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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1752309

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1752309

Global Mobile Gaming Market Size study & Forecast, by Game Type, Distribution Channel, Age Group, Device Type and Regional Forecasts 2025-2035

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The Global Mobile Gaming Market is valued at approximately USD 93.73 billion in 2024 and is projected to expand at a compelling CAGR of more than 9.33% over the forecast period 2025-2035. Mobile gaming has evolved far beyond mere entertainment, now occupying a lucrative crossroad where creativity, monetization, and technology coalesce to captivate a global audience. Once relegated to rudimentary games on basic handsets, the industry has been catapulted into a multi-billion-dollar ecosystem by the explosive growth of smartphones, high-speed internet access, and freemium models that invite mass participation. Today's mobile games integrate immersive storytelling, real-time multiplayer capabilities, augmented reality (AR), and cross-platform integration, blurring the lines between traditional gaming and next-gen interactive experiences.

The expansion of global app store ecosystems and in-app purchase infrastructure has accelerated user conversion and monetization, prompting game developers to double down on innovation. Titles in the action and role-playing categories continue to dominate downloads and engagement metrics, while strategy and puzzle games have carved out niches among adults and seniors. Concurrently, cloud gaming and subscription services are disrupting conventional models by allowing seamless access to high-end content on even low-spec devices. Despite its impressive upward trajectory, the market must navigate challenges such as privacy concerns for younger users, regulatory scrutiny on loot boxes, and growing fatigue from microtransactions.

Regionally, North America remains a stronghold due to mature digital ecosystems, disposable income, and cultural acceptance of gaming across age groups. Europe follows closely, supported by stringent but enabling regulatory frameworks and a robust indie developer scene. Asia Pacific, however, stands out as the undisputed growth engine-driven by population scale, mobile-first internet penetration, and rising eSports culture in nations like China, India, and South Korea. Latin America and the Middle East & Africa are not far behind, showing rapid adoption thanks to affordable smartphone access, localization of content, and targeted marketing by major game publishers.

Major market player included in this report are:

  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Zynga Inc.
  • Niantic Inc.
  • Ubisoft Entertainment SA
  • NetEase Inc.
  • Nintendo Co., Ltd.
  • Take-Two Interactive Software, Inc.
  • Gameloft SE
  • Glu Mobile Inc.
  • Rovio Entertainment Corporation
  • Scopely, Inc.
  • Square Enix Holdings Co., Ltd.
  • Epic Games, Inc.

Global Mobile Gaming Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent up to 8 analysts' working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. The report also provides detailed information about crucial aspects, such as driving factors and challenges, which will define the future growth of the market. Additionally, it incorporates potential opportunities in micro-markets for stakeholders to invest, along with a detailed analysis of the competitive landscape and product offerings of key players.

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

By Game Type:

  • Action
  • Adventure
  • Puzzle
  • Role-Playing
  • Strategy

By Distribution Channel:

  • App Stores
  • Online Platforms
  • Subscription Services
  • In-App Purchases

By Age Group:

  • Children
  • Teenagers
  • Adults
  • Seniors

By Device Type:

  • Smartphones
  • Tablets
  • Handheld Consoles

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Mobile Gaming Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. Key Findings

Chapter 3. Global Mobile Gaming Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Mobile Gaming Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. Proliferation of High-Speed Smartphones and 5G Infrastructure
    • 3.2.2. Rising Monetization via In-App Purchases and Subscription Models
  • 3.3. Restraints
    • 3.3.1. Regulatory Scrutiny on Loot Boxes and Gambling-Like Mechanics
    • 3.3.2. Data Privacy and Security Concerns for Younger Gamers
  • 3.4. Opportunities
    • 3.4.1. Integration of AR/VR and Cloud Gaming Platforms
    • 3.4.2. Expansion into Emerging Markets with Localized Content

Chapter 4. Global Mobile Gaming Industry Analysis

  • 4.1. Porter's 5 Forces Model
    • 4.1.1. Bargaining Power of Buyer
    • 4.1.2. Bargaining Power of Supplier
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Forces Forecast Model (2024-2035)
  • 4.3. PESTEL Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top Investment Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis and Trends 2025
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Mobile Gaming Market Size & Forecasts by Game Type 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Mobile Gaming Market Performance - Potential Analysis (2025)
  • 5.3. Action
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market Size Analysis, by Region, 2025-2035
  • 5.4. Adventure
    • 5.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.4.2. Market Size Analysis, by Region, 2025-2035
  • 5.5. Puzzle
    • 5.5.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.5.2. Market Size Analysis, by Region, 2025-2035
  • 5.6. Role-Playing
    • 5.6.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.6.2. Market Size Analysis, by Region, 2025-2035
  • 5.7. Strategy
    • 5.7.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.7.2. Market Size Analysis, by Region, 2025-2035

Chapter 6. Global Mobile Gaming Market Size & Forecasts by Distribution Channel 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Mobile Gaming Market Performance - Potential Analysis (2025)
  • 6.3. App Stores
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market Size Analysis, by Region, 2025-2035
  • 6.4. Online Platforms
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market Size Analysis, by Region, 2025-2035
  • 6.5. Subscription Services
    • 6.5.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.5.2. Market Size Analysis, by Region, 2025-2035
  • 6.6. In-App Purchases
    • 6.6.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.6.2. Market Size Analysis, by Region, 2025-2035

Chapter 7. Global Mobile Gaming Market Size & Forecasts by Age Group and Device 2025-2035

  • 7.1. Global Mobile Gaming Market, Demographic Snapshot
  • 7.2. Top Leading & Emerging Countries
  • 7.3. North America Mobile Gaming Market
    • 7.3.1. U.S. Mobile Gaming Market
      • 7.3.1.1. Children
      • 7.3.1.2. Teenagers
      • 7.3.1.3. Adults
      • 7.3.1.4. Seniors
      • 7.3.1.5. Smartphones
      • 7.3.1.6. Tablets
      • 7.3.1.7. Handheld Consoles
    • 7.3.2. Canada Mobile Gaming Market
      • 7.3.2.1. Children
      • 7.3.2.2. Teenagers
      • 7.3.2.3. Adults
      • 7.3.2.4. Seniors
      • 7.3.2.5. Smartphones
      • 7.3.2.6. Tablets
      • 7.3.2.7. Handheld Consoles
  • 7.4. Europe Mobile Gaming Market
    • 7.4.1. UK Mobile Gaming Market
      • 7.4.1.1. Children
      • 7.4.1.2. Teenagers
      • 7.4.1.3. Adults
      • 7.4.1.4. Seniors
      • 7.4.1.5. Smartphones
      • 7.4.1.6. Tablets
      • 7.4.1.7. Handheld Consoles
    • 7.4.2. Germany Mobile Gaming Market
      • 7.4.2.1. Children
      • 7.4.2.2. Teenagers
      • 7.4.2.3. Adults
      • 7.4.2.4. Seniors
      • 7.4.2.5. Smartphones
      • 7.4.2.6. Tablets
      • 7.4.2.7. Handheld Consoles
    • 7.4.3. France Mobile Gaming Market
      • 7.4.3.1. Children
      • 7.4.3.2. Teenagers
      • 7.4.3.3. Adults
      • 7.4.3.4. Seniors
      • 7.4.3.5. Smartphones
      • 7.4.3.6. Tablets
      • 7.4.3.7. Handheld Consoles
    • 7.4.4. Spain Mobile Gaming Market
      • 7.4.4.1. Children
      • 7.4.4.2. Teenagers
      • 7.4.4.3. Adults
      • 7.4.4.4. Seniors
      • 7.4.4.5. Smartphones
      • 7.4.4.6. Tablets
      • 7.4.4.7. Handheld Consoles
    • 7.4.5. Italy Mobile Gaming Market
      • 7.4.5.1. Children
      • 7.4.5.2. Teenagers
      • 7.4.5.3. Adults
      • 7.4.5.4. Seniors
      • 7.4.5.5. Smartphones
      • 7.4.5.6. Tablets
      • 7.4.5.7. Handheld Consoles
    • 7.4.6. Rest of Europe Mobile Gaming Market
      • 7.4.6.1. Children
      • 7.4.6.2. Teenagers
      • 7.4.6.3. Adults
      • 7.4.6.4. Seniors
      • 7.4.6.5. Smartphones
      • 7.4.6.6. Tablets
      • 7.4.6.7. Handheld Consoles
  • 7.5. Asia Pacific Mobile Gaming Market
    • 7.5.1. China Mobile Gaming Market
      • 7.5.1.1. Children
      • 7.5.1.2. Teenagers
      • 7.5.1.3. Adults
      • 7.5.1.4. Seniors
      • 7.5.1.5. Smartphones
      • 7.5.1.6. Tablets
      • 7.5.1.7. Handheld Consoles
    • 7.5.2. India Mobile Gaming Market
      • 7.5.2.1. Children
      • 7.5.2.2. Teenagers
      • 7.5.2.3. Adults
      • 7.5.2.4. Seniors
      • 7.5.2.5. Smartphones
      • 7.5.2.6. Tablets
      • 7.5.2.7. Handheld Consoles
    • 7.5.3. Japan Mobile Gaming Market
      • 7.5.3.1. Children
      • 7.5.3.2. Teenagers
      • 7.5.3.3. Adults
      • 7.5.3.4. Seniors
      • 7.5.3.5. Smartphones
      • 7.5.3.6. Tablets
      • 7.5.3.7. Handheld Consoles
    • 7.5.4. Australia Mobile Gaming Market
      • 7.5.4.1. Children
      • 7.5.4.2. Teenagers
      • 7.5.4.3. Adults
      • 7.5.4.4. Seniors
      • 7.5.4.5. Smartphones
      • 7.5.4.6. Tablets
      • 7.5.4.7. Handheld Consoles
    • 7.5.5. South Korea Mobile Gaming Market
      • 7.5.5.1. Children
      • 7.5.5.2. Teenagers
      • 7.5.5.3. Adults
      • 7.5.5.4. Seniors
      • 7.5.5.5. Smartphones
      • 7.5.5.6. Tablets
      • 7.5.5.7. Handheld Consoles
    • 7.5.6. Rest of Asia Pacific Mobile Gaming Market
      • 7.5.6.1. Children
      • 7.5.6.2. Teenagers
      • 7.5.6.3. Adults
      • 7.5.6.4. Seniors
      • 7.5.6.5. Smartphones
      • 7.5.6.6. Tablets
      • 7.5.6.7. Handheld Consoles
  • 7.6. Latin America Mobile Gaming Market
    • 7.6.1. Brazil Mobile Gaming Market
      • 7.6.1.1. Children
      • 7.6.1.2. Teenagers
      • 7.6.1.3. Adults
      • 7.6.1.4. Seniors
      • 7.6.1.5. Smartphones
      • 7.6.1.6. Tablets
      • 7.6.1.7. Handheld Consoles
    • 7.6.2. Mexico Mobile Gaming Market
      • 7.6.2.1. Children
      • 7.6.2.2. Teenagers
      • 7.6.2.3. Adults
      • 7.6.2.4. Seniors
      • 7.6.2.5. Smartphones
      • 7.6.2.6. Tablets
      • 7.6.2.7. Handheld Consoles
  • 7.7. Middle East & Africa Mobile Gaming Market
    • 7.7.1. UAE Mobile Gaming Market
      • 7.7.1.1. Children
      • 7.7.1.2. Teenagers
      • 7.7.1.3. Adults
      • 7.7.1.4. Seniors
      • 7.7.1.5. Smartphones
      • 7.7.1.6. Tablets
      • 7.7.1.7. Handheld Consoles
    • 7.7.2. Saudi Arabia Mobile Gaming Market
      • 7.7.2.1. Children
      • 7.7.2.2. Teenagers
      • 7.7.2.3. Adults
      • 7.7.2.4. Seniors
      • 7.7.2.5. Smartphones
      • 7.7.2.6. Tablets
      • 7.7.2.7. Handheld Consoles
    • 7.7.3. South Africa Mobile Gaming Market
      • 7.7.3.1. Children
      • 7.7.3.2. Teenagers
      • 7.7.3.3. Adults
      • 7.7.3.4. Seniors
      • 7.7.3.5. Smartphones
      • 7.7.3.6. Tablets
      • 7.7.3.7. Handheld Consoles
    • 7.7.4. Rest of Middle East & Africa Mobile Gaming Market
      • 7.7.4.1. Children
      • 7.7.4.2. Teenagers
      • 7.7.4.3. Adults
      • 7.7.4.4. Seniors
      • 7.7.4.5. Smartphones
      • 7.7.4.6. Tablets
      • 7.7.4.7. Handheld Consoles

Chapter 8. Competitive Intelligence

  • 8.1. Top Market Strategies
  • 8.2. Tencent Holdings Ltd.
    • 8.2.1. Company Overview
    • 8.2.2. Key Executives
    • 8.2.3. Company Snapshot
    • 8.2.4. Financial Performance (Subject to Data Availability)
    • 8.2.5. Product/Services Portfolio
    • 8.2.6. Recent Development
    • 8.2.7. Market Strategies
    • 8.2.8. SWOT Analysis
  • 8.3. Activision Blizzard, Inc.
  • 8.4. Electronic Arts Inc.
  • 8.5. Zynga Inc.
  • 8.6. Niantic Inc.
  • 8.7. Ubisoft Entertainment SA
  • 8.8. NetEase Inc.
  • 8.9. Nintendo Co., Ltd.
  • 8.10. Take-Two Interactive Software, Inc.
  • 8.11. Gameloft SE
  • 8.12. Glu Mobile Inc.
  • 8.13. Rovio Entertainment Corporation
  • 8.14. Scopely, Inc.
  • 8.15. Square Enix Holdings Co., Ltd.
  • 8.16. Epic Games, Inc.
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+32-2-535-7543

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+1-860-674-8796

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