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Global Mobile Gaming Market 2015-2019

Global Mobile Gaming Market 2015-2019

Published on: April 01, 2015 | 111 Pages | SKU: IRTNTR5587

About Mobile Games
Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform to run the gaming software.

TechNavio's analysts forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games.
The report consolidates the revenues generated from the following major regions: APAC, North America, EMEA, and Latin America.

TechNavio's report, Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions
• APAC
• EMEA
• Latin America
• North America

Key Vendors
• Activision Blizzard
• Electronic Arts
• Gameloft
• Glu Mobile
• GungHo Online Entertainment
• Kabam
• King Digital Entertainment
• Rovio Entertainment
• Supercell
• Zynga

Other Prominent Vendors
 • CJ E&M Netmarble
• Colopl
• CyberAgent
• DeNa
• Disney Interactive
• Facebook
• Gamevil
• GREE
• IGG
• Kiloo
• Konami Digital
• Locojoy
• Machine Zone
• MindJolt
• SEGA
• Square Enix
• Storm8
• Tencent
• Ubisoft Entertainment
• Warner Bros. Entertainment
• WeMade Entertainment 

Market Driver
• Increased Adoption of Smartphones and Tablets
• For a full, detailed list, view our report

Market Challenge
• Presence of Alternative Gaming Devices
• For a full, detailed list, view our report

Market Trend
• Changing Demographics of Gamers
• For a full, detailed list, view our report

Key Questions Answered in this Report
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 End-user Segments

03.3 Market Size Calculation and Segmentation

03.4 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Description

06.1 Video Games: Introduction

06.2 Video Games by Type

07. Market Landscape

07.1 Market Overview

07.2 Product Lifecycle of Mobile Games

07.3 Global Video Game Market

07.3.1 Market Size and Forecast

07.4 Market Share of Mobile Games in Global Video Game Market

07.5 Global Mobile Gaming Market

07.5.1 Market Size and Forecast

07.6 Five Forces Analysis

08. Segmentation by Device

08.1 Segmentation of Global Mobile Gaming Market by Device

09. Geographical Segmentation

09.1 Segmentation of Global Mobile Gaming Market by Geography 2014

09.2 Segmentation of Global Mobile Gaming Market by Geography 2014-2019

09.3 Mobile Gaming Market in APAC Region

09.3.1 Market Size and Forecast

09.4 Mobile Gaming Market in North America

09.4.1 Market Size and Forecast

09.5 Mobile Gaming Market in EMEA Region

09.5.1 Market Size and Forecast

09.6 Mobile Gaming Market in Latin America

09.6.1 Market Size and Forecast

10. Market Attractiveness

10.1 Market Attractiveness by Geography

11. Key Leading Countries

11.1 US

11.2 China

11.3 Japan

12. Buying Criteria

13. Market Growth Drivers

14. Drivers and their Impact

15. Market Challenges

16. Impact of Drivers and Challenges

17. Market Trends

18. Trends and their Impact

19. Vendor Landscape

19.1 Competitive Scenario

19.2 Competitive Analysis

19.3 Other Prominent Vendors

20. Key Vendor Analysis

20.1 Activision Blizzard

20.1.1 Key Facts

20.1.2 Business Overview

20.1.3 Business Segmentation by Revenue 2013

20.1.4 Product Segmentation

20.1.5 Business Strategy

20.1.6 Recent Developments

20.1.7 SWOT Analysis

20.2 Electronic Arts

20.2.1 Key Facts

20.2.2 Business Overview

20.2.3 Business Segmentation by Revenue 2014

20.2.4 Business Segmentation by Revenue 2013 and 2014

20.2.5 Geographical Segmentation by Revenue 2014

20.2.6 Business Strategy

20.2.7 Recent Developments

20.2.8 SWOT Analysis

20.3 Gameloft

20.3.1 Key Facts

20.3.2 Business Overview

20.3.3 Business Segmentation by Revenue 2013

20.3.4 Business Segmentation by Revenue 2012 and 2013

20.3.5 Geographical Segmentation by Revenue 2013

20.3.6 Business Strategy

20.3.7 Recent Developments

20.3.8 SWOT Analysis

20.4 Glu Mobile

20.4.1 Key Facts

20.4.2 Business Overview

20.4.3 Business Segmentation by Revenue 2013

20.4.4 Business Segmentation by Revenue 2012 and 2013

20.4.5 Geographical Segmentation by Revenue 2013

20.4.6 Business Strategy

20.4.7 SWOT Analysis

20.5 GungHo Online

20.5.1 Key Facts

20.5.2 Business Overview

20.5.3 Business Segmentation

20.5.4 Business Strategy

20.5.5 Recent Developments

20.5.6 SWOT Analysis

20.6 Kabam

20.6.1 Key Facts

20.6.2 Business Overview

20.6.3 Recent Developments

20.6.4 SWOT Analysis

20.7 King

20.7.1 Key Facts

20.7.2 Business Overview

20.7.3 Business Segmentation

20.7.4 Business Segmentation by Revenue 2012 and 2013

20.7.5 Geographical Segmentation by Revenue 2013

20.7.6 Business Strategy

20.7.7 Recent Developments

20.7.8 SWOT Analysis

20.8 Rovio Entertainment

20.8.1 Key Facts

20.8.2 Business Overview

20.8.3 Product Segmentation

20.8.4 Geographical Presence

20.8.5 Recent Developments

20.8.6 SWOT Analysis

20.9 Supercell

20.9.1 Key Facts

20.9.2 Business Overview

20.9.3 Geographical Segmentation

20.9.4 Business Strategy

20.9.5 Recent Developments

20.9.6 SWOT Analysis

20.10 Zynga

20.10.1 Key Facts

20.10.2 Business Overview

20.10.3 Business Segmentation by Revenue 2013

20.10.4 Business Segmentation by Revenue 2012 and 2013

20.10.5 Geographical Segmentation by Revenue 2013

20.10.6 Business Strategy

20.10.7 Recent Developments

20.10.8 SWOT Analysis

21. Key Insights

21.1 Leading Revenue Generating Countries in Global Mobile Gaming Market

21.2 Penetration of Games in Global Mobile Gaming Market

22. Other Reports in this Series


List of Exhibits:

Exhibit 1: Market Research Methodology
Exhibit 2: Segmentation of Video Games
Exhibit 3: Value Chain of Global Online Gaming Market
Exhibit 4: Segmentation of Video Games by Type in 2014
Exhibit 5: Product Lifecycle of Mobile Games
Exhibit 6: Global Video Game Market 2014-2019 (US$ billion)
Exhibit 7: Market Share of Mobile Games in Global Video Game Market 2014 and 2019
Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion)
Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014
Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014
Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019
Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion)
Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion)
Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion)
Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion)
Exhibit 16: Market Attractiveness by Geography
Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 18: Activision Blizzard: Product Segmentation
Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 22: Gameloft: Business Segmentation by Revenue 2013
Exhibit 23: Gameloft: Business Segmentation by Revenue  2012 and 2013 (US$ million)
Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013
Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013
Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 27: Glu Mobile: Geographical Segmentation by Revenue 2013
Exhibit 28: GungHo Online : Business Segmentation 2013
Exhibit 29: King: Business Segmentation 2013
Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 31: King: Geographical Segmentation by Revenue 2013
Exhibit 32: Rovio Entertainment: Product Segmentation
Exhibit 33: Rovio Entertainment: Geographical Presence
Exhibit 34: Supercell: Geographical Segmentation
Exhibit 35: Zynga: Business Segmentation by Revenue 2013
Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013
Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014
Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014

 
 

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