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Mobile and Wearable Gaming Technologies Market, Global Outlook and Forecast 2023-2029

Mobile and Wearable Gaming Technologies Market, Global Outlook and Forecast 2023-2029

  • Published on : 24 July 2023
  • Pages :118
  • Report Code:SMR-7760950

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Report overview

Mobile and wearable gaming is a category of mobile electronic gaming devices that can be worn as accessories with practical uses of sending and receiving data via the Internet.
This report aims to provide a comprehensive presentation of the global market for Mobile and Wearable Gaming Technologies, 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 and Wearable Gaming Technologies. This report contains market size and forecasts of Mobile and Wearable Gaming Technologies in global, including the following market information:
Global Mobile and Wearable Gaming Technologies Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Mobile and Wearable Gaming Technologies 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.
by Device Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Mobile and Wearable Gaming Technologies include Sony Corporation, Microsoft, Nintendo, Ubisoft Entertainment, Activision Blizzard, Inc., King.com Ltd., Capcom Co.,Ltd., Tencent and Everywear Games, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Mobile and Wearable Gaming Technologies 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 and Wearable Gaming Technologies Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Mobile and Wearable Gaming Technologies Market Segment Percentages, by Type, 2022 (%)
by Device
Tablets
Smartphone
Handheld Console
Others
by Technology
Virtual Reality
Facial Recognition
Voice Recognition
High-Def Displays
Wearable Gaming
Gesture Control
Others
Global Mobile and Wearable Gaming Technologies Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Mobile and Wearable Gaming Technologies Market Segment Percentages, by Application, 2022 (%)
Android
iOS
Global Mobile and Wearable Gaming Technologies Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Mobile and Wearable Gaming Technologies 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 and Wearable Gaming Technologies revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Mobile and Wearable Gaming Technologies revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Sony Corporation
Microsoft
Nintendo
Ubisoft Entertainment
Activision Blizzard, Inc.
King.com Ltd.
Capcom Co.,Ltd.
Tencent
Everywear Games
Electronic Arts Inc.
CD PROJEKT S.A.
COLOPL, Inc.
Com2Us
CyberAgent, Inc.
DeNA Co., Ltd.
Gameloft
Glu Mobile Inc.
Gungho Online Entertainment, Inc.
KABAM GAMES, INC.
Netease Inc.
Machine Zone Inc.
Outline of Major Chapters:
Chapter 1: Introduces the definition of Mobile and Wearable Gaming Technologies, market overview.
Chapter 2: Global Mobile and Wearable Gaming Technologies market size in revenue.
Chapter 3: Detailed analysis of Mobile and Wearable Gaming Technologies 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 and Wearable Gaming Technologies 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.