手機遊戲的世界市場規模,佔有率,成長分析:各收益化類型,各平台,各年齡層 - 產業預測(2022年~2028年)
市場調查報告書
商品編碼
1244296

手機遊戲的世界市場規模,佔有率,成長分析:各收益化類型,各平台,各年齡層 - 產業預測(2022年~2028年)

Global 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) - Industry Forecast 2022-2028

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

全球手機遊戲的市場規模,預計從2021年的978億1,000萬美元到2028年達到2,146億1,000萬美元,在預測期間(2022年~2028年)預計以11.88%以上的年複合成長率成長。更多人擁有行動裝置,手機遊戲的潛在客戶增加。

本報告提供全球手機遊戲市場相關調查分析,市場動態及預測,市場區隔分析,企業簡介等資訊。

目錄

摘要整理

調查手法

父母市場分析

主要市場的考察

  • 技術分析
  • 價格分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • IP分析
  • 貿易分析
  • Start-Ups分析
  • 原料的分析
  • 革新矩陣
  • 開發中產品分析
  • 宏觀經濟指標
  • 主要的投資的分析
  • 主要的成功因素
  • 競爭的程度

市場動態及預測

  • 市場動態
  • 促進因素
  • 機會
  • 阻礙因素
  • 課題
  • 法規形勢
  • 波特的五力分析
  • 有關未來混亂的特別考察

全球手機遊戲市場:各收益化類型

  • 市場概要
  • APP內購買
  • 收費應用程式
  • 廣告

全球手機遊戲市場:各平台

  • 市場概要
  • Android
  • iOS
  • 其他的第三方商店

全球手機遊戲市場:各年齡層

  • 市場概要
  • 不滿24歲
  • 24~44歲
  • 44歲多

全球手機遊戲的市場規模:各地區

  • 市場概要
  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 其他的歐洲
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他的亞太地區
  • 南美
    • 巴西
    • 其他的南美
  • 中東、非洲
    • GCC各國
    • 南非
    • 其他的中東、非洲

競爭情形

  • 前五名公司的比較
  • 主要企業的市場定位(2021年)
  • 主要市場企業採用的策略
  • 主要的成功策略
  • 市場上最近的活動
  • 主要企業的市場佔有率(2021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)
簡介目錄
Product Code: SQSG45E2046

Mobile Gaming Market size was valued at USD 97.81 billion in 2021, and it is expected to reach a value of USD 214.61 billion by 2028, at a CAGR of more than 11.88% over the forecast period (2022-2028).

The global mobile gaming market refers to the industry that develops, markets, and distributes video games that are played on mobile devices such as smartphones and tablets. This market includes a wide range of games, from simple puzzle games to complex multiplayer games that rival console games in terms of graphics and gameplay. Mobile gaming has become increasingly popular in recent years, with the widespread adoption of smartphones and tablets. Mobile games are easily accessible, often free to download, and offer a convenient way for players to pass the time, socialize with friends, and compete with others around the world.

Top-down and bottom-up approaches were used to estimate and validate the size of 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 by 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.

Segments covered in this report

The global mobile gaming market is segmented based on the monetization type, platform, age group, and region. Based on the monetization type, Mobile Gaming market is segmented into in-app purchases, paid apps, and advertising. Based on platform, Mobile Gaming market is segmented into android, IOS, and other third-party stores. By age group, the Mobile Gaming market is segmented into Below 24 Years, 24-44 Years, and Above 44 Years. Based on region Mobile Gaming market is categorized into North America, Europe, Asia-Pacific, Latin America, and MEA.

Driver

The widespread adoption of smartphones and tablets has been a major driver of the global mobile gaming market. With more people owning mobile devices, there is a larger potential audience for mobile games. Mobile devices are also becoming more powerful and capable, with larger screens, better graphics, and improved processing power, making them better suited for gaming. This has led to an increase in the number of people playing mobile games, and a corresponding increase in revenue for mobile game developers and publishers.

Restraint

One of the primary restraints of the global mobile gaming market is device fragmentation. Unlike console and PC gaming, mobile games need to be compatible with a wide range of devices with different screen sizes, resolutions, and processing power. This can make it challenging for developers to optimize their games for different devices, resulting in compatibility issues, performance problems, and a fragmented user experience. Fragmentation can also increase the cost and time required to develop and test mobile games, which can be a significant deterrent for smaller developers.

Market Trends

Hyper-casual games are simple, fast-paced games that can be played with a single tap, swipe, or gesture. These games are typically free to download and play, but generate revenue through advertising and in-app purchases. The hyper-casual game market has exploded in recent years, with many new developers entering the space and established companies creating dedicated hyper-casual game divisions. This trend has been driven in part by the success of games like Flappy Bird, which demonstrated the potential for simple, addictive games to generate large amounts of revenue. As a result, the hyper-casual game market is expected to continue growing in the coming years.

Table of Contents

  • Executive Summary
    • Market Overview
    • Wheel of Fortune
  • Research Methodology
    • Information Procurement
    • Secondary & Primary Data Sources
    • Market Size Estimation
    • Market Assumptions & Limitations
  • Parent Market Analysis
    • Market Overview
    • Market Size
    • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
    • Technology Analysis
    • Pricing Analysis
    • Supply Chain Analysis
    • Value Chain Analysis
    • Ecosystem of the Market
    • IP Analysis
    • Trade Analysis
    • Startup Analysis
    • Raw Material Analysis
    • Innovation Matrix
    • Pipeline Product Analysis
    • Macroeconomic Indicators
    • Top Investment Analysis
    • Key Success Factor
    • Degree of Competition
  • Market Dynamics & Outlook
    • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
    • Regulatory Landscape
    • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
    • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Mobile Gaming Market by Monetization Type
    • Market Overview
    • In-app Purchases
    • Paid Apps
    • Advertising
  • Global Mobile Gaming Market by Platform
    • Market Overview
    • Android
    • iOS
    • Other Third-party Stores
  • Global Mobile Gaming Market by Age Group
    • Market Overview
    • Below 24 Years
    • 24-44 Years
    • Above 44 Years
  • Global Mobile Gaming Market Size by Region
    • Market Overview
    • North America
  • USA
  • Canada
    • Europe
  • Germany
  • Spain
  • France
  • 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, 2021
    • Strategies Adopted by Key Market Players
    • Top Winning Strategies
  • By Development
  • By Company
  • By Year
    • Recent Activities in the Market
    • Key Companies Market Share (%), 2021
  • 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