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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1839439

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1839439

Global Mobile, PC & Console Gaming & Animation Market Size Study & Forecast, by Genre, Platform, Monetization Model, Target Audience, Maintenance Requirements, and Regional Forecasts 2025-2035

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The Global Mobile, PC & Console Gaming & Animation Market is valued approximately at USD 218.6 billion in 2024 and is projected to grow at a CAGR of 9.30% during the forecast period of 2025-2035, reaching a market value of nearly USD 581.40 billion by 2035. Over the past decade, gaming and animation have evolved from mere entertainment mediums into a dynamic cultural and technological phenomenon that defines modern digital engagement. The convergence of cloud computing, real-time rendering, and immersive storytelling has not only reshaped player experiences but also catalyzed the rise of gaming ecosystems that blend creativity, social connection, and monetization. The ongoing digital revolution has expanded the boundaries of the gaming industry, with mobile, PC, and console platforms witnessing exponential user growth fueled by high-speed internet penetration, 5G adoption, and cross-platform integration. Animation, meanwhile, has transitioned into a powerful storytelling tool that underpins cinematic gaming narratives and visual appeal, driving both player retention and emotional engagement.

The exponential rise in global smartphone users and affordable access to high-performance GPUs has transformed gaming accessibility, empowering millions of users to participate in virtual entertainment economies. According to industry analyses, mobile gaming alone accounts for over half of total gaming revenue worldwide, with a significant portion derived from emerging economies where mobile-first gaming dominates user behavior. Additionally, the integration of AR/VR technologies and the increasing popularity of the metaverse are redefining the gaming experience, merging digital and physical realities into immersive ecosystems. The growing influence of eSports, live-streaming platforms, and AI-driven character animation is also accelerating monetization opportunities. However, challenges such as piracy, data privacy concerns, and high development costs could potentially restrain market growth. Nevertheless, continuous innovation in animation pipelines, cross-device compatibility, and player-centric business models will continue to shape the industry's expansion trajectory through 2035.

The detailed segments and sub-segments included in the report are:

By Genre:

  • Action
  • Adventure

By Platform:

  • Mobile
  • iOS

By Monetization Model:

  • Free-to-Play
  • Pay-to-Play

By Target Audience:

  • Age
  • Children (under 12)

By Maintenance Requirements:

  • Low Maintenance
  • Moderate Maintenance

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa
  • Action Genre Expected to Dominate the Market
  • The Action genre continues to dominate the global gaming landscape, holding the largest market share across platforms. Characterized by fast-paced gameplay, cinematic animation, and high user engagement, this segment has established a loyal global fanbase that drives both premium game purchases and in-game monetization. Action games, with their immersive environments and high-definition graphics, often serve as the benchmark for innovation in the gaming industry. The rise of multiplayer and open-world action titles, particularly on mobile and console platforms, has further amplified demand. Meanwhile, the Adventure genre is witnessing an accelerated growth trajectory as narrative-driven experiences become more sought after among mature audiences. With the fusion of sophisticated animation and adaptive AI, adventure titles are bridging the emotional gap between player and story-solidifying their position as the most rapidly evolving genre in the coming decade.
  • Mobile Platform Leads in Revenue Contribution
  • Among the platforms, the Mobile segment currently dominates the global gaming and animation market in terms of revenue share. The accessibility of smartphones, low entry barriers, and freemium monetization models have revolutionized how players engage with content. Developers are increasingly prioritizing mobile optimization, utilizing lightweight animation and scalable game engines to enhance performance across devices. Mobile platforms have also become the testing ground for innovative revenue models such as in-app purchases, subscription gaming, and ad-based monetization. Conversely, the iOS segment is projected to grow at a faster rate, supported by its premium user base and higher in-game spending patterns. Furthermore, mobile gaming's integration with social media and cloud gaming services is fostering a new generation of hybrid gaming ecosystems that blur the line between traditional console and mobile experiences.
  • The key regions considered for the Global Mobile, PC & Console Gaming & Animation Market include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. Asia Pacific is projected to lead the global market throughout the forecast period, primarily driven by the large gaming populations in China, India, Japan, and South Korea. The region's booming smartphone penetration, coupled with strong digital infrastructure and the rise of regional gaming studios, continues to bolster its dominance. North America holds a significant market share, buoyed by strong consumer spending, advanced gaming hardware adoption, and a thriving eSports ecosystem. Meanwhile, Europe exhibits consistent growth, supported by government-backed digital initiatives and the expansion of animation studios across the UK, Germany, and France. The Middle East & Africa is emerging as a promising frontier, where localized content and cultural storytelling in gaming are rapidly gaining traction.

Major market players included in this report are:

  • Tencent Holdings Limited
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • Activision Blizzard, Inc.
  • Nintendo Co., Ltd.
  • Electronic Arts Inc.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.
  • Epic Games, Inc.
  • NetEase, Inc.
  • Square Enix Holdings Co., Ltd.
  • Bandai Namco Holdings Inc.
  • Valve Corporation
  • Zynga Inc.
  • SEGA Corporation

Global Mobile, PC & Console Gaming & Animation 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 to 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 above.

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 the 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 the competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Mobile, PC & Console Gaming & Animation 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, PC & Console Gaming & Animation Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Mobile, PC & Console Gaming & Animation Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. convergence of cloud computing
    • 3.2.2. real-time rendering
  • 3.3. Restraints
    • 3.3.1. Piracy and High development costs
  • 3.4. Opportunities
    • 3.4.1. exponential rise in global smartphone users and affordable access to high-performance GPUs

Chapter 4. Global Mobile, PC & Console Gaming & Animation 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 Force 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, PC & Console Gaming & Animation Market Size & Forecasts by Genre 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Mobile, PC & Console Gaming & Animation 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

Chapter 6. Global Mobile, PC & Console Gaming & Animation Market Size & Forecasts by Platform 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Mobile, PC & Console Gaming & Animation Market Performance - Potential Analysis (2025)
  • 6.3. Mobile
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market size analysis, by region, 2025-2035
  • 6.4. IOS
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market size analysis, by region, 2025-2035

Chapter 7. Global Mobile, PC & Console Gaming & Animation Market Size & Forecasts by Monetization Model 2025-2035

  • 7.1. Market Overview
  • 7.2. Global Mobile, PC & Console Gaming & Animation Market Performance - Potential Analysis (2025)
  • 7.3. Free-to-Play
    • 7.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.3.2. Market size analysis, by region, 2025-2035
  • 7.4. Pay-to-Play
    • 7.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.4.2. Market size analysis, by region, 2025-2035

Chapter 8. Global Mobile, PC & Console Gaming & Animation Market Size & Forecasts by Target Audience2025-2035

  • 8.1. Market Overview
  • 8.2. Global Mobile, PC & Console Gaming & Animation Market Performance - Potential Analysis (2025)
  • 8.3. Age
    • 8.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 8.3.2. Market size analysis, by region, 2025-2035
  • 8.4. Children (Under 12)
    • 8.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 8.4.2. Market size analysis, by region, 2025-2035

Chapter 9. Global Mobile, PC & Console Gaming & Animation Market Size & Forecasts by Maintenance Requirements 2025-2035

  • 9.1. Market Overview
  • 9.2. Global Mobile, PC & Console Gaming & Animation Market Performance - Potential Analysis (2025)
  • 9.3. Low Maintenance
    • 9.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 9.3.2. Market size analysis, by region, 2025-2035
  • 9.4. Moderate Maintenance
    • 9.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 9.4.2. Market size analysis, by region, 2025-2035

Chapter 10. Global Mobile, PC & Console Gaming & Animation Market Size & Forecasts by Region 2025-2035

  • 10.1. Growth Mobile, PC & Console Gaming & Animation Market, Regional Market Snapshot
  • 10.2. Top Leading & Emerging Countries
  • 10.3. North America Mobile, PC & Console Gaming & Animation Market
    • 10.3.1. U.S. Mobile, PC & Console Gaming & Animation Market
      • 10.3.1.1. Genre breakdown size & forecasts, 2025-2035
      • 10.3.1.2. Platform breakdown size & forecasts, 2025-2035
      • 10.3.1.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.3.1.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.3.1.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.3.2. Canada Mobile, PC & Console Gaming & Animation Market
      • 10.3.2.1. Genre breakdown size & forecasts, 2025-2035
      • 10.3.2.2. Platform breakdown size & forecasts, 2025-2035
      • 10.3.2.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.3.2.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.3.2.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
  • 10.4. Europe Mobile, PC & Console Gaming & Animation Market
    • 10.4.1. UK Mobile, PC & Console Gaming & Animation Market
      • 10.4.1.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.1.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.1.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.1.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.1.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.4.2. Germany Mobile, PC & Console Gaming & Animation Market
      • 10.4.2.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.2.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.2.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.2.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.2.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.4.3. France Mobile, PC & Console Gaming & Animation Market
      • 10.4.3.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.3.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.3.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.3.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.3.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.4.4. Spain Mobile, PC & Console Gaming & Animation Market
      • 10.4.4.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.4.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.4.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.4.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.4.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.4.5. Italy Mobile, PC & Console Gaming & Animation Market
      • 10.4.5.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.5.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.5.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.5.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.5.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.4.6. Rest of Europe Mobile, PC & Console Gaming & Animation Market
      • 10.4.6.1. Genre breakdown size & forecasts, 2025-2035
      • 10.4.6.2. Platform breakdown size & forecasts, 2025-2035
      • 10.4.6.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.4.6.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.4.6.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
  • 10.5. Asia Pacific Mobile, PC & Console Gaming & Animation Market
    • 10.5.1. China Mobile, PC & Console Gaming & Animation Market
      • 10.5.1.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.1.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.1.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.1.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.1.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.5.2. India Mobile, PC & Console Gaming & Animation Market
      • 10.5.2.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.2.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.2.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.2.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.2.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.5.3. Japan Mobile, PC & Console Gaming & Animation Market
      • 10.5.3.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.3.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.3.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.3.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.3.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.5.4. Australia Mobile, PC & Console Gaming & Animation Market
      • 10.5.4.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.4.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.4.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.4.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.4.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.5.5. South Korea Mobile, PC & Console Gaming & Animation Market
      • 10.5.5.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.5.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.5.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.5.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.5.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.5.6. Rest of APAC Mobile, PC & Console Gaming & Animation Market
      • 10.5.6.1. Genre breakdown size & forecasts, 2025-2035
      • 10.5.6.2. Platform breakdown size & forecasts, 2025-2035
      • 10.5.6.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.5.6.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.5.6.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
  • 10.6. Latin America Mobile, PC & Console Gaming & Animation Market
    • 10.6.1. Brazil Mobile, PC & Console Gaming & Animation Market
      • 10.6.1.1. Genre breakdown size & forecasts, 2025-2035
      • 10.6.1.2. Platform breakdown size & forecasts, 2025-2035
      • 10.6.1.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.6.1.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.6.1.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.6.2. Mexico Mobile, PC & Console Gaming & Animation Market
      • 10.6.2.1. Genre breakdown size & forecasts, 2025-2035
      • 10.6.2.2. Platform breakdown size & forecasts, 2025-2035
      • 10.6.2.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.6.2.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.6.2.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
  • 10.7. Middle East and Africa Mobile, PC & Console Gaming & Animation Market
    • 10.7.1. UAE Mobile, PC & Console Gaming & Animation Market
      • 10.7.1.1. Genre breakdown size & forecasts, 2025-2035
      • 10.7.1.2. Platform breakdown size & forecasts, 2025-2035
      • 10.7.1.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.7.1.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.7.1.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.7.2. Saudi Arabia (KSA) Mobile, PC & Console Gaming & Animation Market
      • 10.7.2.1. Genre breakdown size & forecasts, 2025-2035
      • 10.7.2.2. Platform breakdown size & forecasts, 2025-2035
      • 10.7.2.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.7.2.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.7.2.5. Maintenance Requirements breakdown size & forecasts, 2025-2035
    • 10.7.3. South Africa Mobile, PC & Console Gaming & Animation Market
      • 10.7.3.1. Genre breakdown size & forecasts, 2025-2035
      • 10.7.3.2. Platform breakdown size & forecasts, 2025-2035
      • 10.7.3.3. Monetization model breakdown size & forecasts, 2025-2035
      • 10.7.3.4. Target Audience breakdown size & forecasts, 2025-2035
      • 10.7.3.5. Maintenance Requirements breakdown size & forecasts, 2025-2035

Chapter 11. Competitive Intelligence

  • 11.1. Top Market Strategies
  • 11.2. Tencent Holdings Limited
    • 11.2.1. Company Overview
    • 11.2.2. Key Executives
    • 11.2.3. Company Snapshot
    • 11.2.4. Financial Performance (Subject to Data Availability)
    • 11.2.5. Product/Services Port
    • 11.2.6. Recent Development
    • 11.2.7. Market Strategies
    • 11.2.8. SWOT Analysis
  • 11.3. Sony Interactive Entertainment LLC
  • 11.4. Microsoft Corporation
  • 11.5. Activision Blizzard, Inc.
  • 11.6. Nintendo Co., Ltd.
  • 11.7. Electronic Arts Inc.
  • 11.8. Ubisoft Entertainment SA
  • 11.9. Take-Two Interactive Software, Inc.
  • 11.10. Epic Games, Inc.
  • 11.11. NetEase, Inc.
  • 11.12. Square Enix Holdings Co., Ltd.
  • 11.13. Bandai Namco Holdings Inc.
  • 11.14. Valve Corporation
  • 11.15. Zynga Inc.
  • 11.16. SEGA Corporation
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