The factors responsible for the global game market's surging prominence include the increasing number of mobile game launches, led by the accelerating penetrations of smartphones and the internet. The surging investment in the gaming sector by leading organizations attracts customers towards the market, thereby propelling the market growth. Electronic Arts, in 2020, underwrote a deal with Nexon Korea to launch a new game, "FIFA Mobile" in South Korea, aiming to offer a culturalized experience of football through mobile devices. Also, in 2020, Tencent announced Wandering Mountains and Seas, a mobile game in which the players were offered the ability to explore the diverse map. The acquisition of smartphones, the internet, and flexibility for the in-game methods has widened the gaming sector, which is propelling the market growth. For instance, the statistics of the mobile game market in 2019 stated that Saudi Arabia had approximately 32.2 million internet users till January 2020 and around 40.2 million connections of mobile, with an increase of 0.09% from January 2019.
According to the mobile game market report, government across several nations has launched favorable initiatives to promote the gaming sector. For example, the UK government launched the UK Games Fund, summing up to a total of Euro 4 million funds for distribution as grants to game development companies. Special tax relief helps the video game companies with the permit to claim back up to 20% of the new game development cost. The government has also started the UK Games Talent Initiative, which provides mentoring and tutoring to final year students to prepare them and make valuable involvement in the industry. According to the mobile game market analysis, leading players in the market are emphasizing on bringing technological improvements in mobile launches, thereby investing enormous amount in research and development activities. The execution of cloud computing in mobile games has resulted in the instigation of cloud gaming, indirectly stimulating the mobile gaming market size. Also, the introduction of virtual reality, 3D scanning, facial recognition technology, and other such technologies in mobile games are further strengthening the market growth.
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However, the government's rising concerns about security and growing data breach cases may curb the market growth. For example, in 2020, the Indian government banned PUBG because of growing security concerns at the national level.
Based on the age group, the teenager segment is predicted to grow at a faster CAGR during the forecast period. The incline in preference of teenagers towards online gaming and the rise in the number of time teenagers spend to play new games to earn digital rewards which include a new weapon or to level up to extend the gameplay and content are the two prominent factors fuelling the market growth.
Based on the Application, electronic sports are projected to witness a higher CAGR during the forecast period. This is due to the internet's easy availability and escalating knowledge related to esports among the players.
On the basis of regional coverage, Asia-pacific is expected to lead the market over the forecast period. The expansion in mobile game population, primarily in the tier-2 cities of China, like Chengdu and Wuhan, is contributing to the market growth of the region. Also, the accessibility of affordable smartphones coupled with the installation of advanced mobile infrastructure like the upcoming 5g Technology implementation further accelerates market growth. In 2020, Archiact came into a partnership contract with Migu, a telecom provider, with the motive to introduce VR games to its 5G cloud gaming platform. In addition to it, the augmenting focus of the governments to assist the gaming industry is contributing to the growth of the market. In 2020, Japan's government publicized its plan to raise the economy by concerning major esports expansion.
Various notable players operating in the market include Tencent, Zynga Inc., Supercell Ltd, Activision Blizzard, Inc., Electronic Arts Inc., IGG, Machine Zone, Inc., Kabam Games, Inc., NetEase, Inc., and Warner Bros. Entertainment Inc., among others.
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The global Mobile Game market segmented into application, age group, game type, platform, type and region. Based on the application, the market has been segmented into Entertainment, Education, Electronic Sports. Based on the age group, the market has been segmented into children, teenagers, and adults. Based on the game type, the market has been segmented into Puzzle, Action/Adventure, Arcade, Simulation, Strategy, Sports, and Others. Based on the Platform, the market has been segmented into Android, iOS, and Others. Based on the Type, the market has been segmented into offline and online.
Mobile Game Market Segmentation:
Global Mobile Game Market by Age Group:
- Children
- Teenagers
- Adults
Global Mobile Game Market by Application:
- Entertainment
- Education
- Electronic Sports
Global Mobile Game Market by Game Type:
- Puzzle
- 3-match games
- Others
- Action/Adventure
- Arcade
- Simulation
- Strategy
- Sports
- Others
Global Mobile Game Market by Platform:
- Android
- iOS
- Others
Global Mobile Game Market by Type:
- Online
- Offline
Global Mobile Game Market by Region:
- North America Mobile Game Market (Option 1: As a part of the free 25% customization)
- North America Market by Age Group
- North America Market by Application
- North America Market by Game Type
- North America Market by Platform
- North America Market by Type
- United States Mobile Game Market
- Canada Mobile Game Market
- Europe Mobile Game Market (Option 2: As a part of the free 25% customization)
- Europe Market by Age Group
- Europe Market by Application
- Europe Market by Game Type
- Europe Market by Platform
- Europe Market by Type
- UK Mobile Game Market
- Germany Mobile Game Market
- France Mobile Game Market
- Spain Mobile Game Market
- Rest of Europe Mobile Game Market
- Asia-Pacific Mobile Game Market (Option 3: As a part of the free 25% customization)
- Asia-Pacific Market by Age Group
- Asia-Pacific Market by Application
- Asia-Pacific Market by Game Type
- Europe Market by Platform
- Europe Market by Type
- China Mobile Game Market
- India Mobile Game Market
- Japan Mobile Game Market
- Rest of APAC Mobile Game Market
- RoW Mobile Game Market (Option 4: As a part of the free 25% customization)
- RoW Market by Age Group
- RoW Market by Application
- RoW Market by Game Type
- RoW Market by Platform
- RoW Market by Type
- Brazil Mobile Game Market
- South Africa Mobile Game Market
- Saudi Arabia Mobile Game Market
- UAE Mobile Game Market
- Rest of world (remaining countries of the LAMEA region) Mobile Game Market
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