top five markets in the world based on the number of users for online and mobile gaming. According to NASSCOM data estimates, the Indian mobile gaming market will reach 628 million users by 2020. However, this number is expected to increase due to the positive impact resulting from coronavirus.
  • In addition, the region also witnessed Mergers and Acquisitions. For instance, In January 2021, Tencent acquired a majority stake in Canadian game developer Klei Entertainment that worked with Tencent to launch Don't Starve Together in China. Earlier, in December 2020, Tencent announced the take over of Leyou Technologies Holdings, which included Warfame developers Digital Extremes, UK studio Splash Damage, and Athlon Games.

Competitive Landscape

The mobile gaming market is competitive in nature because of the presence of major players like Tencent Holdings Limited, Activision Blizzard, Inc, and Zynga, Inc., among others. Major companies are developing advanced technologies and launching new products to stay competitive in the market. Seeing the growth opportunity in the market, companies are entering the market. For example, in India, the number of game-developing companies grew from 25 in 2010 to over 250 in 2018. Some of the recent developments in the market are:

  • May 2021- NetEase announced the launch of new games for their diverse portfolio of mobile as well as a personal computer and also contained updates for over 60 products at its Seventh Annual Product Launch.
  • August 2021- Netflix began testing its games inside their android app for their members in Poland. The paying subscribers will try out two games, "Stranger Things: 1984" and "Stranger Things 3".

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Intensity of Competitive Rivalry
    • 4.3.5 Threat of Substitute Products
  • 4.4 Impact of COVID-19 on the Mobile Gaming Market​
  • 4.5 Market Drivers
    • 4.5.1 Increasing Smartphone Penetration
    • 4.5.2 Growth in Cloud Adoption
  • 4.6 Market Restraints
    • 4.6.1 User Privacy and Security Issues Along with Government Regulations

5 MOBILE GAMING MARKET TRENDS

  • 5.1 Cloud Gaming
  • 5.2 Augment Reality Gaming
  • 5.3 Cross Platform Pay
  • 5.4 Blockchain Based Game
  • 5.5 Casual Games
  • 5.6 Multiplayer Mobile Players

6 KEY MONETIZATIONS METHODS

  • 6.1 In-games Awards
  • 6.2 Rewarded Adds/Videos
  • 6.3 In App Purchase ( Various Elements like Coins, Diamonds, Energy Boosters, etc.)
  • 6.4 Paid Games

7 PROMOTION METHODS FOR MOBILE GAMES

  • 7.1 Pre-registration Campaigns
  • 7.2 Create Promotional Videos
  • 7.3 Start with Cross-Promotion with Other Games
  • 7.4 Localization
  • 7.5 KPI-Based Mobile Ads

8 MARKET SEGMENTATION

  • 8.1 Platform
    • 8.1.1 Android​
    • 8.1.2 iOS
    • 8.1.3 Other Third-party Stores (Third-party Android App Stores such as Amazon Appstore, Samsung Galaxy Store, Garena, and All Existing Android App Stores in China where Google Play is Not Available)​
  • 8.2 Geography
    • 8.2.1 North America
      • 8.2.1.1 United States
      • 8.2.1.2 Canada
    • 8.2.2 Europe
      • 8.2.2.1 Germany
      • 8.2.2.2 United Kingdom
      • 8.2.2.3 France
      • 8.2.2.4 Italy
      • 8.2.2.5 Russia
      • 8.2.2.6 Rest of Europe
    • 8.2.3 Asia Pacific
      • 8.2.3.1 China
      • 8.2.3.2 Japan
      • 8.2.3.3 India
      • 8.2.3.4 South Korea
      • 8.2.3.5 Rest of Asia Pacific
    • 8.2.4 Rest of the World

9 COMPETITIVE LANDSCAPE

  • 9.1 Company Profiles*
    • 9.1.1 Tencent Holdings Limited
    • 9.1.2 Nintendo Co. Ltd
    • 9.1.3 Activision Blizzard Inc.
    • 9.1.4 Zynga Inc.
    • 9.1.5 GungHo Online Entertainment Inc. ( SoftBank Group)
    • 9.1.6 Electronic Arts Inc.
    • 9.1.7 Kabam Games Inc.
    • 9.1.8 Rovio Entertainment Corporation
    • 9.1.9 Games Inc. (Take-two Interactive)
    • 9.1.10 NetEase Inc.

10 INVESTMENT ANALYSIS

11 MARKET OPPORTUNITIES AND FUTURE TRENDS