According to the latest report by IMARC Group, titled "Mobile Gaming Market Report by Type (Action or Adventure, Casino, Sports and Role Playing, Strategy and Brain), Device Type (Smartphone, Smartwatch, PDA, Tablet, and Others), Platform (Android, iOS, and Others), Business Model (Freemium, Paid, Free, Paymium), and Region 2025-2033," the global mobile gaming market reached a value of USD 100.1 Billion in 2024. Mobile games are designed for mobile devices, including smartphones, pocket PCs, feature phones, personal digital assistants (PDA), tablet PCs, and portable media players. It ranges from basic games to modern 3D and augmented reality games. Most smartphones comprise a vast array of connectivity features, including infrared, Bluetooth, Wi-Fi, and 3G. These advanced technologies promote wireless multiplayer games with two and more players. Augmented reality games are gaining widespread traction across the globe. Advanced mobile games require fast central processing units (CPU), sizeable random-access memory (RAM), dedicated graphics processing units (GPU), and high-resolution display screens.
Global Mobile Gaming Market Trends:
The global market is primarily driven by the increasing penetration of smartphones. In line with this, the rapid adoption of innovative technologies for developing mobile games is significantly contributing to the market. Furthermore, the widespread availability of high-speed broadband connections, particularly in developing countries, has made digital gaming more accessible to individuals. This, in turn, is expected to positively influence the market growth. Apart from this, significant growth in cloud adoption and the emergence of the 5G network creates a positive outlook for the market. Moreover, there has been a rising demand for high-end mobile devices among the masses for gaming applications since these devices offer high picture, sound, and graphics quality. Besides this, the growing popularity of online mobile gaming tournaments globally fuels the market. Additionally, the advent of advanced technologies such as VR/AR and haptic feedback devices have drastically improved user experience, thus offering numerous opportunities for mobile game developers. Other factors, including inflating disposable income levels and extensive research and development (R&D) activities, are also providing a boost to the market. On account of the factors above, the market is anticipated to reach a value of USD 216.8 Billion by 2033, exhibiting a CAGR of 8.52% during 2025-2033.
Market Summary:
- On the basis of the type, the market has been categorized into action or adventure, casino, sports and role playing, and strategy and brain.
- Based on the device type, the market has been classified into smartphones, smartwatches, PDAs, tablets, and others.
- Based on the platform, the market has been segmented into android, iOS, and others.
- Based on the business model, the market has been categorized into freemium, paid, free, and paymium.
- On the basis of the region, the market has been divided into North America (the United States and Canada), Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others), Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others), Latin America (Brazil, Mexico, and others) and the Middle East and Africa.
- The competitive landscape of the market has been studied in the report with detailed profiles of the key players operating in the market. Some of the key players include Activision Blizzard Inc., Electronic Arts Inc., Gameloft SE (Vivendi SE), GungHo Online Entertainment Inc., Kabam Games Inc, Nintendo Co. Ltd, Rovio Entertainment Oyj, Supercell Oy (Tencent Holdings Ltd), Take-Two Interactive Software Inc. and Ubisoft Entertainment SA.
Report Coverage:
Report Features |
Details |
Base Year of the Analysis |
2024 |
Historical Period |
2019-2024 |
Forecast Period |
2025-2033 |
Units |
Billion USD |
Segment Coverage |
Type, Device Type, Platform, Business Model, Region |
Region Covered |
Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Countries Covered |
United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico |
Companies Covered |
Activision Blizzard Inc., Electronic Arts Inc., Gameloft SE (Vivendi SE), GungHo Online Entertainment Inc., Kabam Games Inc, Nintendo Co. Ltd, Rovio Entertainment Oyj, Supercell Oy (Tencent Holdings Ltd), Take-Two Interactive Software Inc. and Ubisoft Entertainment SA |
Customization Scope |
10% Free Customization |
Post-Sale Analyst Support |
10-12 Weeks |
Delivery Format |
PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
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