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Global Mobile Gaming Market Forecast 2017-2023

Mobile gaming industry has undergone a transformation in the past 5 years. In the past 5 years the gaming industry has evolved and new business models have emerged.

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Global Mobile Gaming Market Forecast 2017-2023

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  1. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 The global mobile gaming market was worth XX million in FY 2016 and is expected to witness a tremendous growth, growing at a CAGR of XX.XX% during the forecast period of 2016-2023. The increasing proliferation of smartphones, improving internet accessibility across the globe and availability of a diverse range of gaming genres have led to the strong growth of market globally. The report is a compilation of various segments including market dynamics, market breakdown by game genre type, by platform and by geography. The report provides a comprehensive market analysis and forecast along with the recent trends influencing the markets. While highlighting the key driving and restraining forces for this market, the report also provides a detailed study of the future trends and developments of the market. It also examines the role of the leading market players involved in the industry including their corporate overview, financials, financial summary and SWOT analysis. The report addresses the following key questions about the global market: • What the market size is in terms of revenue from 2016-2023 for the global mobile gaming market? • Which factors will be driving the market through the forecast period? • What factors are currently challenging the mobile gaming market? • What are the prevalent types of gaming genres and what is the market size for each of them? • What are the key geographical regions and what is the market size for each of them? • Who are the key players in the mobile gaming market? The company profiles section includes highlights of significant information about the key companies involved along with their corporate overview, financial summary, SWOT analysis, key strategies & developmental activities of recent years (2015-2017). Some of the key players are Activison Blizzard, Electronic Arts, Glu Mobile, Square Enix, Ubisoft group, Gameloft and Zynga. www.bisresearch.com

  2. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 Figure 1 Global Mobile Gaming Market Snapshot 2016 2017 2023 BIS Research Analysis, Secondary Research and Expert Interviews www.bisresearch.com

  3. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 Analysis & Forecast: Base Year: 2016 Estimated Year: 2017 6 Year Annual Estimated Forecast (2017-2023) Market, By Platform: iOS and Android Market, By Game Genre: Action, Arcade, Strategy and Brain, Casino, Casual, Sports and Role Playing Games Market, By Geography: North America, Europe, Asia-Pacific, Latin America and Rest of the World (Middle East & Africa) www.bisresearch.com

  4. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 TABLE OF CONTENTS Executive Summary 1 Research Scope & BIS Methodology 1.1 Scope of the Report 1.2 Mobile Gaming Market Research Methodology 2 Market Dynamics 2.1 Market Drivers 2.1.1 Proliferation of Smartphones 2.1.2 Increasing Availability of High Speed Internet Connection 2.1.3 Growing Middle Class and Large Youth Population in Emerging Nations 2.1.4 Freemium Business Model 2.2 Market Challenges 2.2.1 Continuous Need for Innovation 2.2.2 Piracy 2.2.3 Insufficient Funds leading to lack of Marketing 2.2.4 Fear of Fraudulent Practices and Security 2.3 Market Opportunities 2.3.1 Virtual Reality (VR) and Augmented Reality (AR) 2.3.2 Growth of Independent(Indie) Games 2.3.3 Subscription based Games 2.3.4 Advertisements 2.3.5 Partnerships 3 Competitive Insights 3.1 Competitive Landscape 3.2 Key Strategies and Developments 3.2.1 Mergers and Acquisitions 3.2.2 Product Development and Launches 3.2.3 Partnerships, Joint Ventures and Collaborations 3.2.4 Business Expansion 3.2.5 Lawsuits 3.2.6 Others 3.3 Industry Attractiveness 4 Industry Analysis 4.1 Evolution of Mobile Gaming Market 4.2 Mobile Games Mapping with Key Developers 4.3 Mobile Gaming Ecosystem 4.4 Revenue Model Analysis 5 Mobile Gaming Market by Genre 5.1 Assumptions and Limitations for Analysis and Forecast of Mobile Gaming Market 5.2 Market Overview 5.3 Market by Genre 5.3.1 Action/Adventure Games 5.3.2 Arcade Games 5.3.3 Strategy and Brain Games 5.3.4 Casino Games 5.3.5 Casual Games 5.3.6 Sport Games 6 Mobile Gaming Market by Geography 6.1 Market Overview 6.2 Asia Pacific (APAC) 6.2.1 Market Overview 6.2.2 China 6.2.3 India 6.2.4 Japan 6.2.5 South Korea 6.2.6 Others 6.3 North America 6.3.1 Market Overview 6.3.2 U.S. 6.3.3 Canada 6.3.4 Mexico 6.4 Europe 6.4.1 Market Overview 6.4.2 The U.K 6.4.3 Germany 6.4.4 France 6.4.5 Russia 6.4.6 Others 6.5 Rest of the World (ROW) 6.5.1 Market Overview 6.5.2 Latin America (LATAM) 6.5.3 Middle East and Africa (MEA) 7 Company Profile 7.1 Activision Blizzard 7.1.1 Company Overview www.bisresearch.com

  5. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 TABLE OF CONTENTS 8 Appendix 8.1 Related Reports 7.15 Tribeflame OY 7.16 Ubisoft Group 7.16.1 Company Overview 7.16.2 Financials 7.16.3 Financial Summary 7.16.4 SWOT Analysis 7.17 Vivendi Games (Gameloft) 7.17.1 Financials 7.17.2 Financial Summary 7.17.3 SWOT Analysis 7.18 Wargaming 7.18.1 Company Overview 7.18.2 SWOT Analysis 7.19 Wooga GmbH 7.19.1 Company Overview 7.19.2 SWOT Analysis 7.20 ZeptoLab 7.20.1 Company Overview 7.21 Zynga Inc. 7.21.1 Company Overview 7.21.2 Financials 7.21.3 Financial Summary 7.21.4 SWOT Analysis 7.22 Other Companies 7.14.1 Company Overview 7.14.2 SWOT Analysis 7.2 DeNa Co., Ltd. 7.2.1 Company Overview 7.2.2 Financials 7.2.3 Financial Summary 7.2.4 SWOT Analysis 7.3 Electronic Arts Inc. 7.3.1 Company Overview 7.3.2 Financials 7.3.3 Financial Summary 7.3.4 SWOT analysis 7.4 Fanatee 7.4.1 Company Overview 7.5 Glu Mobile 7.5.1 Company Overview 7.5.2 Financials 7.5.3 Financial Summary 7.5.4 SWOT Analysis 7.6 GREE International Entertainment 7.6.1 Company Overview 7.6.2 SWOT Analysis 7.7 HalfBrick 7.7.1 Company Overview 7.8 Kabam 7.8.1 Company Overview 7.8.2 SWOT Analysis 7.9 Ketchapp Games 7.9.1 Company Overview 7.10 Playphone 7.10.1 Company Overview 7.11 Rovio Entertainment Limited 7.11.1 Company Overview 7.11.2 SWOT Analysis 7.12 Square Enix 7.12.1 Company Overview 7.12.2 Financials 7.12.3 Financial Summary 7.12.4 SWOT Analysis 7.13 Storm8 7.13.1 Company Overview 7.14 Supercell 7.1.2 Financials 7.1.3 Financial Summary 7.1.4 SWOT Analysis www.bisresearch.com

  6. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 LIST OF TABLE Table 3.1 Mergers and Acquisitions Table 3.2 Key Product Launches Table 3.3 Partnerships, Joint Ventures and Collaborations Table 3.4 Business Expansion Table 3.5 Lawsuits Table 3.6 Events Table 4.1 Leading Developers Games Table 5.1 Global Mobile Gaming Market, by Platform, 2016-2023 ($Million) Table 5.2 Global Mobile Gaming Market, by Genre, 2016-2023 ($Million) Table 5.3 Action Genre Games Table 5.4 Adventure Genre Games Table 5.5 Arcade Genre Games Table 5.6 Strategy Genre Games Table 5.7 Casino Genre Games Table 5.8 Casual Games Table 5.9 Sport Genre Games Table 6.1 Global Mobile Gaming Market, by Region, 2016-2023($Million) Table 6.2 APAC Mobile Gaming Market, by Country, 2016-2023 Table 6.3 APAC Mobile Gaming Market, by Genre, 2016-2023($Million) Table 6.4 North America Mobile Gaming Market by Country, 2016-2023 ($Million) Table 6.5 North America Mobile Gaming Market, by Genre, 2016-2023 ($Million) Table 6.6 Europe Mobile Gaming Market, by Country, 2016-2023 ($Million) Table 6.7 Europe Mobile Gaming Market, by Genre, 2016-2023($Million) Table 6.8 Rest of the World Mobile Gaming Market, by Region, 2016-2023($Million) Table 6.9 Latin America Mobile Gaming Market, by Genre, 2016-2023($Million) Table 6.10 Middle East Mobile Gaming Market, by Genre, 2016-2023 ($Million) www.bisresearch.com

  7. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 LIST OF FIGURES Figure 6.9 Platform Share in China Figure 6.10 Mobile Gaming Market Size in India, 2016-2023 Figure 6.11 Smartphone Users and Mobile Gamers in India Figure 6.12 Platform Share in India Figure 6.13 Indian Digital Market Revenue Generation Sources Figure 6.14 Mobile Gaming Market Size in Japan, 2016-2023 Figure 6.15 Smartphone Users and Mobile Gamers in Japan Figure 6.16 Platform Share in Japan Figure 6.17 Mobile Gaming Market Size in South Korea, 2016-2023 Figure 6.18 Smartphone Users and Mobile Gamers in South Korea Figure.6.19 Platform Share in South Korea Figure 6.20 Mobile Gaming Market Size in South East Asia, 2016-2023 Figure 6.21 Smartphone Users and Mobile Gamers in South-eastern Asian Countries, 2016 Figure 6.22 North America Mobile Gaming Market by Country, 2016 and 2023 Figure 6.23 North America Mobile Gaming Market, by Genre, 2016 and 2023 Figure 6.24 Mobile Gaming Market Size in the U.S., 2016-2023 Figure 6.25 Smartphone Users and Mobile Gamers in US Figure 6.26 Platform Share in U.S Figure 6.27 Mobile Gaming Market Size in Canada, 2016-2023 Figure 6.28 Smartphone Users and Mobile Gamers in Canada Figure 6.29 Mobile Gaming Market Size in Mexico, 2016-2023 Figure 6.30 Smartphone Users and Mobile Gamers in Mexico Figure 6.31 Platform Share in Mexico Figure 6.32 Business Model Distribution in European Region, 2014-2016 Figure 6.33 Europe Mobile Gaming Market, by Country, 2016 and 2023 Figure 1 Declining Console Gaming Sales Figure 2 Mobile Gaming Snapshot Figure 3 Revenues from Android Platform to Surpass Revenue from iOS Platform Figure 4 Strategy and Brain Games to Grow Fastest, 2016-2023 Figure 5 Top Games in Each Genre Figure 6 Global Mobile Gaming Market, 2016 Figure 1.1 Mobile Gaming Market Scope Figure 1.2 Secondary Data Sources Figure 1.3 Bottom Up Approach Figure 2.1 Market Dynamics Snapshot Figure 2.1 Drivers: Impact Analysis Figure 2.3 Number of Smartphone users in the world, 2015-2023 Figure 2.4 Challenges: Impact Analysis Figure 3.1 Percentage Share of Strategies Adopted by the Market Players, 2015-2017 Figure 3.2 Porter’s Five Force Analysis Figure 4.1 Evolution of Mobile Gaming Industry Figure 4.2 Mobile Gaming Ecosystem Figure 4.3 Key Revenue Models Figure 5.1 Global Mobile Gaming Market, by Platform, 2016-2023 Figure 5.2 Global Mobile Gaming Market, by Genre, 2016-2023 Figure 5.3 Mobile Gaming Market segmentation by Genre t ype Figure 5.4 Action Genre Games Subdivision Figure 5.5 Casino Games Subdivision Figure 6.1 Mobile Gaming Market Segmentation, by Geography Figure 6.2 Global Mobile Gaming Market, by Region, 2016-2023 Figure 6.3 APAC Mobile Gaming Market, 2016-2023($Million) Figure 6.4 APAC Mobile Gaming Market, by Genre, 2016 and 2023 Figure 6.5 Mobile Gaming Market Size in China, 2016-2023 Figure 6.7 Smartphone Users and Mobile Gamers in China Figure 6.8 Chinese App Stores Market Share www.bisresearch.com

  8. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 LIST OF FIGURES (2014-2016) Figure 6.34 Europe Mobile Gaming Market, by Genre, 2016 and 2023 Figure 6.35 Mobile Gaming Market Size in the U.K, 2016-2023 Figure 6.36 Smartphone Users and Mobile Gamers in U.K Figure 6.37 Platform Share in U.K Figure 6.38 Mobile Gaming Market Size in Germany, 2016-2023 Figure 6.39 Smartphone Users and Mobile Gamers in Germany Figure 6.40 Mobile Platform Share in Germany Figure 6.41 Mobile Gaming Market Size in France, 2016-2023 Figure 6.42 Smartphone Users and Mobile Gamers in France Figure 6.43 Mobile Gaming Market Size in Russia Figure 6.44 Smartphone users and Mobile Gamers in Russia Figure 6.45 Platform Share in Russia Figure 6.46 Rest of the World Mobile Gaming Market, by Region, 2016 and 2023 Figure 6.47 Latin America Mobile Gaming Market, by Genre, 2016 and 2023 Figure 6.48 Middle East Mobile Gaming Market, by Genre, 2016 and 2023 Figure 6.49 Smartphone Users in Latin America, by Country, 2015-2018 Figure 6.50 Mobile Platform share in LATAM Figure 6.51 Smartphone Penetration (%), by country, 2016 Figure 7.1 Activision Blizzard: Overall Financials (2014-2016) Figure 7.1 Activision Blizzard: Net Revenue by Region (2014-2016) Figure 7.3 Activision Blizzard: Net Revenue by Business Segment (2014-2016) Figure 7.4 DeNa Co., Ltd.: Overall Financials (2014-2016) Figure 7.5 DeNa Co., Ltd.: Revenue by Business Segment (2014) Figure 7.6 DeNa Co., Ltd.: Revenue by Business Segment (2015-2016) Figure 7.7 Electronic Arts: Overall Financials Figure 7.8 Electronic Arts: Net Revenue by Region (2014-2016) Figure 7.9 Electronic Arts: Net Revenue by Business Segment (2014-2016) Figure 7.10 Glu Mobile: Overall Financials (2014-2016) Figure 7.11 Glu Mobile: Net Revenue by Region (2014-2016) Figure 7.12 Glu Mobile: Net Revenue by Business Segment (2014-2016) Figure 7.13 Square Enix: Overall Financials (2014-2016) Figure 7.14 Square Enix: Revenue by Region Segment (2014-2016) Figure 7.15 Square Enix: Revenue by Business Segment (2014-2016) Figure 7.16 Ubisoft: Overall Financials (2014- 2016) Figure 7.17 Ubisoft: Net Revenue by Region (2014-2016) Figure 7.18 Ubisoft: Net Revenue by Business Segment (2014-2016) Figure 7.19 Gameloft: Overall Financials (2013- 2015 Figure 7.20 Gameloft: Revenue by Geographic Segment (2013-2015) Figure 7.21 Gameloft: Revenue by Business Segment (2013-2015) Figure 7.22 Zynga Inc.: Overall Financials (2014-2016) Figure 7.23 Zynga Inc.: Revenue by Geographic Segment (2014-2016) Figure 7.24 Zynga Inc.: Revenue by Business Segment (2014-2016) www.bisresearch.com

  9. Global Mobile Gaming Market Analysis and Forecast, 2017–2023 DISCLAIMER BIS Research provides valuable market intelligence to an exclusive group of customers in response to orders. The report is licensed for the customer’s internal use only and is subject to restrictions set henceforth. This document and its contents are confidential and may not be further distributed, published or reproduced, in whole or in part, by any medium or in any form for any purpose, without the express written consent of BIS Research. Customer will not disclose the contents of the report, whether directly in any media or indirectly through incorporation in a database, marketing list, report or otherwise, or use or permit the use of Information to generate any statistical or other information that is or will be provided to third parties; or voluntarily produce Information in legal proceedings. Market reports are based on expectations, estimates and projections as of the date such information is available. Any recommendation contained in this report may not be suitable for all investors or businesses. The market conclusions drawn are necessarily based upon a number of estimates and assumptions that, while considered reasonable by BIS Research as of the date of such statements, are inherently subject to market fluctuations and business, economic and competitive uncertainties and contingencies. For more details regarding permission, please contact us: Email: sales@bisresearch.com Tel: +1 650 228 0182 www.bisresearch.com

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