Global Mobile Games Market

Mobile games are played on a smartphone/tablet, feature phone, personal digital assistant (PDA), portable media player, smartwatch, or graphic calculator. Recently, mobile games are typically downloaded from mobile operator’s portals as well as from an app store. But in some cases, mobile games are preloaded in the handheld devices by the original equipment manufacturer (OEM) or by the mobile operator when bought, through infrared connection, Bluetooth, or memory card. The growing proliferation of smartphones and tablets, shift consumer preference from computer games to smartphone games, along increasing availability of a diverse range of gaming genres are the few factors responsible for the high CAGR of the market over the forecast period. For instance, as per Pew Research, it was estimated that more than 5 billion people has mobile devices in 2016 globally. Moreover, as per the study of Statista, user penetration in consumer electronics is around 23.7% in 2019 and is expected to reach 33.5% by 2023. This in turn is projected to augment the demand for Mobile Games across the world. However, Low monetization rate of players is the major factor challenging the growth of the global mobile games market during the forecast period.

Global Mobile Games Market is valued approximately at USD 82.1 billion in 2018 and is anticipated to grow with a healthy growth rate of more than 12.4% over the forecast period 2019-2026 and is estimated to reach USD 202 billion by 2026.

The regional analysis of the global Mobile Games Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and the Rest of the World. Asia-pacific is the leading/significant region across the world in terms of market share owing to a growing preference towards mobile gaming among children and the rising number of smartphone users in the region. However, Asia-Pacific is also anticipated to exhibit the highest growth rate / CAGR over the forecast period of 2019-2026.

Major market players included in this report are Supercell Oy, GungHo Online Entertainment Inc, Activision Blizzard Inc, Rovio Entertainment Corporation, Electronic Arts Inc, Kabam Inc, Zynga Inc, Gameloft, Glu Mobile Inc, and The Walt Disney Company.

The detailed segments and sub-segment of the market are explained below:

By Type: Action and Adventure, Arcade, Role-playing, Sports, Others

By Application: Smartphone, Tablet, Smartwatch, PDA, Others

To review the reports, visit https://www.bizwitresearch.com/

Data drives better decisions
Bizwit Research & Consulting LLP