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Global and Japan Mobile Games Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Mobile Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 IOS
    • 1.2.3 Android
    • 1.2.4 Windows
  • 1.3 Market by Application
    • 1.3.1 Global Mobile Games Market Share by Application: 2020 VS 2026
    • 1.3.2 Smartphone
    • 1.3.3 Table
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Mobile Games Market Perspective (2015-2026)
  • 2.2 Global Mobile Games Growth Trends by Regions
    • 2.2.1 Mobile Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Mobile Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Mobile Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Mobile Games Players by Market Size
    • 3.1.1 Global Top Mobile Games Players by Revenue (2015-2020)
    • 3.1.2 Global Mobile Games Revenue Market Share by Players (2015-2020)
  • 3.2 Global Mobile Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Mobile Games Revenue
  • 3.4 Global Mobile Games Market Concentration Ratio
    • 3.4.1 Global Mobile Games Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Mobile Games Revenue in 2019
  • 3.5 Key Players Mobile Games Area Served
  • 3.6 Key Players Mobile Games Product Solution and Service
  • 3.7 Date of Enter into Mobile Games Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Mobile Games Breakdown Data by Type (2015-2026)

  • 4.1 Global Mobile Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Mobile Games Forecasted Market Size by Type (2021-2026)

5 Mobile Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Mobile Games Historic Market Size by Application (2015-2020)
  • 5.2 Global Mobile Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Mobile Games Market Size (2015-2026)
  • 6.2 North America Mobile Games Market Size by Type (2015-2020)
  • 6.3 North America Mobile Games Market Size by Application (2015-2020)
  • 6.4 North America Mobile Games Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Mobile Games Market Size (2015-2026)
  • 7.2 Europe Mobile Games Market Size by Type (2015-2020)
  • 7.3 Europe Mobile Games Market Size by Application (2015-2020)
  • 7.4 Europe Mobile Games Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Mobile Games Market Size (2015-2026)
  • 8.2 China Mobile Games Market Size by Type (2015-2020)
  • 8.3 China Mobile Games Market Size by Application (2015-2020)
  • 8.4 China Mobile Games Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Mobile Games Market Size (2015-2026)
  • 9.2 Japan Mobile Games Market Size by Type (2015-2020)
  • 9.3 Japan Mobile Games Market Size by Application (2015-2020)
  • 9.4 Japan Mobile Games Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Mobile Games Market Size (2015-2026)
  • 10.2 Southeast Asia Mobile Games Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Mobile Games Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Mobile Games Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Tencent
    • 11.1.1 Tencent Company Details
    • 11.1.2 Tencent Business Overview
    • 11.1.3 Tencent Mobile Games Introduction
    • 11.1.4 Tencent Revenue in Mobile Games Business (2015-2020))
    • 11.1.5 Tencent Recent Development
  • 11.2 Electronic Arts
    • 11.2.1 Electronic Arts Company Details
    • 11.2.2 Electronic Arts Business Overview
    • 11.2.3 Electronic Arts Mobile Games Introduction
    • 11.2.4 Electronic Arts Revenue in Mobile Games Business (2015-2020)
    • 11.2.5 Electronic Arts Recent Development
  • 11.3 Activision Blizzard
    • 11.3.1 Activision Blizzard Company Details
    • 11.3.2 Activision Blizzard Business Overview
    • 11.3.3 Activision Blizzard Mobile Games Introduction
    • 11.3.4 Activision Blizzard Revenue in Mobile Games Business (2015-2020)
    • 11.3.5 Activision Blizzard Recent Development
  • 11.4 Nintendo
    • 11.4.1 Nintendo Company Details
    • 11.4.2 Nintendo Business Overview
    • 11.4.3 Nintendo Mobile Games Introduction
    • 11.4.4 Nintendo Revenue in Mobile Games Business (2015-2020)
    • 11.4.5 Nintendo Recent Development
  • 11.5 Ubisoft
    • 11.5.1 Ubisoft Company Details
    • 11.5.2 Ubisoft Business Overview
    • 11.5.3 Ubisoft Mobile Games Introduction
    • 11.5.4 Ubisoft Revenue in Mobile Games Business (2015-2020)
    • 11.5.5 Ubisoft Recent Development
  • 11.6 Zynga
    • 11.6.1 Zynga Company Details
    • 11.6.2 Zynga Business Overview
    • 11.6.3 Zynga Mobile Games Introduction
    • 11.6.4 Zynga Revenue in Mobile Games Business (2015-2020)
    • 11.6.5 Zynga Recent Development
  • 11.7 TakeTwo Interactive
    • 11.7.1 TakeTwo Interactive Company Details
    • 11.7.2 TakeTwo Interactive Business Overview
    • 11.7.3 TakeTwo Interactive Mobile Games Introduction
    • 11.7.4 TakeTwo Interactive Revenue in Mobile Games Business (2015-2020)
    • 11.7.5 TakeTwo Interactive Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global Mobile Games Scope and Market Size
    Mobile Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Mobile Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    IOS
    Android
    Windows

    Market segment by Application, split into
    Smartphone
    Table

    Based on regional and country-level analysis, the Mobile Games market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global Mobile Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Tencent
    Electronic Arts
    Activision Blizzard
    Nintendo
    Ubisoft
    Zynga
    TakeTwo Interactive
    ...

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