Global Mobile Gaming Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: Apr-2021 | Id: MACRC-58893 | Geographical Scope: Global | Publisher: Mnemonics Research
The global Mobile Gaming market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Gameloft Electronic Arts Inc Tencent Activision Blizzard Inc. Rovio Supercell Oy DeNa Disney Interactive Nintendo Blizzard Ubisoft Kobojo Glu Mobile Wooga GmbH GREE International GigaMedia Sony Computer Entertainment Tylted Storm8 Blockdot By Types: Action/Adventure Strategy & Brain Casino Sport and Role Playing Games Others By Applications: Android iOS Others Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Mobile Gaming Revenue 1.5 Market Analysis by Type 1.5.1 Global Mobile Gaming Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Action/Adventure 1.5.3 Strategy & Brain 1.5.4 Casino 1.5.5 Sport and Role Playing Games 1.5.6 Others 1.6 Market by Application 1.6.1 Global Mobile Gaming Market Share by Application: 2022-2027 1.6.2 Android 1.6.3 iOS 1.6.4 Others 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Mobile Gaming Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Mobile Gaming Market Players Profiles 3.1 Gameloft 3.1.1 Gameloft Company Profile 3.1.2 Gameloft Mobile Gaming Product Specification 3.1.3 Gameloft Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Electronic Arts Inc 3.2.1 Electronic Arts Inc Company Profile 3.2.2 Electronic Arts Inc Mobile Gaming Product Specification 3.2.3 Electronic Arts Inc Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Tencent 3.3.1 Tencent Company Profile 3.3.2 Tencent Mobile Gaming Product Specification 3.3.3 Tencent Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Activision Blizzard Inc. 3.4.1 Activision Blizzard Inc. Company Profile 3.4.2 Activision Blizzard Inc. Mobile Gaming Product Specification 3.4.3 Activision Blizzard Inc. Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 Rovio 3.5.1 Rovio Company Profile 3.5.2 Rovio Mobile Gaming Product Specification 3.5.3 Rovio Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Supercell Oy 3.6.1 Supercell Oy Company Profile 3.6.2 Supercell Oy Mobile Gaming Product Specification 3.6.3 Supercell Oy Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 DeNa 3.7.1 DeNa Company Profile 3.7.2 DeNa Mobile Gaming Product Specification 3.7.3 DeNa Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Disney Interactive 3.8.1 Disney Interactive Company Profile 3.8.2 Disney Interactive Mobile Gaming Product Specification 3.8.3 Disney Interactive Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 Nintendo 3.9.1 Nintendo Company Profile 3.9.2 Nintendo Mobile Gaming Product Specification 3.9.3 Nintendo Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Blizzard 3.10.1 Blizzard Company Profile 3.10.2 Blizzard Mobile Gaming Product Specification 3.10.3 Blizzard Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Ubisoft 3.11.1 Ubisoft Company Profile 3.11.2 Ubisoft Mobile Gaming Product Specification 3.11.3 Ubisoft Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 Kobojo 3.12.1 Kobojo Company Profile 3.12.2 Kobojo Mobile Gaming Product Specification 3.12.3 Kobojo Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.13 Glu Mobile 3.13.1 Glu Mobile Company Profile 3.13.2 Glu Mobile Mobile Gaming Product Specification 3.13.3 Glu Mobile Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.14 Wooga GmbH 3.14.1 Wooga GmbH Company Profile 3.14.2 Wooga GmbH Mobile Gaming Product Specification 3.14.3 Wooga GmbH Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.15 GREE International 3.15.1 GREE International Company Profile 3.15.2 GREE International Mobile Gaming Product Specification 3.15.3 GREE International Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.16 GigaMedia 3.16.1 GigaMedia Company Profile 3.16.2 GigaMedia Mobile Gaming Product Specification 3.16.3 GigaMedia Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.17 Sony Computer Entertainment 3.17.1 Sony Computer Entertainment Company Profile 3.17.2 Sony Computer Entertainment Mobile Gaming Product Specification 3.17.3 Sony Computer Entertainment Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.18 Tylted 3.18.1 Tylted Company Profile 3.18.2 Tylted Mobile Gaming Product Specification 3.18.3 Tylted Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.19 Storm8 3.19.1 Storm8 Company Profile 3.19.2 Storm8 Mobile Gaming Product Specification 3.19.3 Storm8 Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.20 Blockdot 3.20.1 Blockdot Company Profile 3.20.2 Blockdot Mobile Gaming Product Specification 3.20.3 Blockdot Mobile Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Mobile Gaming Market Competition by Market Players 4.1 Global Mobile Gaming Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Mobile Gaming Revenue Market Share by Market Players (2016-2021) 4.3 Global Mobile Gaming Average Price by Market Players (2016-2021) 5 Global Mobile Gaming Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Mobile Gaming Market Size (2016-2021) 5.1.2 Mobile Gaming Key Players in North America (2016-2021) 5.1.3 North America Mobile Gaming Market Size by Type (2016-2021) 5.1.4 North America Mobile Gaming Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Mobile Gaming Market Size (2016-2021) 5.2.2 Mobile Gaming Key Players in East Asia (2016-2021) 5.2.3 East Asia Mobile Gaming Market Size by Type (2016-2021) 5.2.4 East Asia Mobile Gaming Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Mobile Gaming Market Size (2016-2021) 5.3.2 Mobile Gaming Key Players in Europe (2016-2021) 5.3.3 Europe Mobile Gaming Market Size by Type (2016-2021) 5.3.4 Europe Mobile Gaming Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Mobile Gaming Market Size (2016-2021) 5.4.2 Mobile Gaming Key Players in South Asia (2016-2021) 5.4.3 South Asia Mobile Gaming Market Size by Type (2016-2021) 5.4.4 South Asia Mobile Gaming Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Mobile Gaming Market Size (2016-2021) 5.5.2 Mobile Gaming Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Mobile Gaming Market Size by Type (2016-2021) 5.5.4 Southeast Asia Mobile Gaming Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Mobile Gaming Market Size (2016-2021) 5.6.2 Mobile Gaming Key Players in Middle East (2016-2021) 5.6.3 Middle East Mobile Gaming Market Size by Type (2016-2021) 5.6.4 Middle East Mobile Gaming Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Mobile Gaming Market Size (2016-2021) 5.7.2 Mobile Gaming Key Players in Africa (2016-2021) 5.7.3 Africa Mobile Gaming Market Size by Type (2016-2021) 5.7.4 Africa Mobile Gaming Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Mobile Gaming Market Size (2016-2021) 5.8.2 Mobile Gaming Key Players in Oceania (2016-2021) 5.8.3 Oceania Mobile Gaming Market Size by Type (2016-2021) 5.8.4 Oceania Mobile Gaming Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Mobile Gaming Market Size (2016-2021) 5.9.2 Mobile Gaming Key Players in South America (2016-2021) 5.9.3 South America Mobile Gaming Market Size by Type (2016-2021) 5.9.4 South America Mobile Gaming Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Mobile Gaming Market Size (2016-2021) 5.10.2 Mobile Gaming Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Mobile Gaming Market Size by Type (2016-2021) 5.10.4 Rest of the World Mobile Gaming Market Size by Application (2016-2021) 6 Global Mobile Gaming Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Mobile Gaming Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Mobile Gaming Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Mobile Gaming Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Mobile Gaming Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Mobile Gaming Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Mobile Gaming Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Mobile Gaming Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Mobile Gaming Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Mobile Gaming Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Mobile Gaming Consumption by Countries 7 Global Mobile Gaming Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Mobile Gaming (2022-2027) 7.2 Global Forecasted Revenue of Mobile Gaming (2022-2027) 7.3 Global Forecasted Price of Mobile Gaming (2022-2027) 7.4 Global Forecasted Production of Mobile Gaming by Region (2022-2027) 7.4.1 North America Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.3 Europe Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.7 Africa Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.9 South America Mobile Gaming Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Mobile Gaming Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Mobile Gaming by Application (2022-2027) 8 Global Mobile Gaming Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Mobile Gaming by Country 8.2 East Asia Market Forecasted Consumption of Mobile Gaming by Country 8.3 Europe Market Forecasted Consumption of Mobile Gaming by Countriy 8.4 South Asia Forecasted Consumption of Mobile Gaming by Country 8.5 Southeast Asia Forecasted Consumption of Mobile Gaming by Country 8.6 Middle East Forecasted Consumption of Mobile Gaming by Country 8.7 Africa Forecasted Consumption of Mobile Gaming by Country 8.8 Oceania Forecasted Consumption of Mobile Gaming by Country 8.9 South America Forecasted Consumption of Mobile Gaming by Country 8.10 Rest of the world Forecasted Consumption of Mobile Gaming by Country 9 Global Mobile Gaming Sales by Type (2016-2027) 9.1 Global Mobile Gaming Historic Market Size by Type (2016-2021) 9.2 Global Mobile Gaming Forecasted Market Size by Type (2022-2027) 10 Global Mobile Gaming Consumption by Application (2016-2027) 10.1 Global Mobile Gaming Historic Market Size by Application (2016-2021) 10.2 Global Mobile Gaming Forecasted Market Size by Application (2022-2027) 11 Global Mobile Gaming Manufacturing Cost Analysis 11.1 Mobile Gaming Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Mobile Gaming 12 Global Mobile Gaming Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Mobile Gaming Distributors List 12.3 Mobile Gaming Customers 12.4 Mobile Gaming Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer