手機遊戲的全球市場:現狀分析與預測(2021年~2027年)
市場調查報告書
商品編碼
1069399

手機遊戲的全球市場:現狀分析與預測(2021年~2027年)

Mobile Games Market: Current Analysis and Forecast (2021-2027)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 216 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

全球手機遊戲的市場規模,在預測期間(2021年~2027年)預計將以約15.88%的速度成長。

市場增長預計將受到智慧型手機和平板電腦的推動,這表明這些設備正在獲得全球認可。對網絡遊戲的偏好增加以及主要遊戲公司的投資激增也有望顯著擴大該行業。

本報告提供全球手機遊戲市場的相關調查,提供市場摘要,市場洞察,市場機會,競爭模式,企業概要等全面性資訊。

目錄

第1章 市場簡介

  • 市場定義
  • 限制
  • 相關利益者
  • 報告所使用的貨幣

第2章 調查手法或假設

  • 手機遊戲市場調查流程
  • 手機遊戲市場調查手法
  • 預測方法
  • 受訪者簡介
  • 手機遊戲市場調查的主要目的

第3章 市場摘要

第4章 摘要整理

第5章 手機遊戲市場COVID-19影響

第6章 手機遊戲市場收益(2019年~2027年)

第7章 市場洞察:各平台

  • Android
  • iOS
  • 其他

第8章 市場洞察:各設備

  • 智慧型手機
  • 平板電腦
  • 其他

第9章 市場洞察:各年齡層

  • 不滿25歲
  • 25歲~44歲
  • 44歲多

第10章 市場洞察:各地區

  • 北美的手機遊戲市場
    • 美國
    • 加拿大
    • 其他的北美
  • 歐洲的手機遊戲市場
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他的歐洲
  • 亞太地區的手機遊戲市場
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 其他的亞太地區
  • 其他

第11章 手機遊戲市場市場動態

  • 推動市場要素
  • 市場課題
  • 影響分析

第12章 手機遊戲市場機會

第13章 行動趨勢

第14章 主要收益化方法

第15章 需求與供給面的分析

  • 需求面分析
  • 供給面分析

第16章 價值鏈分析

第17章 競爭模式

  • 競爭情形
    • 企業佔有率:各收益

第18章 企業概要

  • Activision Blizzard
  • Tencent
  • Sony
  • Microsoft
  • Nintendo
  • Apple
  • Electronic Arts
  • Google
  • Niantic
  • Bandai Namco

第19章 免責聲明

簡介目錄
Product Code: UMCG21677

Mobile Games Market is expected to grow at a CAGR of around 15.88% over the forecast period (2021-2027). The Mobile Games medical devices market is primarily driven by factors factors such as the growing smartphone penetration, development of mobile games, technology advancement, increasing adoption of trending technologies and rapid growth in the population.

The market size from smartphones and tablets is expected to grow at a noteworthy pace through 2027. This can be mainly attributed to the rising acceptance of these devices across the world. The increasing preference for online gaming and the upsurge in the number of investments by leading gaming companies will pave the way for significant expansion of the regional industry.

Some of the major players operating in the market include: Activision Blizzard, Tencent, Sony, Microsoft, Nintendo, Apple, Electronic Arts, Google, Niantic, Bandai Namco, etc. Several M&A's along with partnerships have been undertaken by these players to boost their presence in different regions.

Insights Presented in the Report

"Amongst Platform, Android segment dominated the market in 2020"

Based on Platform, Mobile Games Market is classified into Android, iOS and Others. The Android segment accounted for the larger market share in 2020 and is projected to witness a significant growth rate during the forecast period. The COVID-19 pandemic actually had a positive impact on the mobile gaming industry. Instead of using the time stuck indoors to clear out closets, many opted to accumulate virtual coins. While it might be less productive, hearing those chings as you make your way through a game definitely sparks joy.

"Amongst Devices, Smartphone segment dominated the market in 2020."

Based on devices, the Mobile Games market is segmented into Smartphones, Tablets, and others. The Smartphones segment accounted for the larger market share in 2020 and is projected to witness a significant growth rate during the forecast period. Mobile gaming has become the driving force behind the rapid growth of the global video gaming market. In 2020, smartphone games accounted for most of the video gaming revenue worldwide, and as mobile penetration rates and smartphone usage continue to accelerate on a global scale. Smartphone is the most common type in the category of cheap and affordable devices available in the market. Owing to advantages, Smartphones can be used to take pictures, send messages, make calls and web surfing.

"Amongst Age Group, Less than 24 witnesses significant CAGR during the Forecast Period."

Amongst Age Group, the Mobile Games Market is segmented into Less than 24, 25-44 and above than 45. In this segment, less than 24 is projected to register the highest growth rate in the Mobile Games market. The high growth rate of this segment can be attributed to rapid adoption of advanced technology by less than 24 age group. On an estimate, all mobile gaming genres saw revenue growth in 2020. The top three categories were puzzles, skill and chance, and strategy games, which collectively drove 55% of the year's total mobile gaming revenue.

"China represents as the largest market."

For a better understanding of the market adoption of Mobile Games, the market is analyzed for the countries such as North America (US, Canada, Rest of North America), Europe (Germany, United Kingdom, France, Italy, Spain, Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Rest of Asia- Pacific), & Rest of World. China dominated the market in 2020. The increasing Advancement of Technology & Growing Smartphone Penetration and Growing Adoption of Trending Technologies and the expanding popularity of Gaming all contribute to the China region's big proportion. The China is also home to the great majority of worldwide players, making it a hotbed of innovation in the Mobile Games business.

Reasons to buy this report:

The study includes market sizing and forecasting analysis validated by authenticated key industry experts

The report presents a quick review of overall industry performance at one glance

The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments

Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry

The study comprehensively covers the market across different segments

Deep dive regional & country-level analysis of the industry

Customization Options:

Mobile Games Market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Limitation
  • 1.3. Stake Holders
  • 1.4. Currency used in Report

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Mobile Games Market
  • 2.2. Research Methodology of the Mobile Games Market
  • 2.3. Forecasting Method
  • 2.4. Respondent Profile
  • 2.5. Main Objective of the Mobile Games Market Study

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 MOBILE GAMES MARKET COVID-19 IMPACT

6 MOBILE GAMES MARKET REVENUE, 2019-2027F

7 MARKET INSIGHTS BY PLATFORM

  • 7.1. Android
  • 7.2. iOS
  • 7.3. Others

8 MARKET INSIGHTS BY DEVICES

  • 8.1. Smartphones
  • 8.2. Tablets
  • 8.3. Others

9 MARKET INSIGHTS BY AGE GROUP

  • 9.1. Less than 24
  • 9.2. 25-44
  • 9.3. Above than 45

10 MARKET INSIGHTS BY REGION

  • 10.1. NORTH AMERICA MOBILE GAMES MARKET
    • 10.1.1. United States
    • 10.1.2. Canada
    • 10.1.3. Rest of North America
  • 10.2. EUROPE MOBILE GAMES MARKET
    • 10.2.1. Germany
    • 10.2.2. United Kingdom
    • 10.2.3. France
    • 10.2.4. Italy
    • 10.2.5. Spain
    • 10.2.6. Rest of Europe
  • 10.3. ASIA-PACIFIC MOBILE GAMES MARKET
    • 10.3.1. China
    • 10.3.2. Japan
    • 10.3.3. India
    • 10.3.4. Australia
    • 10.3.5. Rest of Asia Pacific
  • 10.4. REST OF WORLD MOBILE GAMES MARKET

11 MOBILE GAMES MARKET DYNAMICS

  • 11.1. Market Drivers
  • 11.2. Market Challenges
  • 11.3. Impact Analysis

12 MOBILE GAMES MARKET OPPORTUNITIES

13 MOBILE GAMES MARKET TRENDS

14 KEY MONETIZATION METHODS

15 DEMAND AND SUPPLY SIDE ANALYSIS

  • 15.1. Demand Side Analysis
  • 15.2. Supply Side Analysis

16 VALUE CHAIN ANALYSIS

17 COMPETITIVE SCENARIO

  • 17.1. COMPETITIVE LANDSCAPE
    • 17.1.1. Company Shares, By Revenue

18 COMPANY PROFILED

  • 18.1. Activision Blizzard
  • 18.2. Tencent
  • 18.3. Sony
  • 18.4. Microsoft
  • 18.5. Nintendo
  • 18.6. Apple
  • 18.7. Electronic Arts
  • 18.8. Google
  • 18.9. Niantic
  • 18.10. Bandai Namco

19 DISCLAIMER