The pandemic continues to cause unprecedented disruption across industries worldwide.
Get detailed insights regarding the impact of COVID-19 on the market.
The global mobile gaming market size reached US$ 73.84 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 137.37 Billion by 2027, exhibiting a growth rate (CAGR) of 10.30% during 2022-2027.
Mobile gaming refers to the games that are played in mobile devices, including smartphones, feature phones, smartwatches, pocket PCs, or tablets. Mobile gaming features 2D or 3D graphics that are usually written using royalty-free, cross-platform application programming devices. Gaming on mobile devices usually requires fast central processing units (CPUs), dedicated graphics processing units (GPUs), large random-access memory (RAM), and high-resolution displays. Modern mobile phones are now equipped with infrared, Bluetooth, Wi-Fi, and 4G connectivity, thus enabling users to access mobile gaming online. With these technologies, wireless multiplayer games can be played in live synchronous tournaments and turn-based asynchronous tournaments. Mobile gaming ranges from simple and basic games to more sophisticated games (3D and augmented reality games). Nowadays, mobile games can usually be downloaded from an app store or from a mobile operator's portal.
The market is majorly driven by the increasing utilization of innovative technologies for developing augmented reality (AR) and virtual reality (VR) games and 3D gaming. This can be attributed to the widespread adoption of mobile devices among the masses. In addition to this, the escalating demand for gaming phones with an immersive real-world experience in AR- and VR-enabled games is providing an impetus to the market. Moreover, the rising number of esports leagues and mobile gamers is acting as another significant growth-inducing factor for the market. The market is further propelled by the advent of high-speed 5G internet resulting in faster data speeds and improved real-time control. Apart from this, a considerable rise in leveraging immersive mobile gaming and advertisements by popular social media platforms to improve their advertising tactics is further fueling the market. Some of the other factors contributing to the market include the inflating disposable income levels, the augmenting adoption of the freemium business model by the key players, and extensive research and development (R&D) activities.
IMARC Group provides an analysis of the key trends in each sub-segment of the global mobile gaming market report, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on type, device type, platform and business model.
Breakup by Type:
Breakup by Device Type:
Breakup by Platform:
Breakup by Business Model:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players being 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.
|Base Year of the Analysis||2021|
|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|
|Report Price and Purchase Option||Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
|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)|
Mobile Cloud Market by Service (Infrastructure, Platform, Software), Deployment (Public, Private, Hybrid), User (Enterprise, Consumer), Application (Gaming, Finance and Business, Entertainment, Education, Healthcare, Travel, and Others), and Region 2023-2028
Architectural, Engineering, and Construction (AEC) Market by Product (Software, Services), Deployment Mode (On-premises, Cloud-based), Enterprise Size (Small and Medium-sized Enterprises (SMEs), Large Enterprises), End User (Construction and Architecture Companies, Education, and Others), and Region 2023-2028
Secure File Transfer Market by Type (Business To Business, Accelerated Transfer, Ad Hoc, and Others), Deployment Model (On-premises, Cloud-based, Hybrid), Enterprises (Small and Medium-sized Enterprises, Large Enterprises), End Users (Banking, Financial Services and Insurance (BFSI), Healthcare, Legal, Retail, Media, and Entertainment, Manufacturing, Transportation, and Logistics, Educational, Government, and Others), and Region 2023-2028
Data Center Liquid Cooling Market by Component (Solution, Services), Data Center Type (Large Data Centers, Small and Medium-sized Data Centers, Enterprise Data Centers), End Use (Cloud Providers, Colocation Providers, Enterprises, Hyperscale Data Centers), Application (BFSI, IT and Telecom, Media and Entertainment, Healthcare, Government and Defense, Retail, Research and Academic, and Others), and Region 2023-2028
REACH OUT TO US
Call us on
( US: +1-631-791-1145 )
( UK: +44-753-713-2163 )
( India: +91 120 433 0800 )
Drop us an email at