Report overview
A?Game Application is a type of?apps.?Apps?-?Applications?are softwares installed in your device. With increasing digitalization, the penetration of smartphones with advanced hardware capabilities has also been increasing over the last couple of years. In addition, there are very few entry barriers to this market. Gaming apps are the best alternative to video games and computer games considering convenience. Using the availability of resources, the development of the gaming app is less complex.
This report aims to provide a comprehensive presentation of the global market for Mobile Game Applications, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Mobile Game Applications. This report contains market size and forecasts of Mobile Game Applications in global, including the following market information:
Global Mobile Game Applications Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Mobile Game Applications market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Entertainment Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Mobile Game Applications include Tencent, Nintendo, Activision Blizzard, Ubisoft, Electronic Arts Inc., Games Inc. (Take-two Interactive), Bethesda Softworks LLC, Zynga and Epic Games, Inc., etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Mobile Game Applications companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Mobile Game Applications Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Mobile Game Applications Market Segment Percentages, by Type, 2022 (%)
Entertainment
Education
Electronic Sports
Others
Global Mobile Game Applications Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Mobile Game Applications Market Segment Percentages, by Application, 2022 (%)
Android
IOS
Others
Global Mobile Game Applications Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Mobile Game Applications Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Mobile Game Applications revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Mobile Game Applications revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Tencent
Nintendo
Activision Blizzard
Ubisoft
Electronic Arts Inc.
Games Inc. (Take-two Interactive)
Bethesda Softworks LLC
Zynga
Epic Games, Inc.
NetEase, Inc.
GungHo Online Entertainment Inc. ( SoftBank Group)
Kabam Games Inc.
Rovio Entertainment Corporation
Atari
Bandai Namco
FarSight Studios
Taito
Game Circus
Backbone Entertainment
Outline of Major Chapters:
Chapter 1: Introduces the definition of Mobile Game Applications, market overview.
Chapter 2: Global Mobile Game Applications market size in revenue.
Chapter 3: Detailed analysis of Mobile Game Applications company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Mobile Game Applications in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.