Published :
Tables : 30
Figures : 20
Category : Information & Communications Technology
No. of Pages : 100
Report Code : ICT1059
Online Smartphone and Tablet Games Market Introduction The rise in the free-to-play (F2P) model and an increase in network connectivity remain the major factors accelerating the growth of online smartphone and tablet games market. The introduction of virtual reality in video games is anticipated to expand the online smartphone and tablet games market size during the forecast period 2020-2027. The increase in the availability of smartphones and tablets coupled with the increased efficiency of games are also fueling the growth of the market. The increase in cloud gaming and game as a service is complementing the growth of the market. The promotion of e-sports endorsed by Monster Energy and Redbull is projected to further inflate this market. The market is bifurcated into by games, by an operating system, and by region. Games type consists of massively multiplayer online games, casual, social and others. Multiplayer online games are expected to dominate the growth of the market owing to the rise in the number of multiplayer online games across smartphones and tablets. Better internet connectivity and less data consumption while playing the games has spiked the demand for massively multiplayer online games. According to searches done by multiple gaming magazines, people from the age group of 13 to 22 are more likely to play on smartphones. Besides, the rising number of competitions are further expanding the market size. Operating systems consist of android, windows, and iOS. Android is expected to showcase notable growth owing to the increasing smartphone sales. Android is the most deployed operating system on smartphones. Major mobile manufacturing companies like Samsung, Huawei, One Plus and Lenovo are all opting for Android systems, thus an increase in mobile sales of smartphone with android as operating systems has led to prominent players launching their game on the android format. In terms of regions, North America dictates the online smartphone and tablet games market growth. Better internet connectivity coupled with the growing teenage population inclining towards online gaming is driving the market in the region. The presence of prominent players coupled with the rapid growth of games like Fortnite and Minecraft is also complementing the growth of the market in the region. Asia-Pacific is considered as a high-growth profit region owing to the affordable prices of the internet and smartphones with high-end features. Ever since the introduction of economical prices of smartphones and wireless internet, South Asia and India, in particular, has witnessed a surge in multi-player gaming and E-gaming. E-gaming is vying to be a medal sport in Asian games 2022 at Hangzhou, China. The launch of multiple gaming competitions in regions like India is accelerating the market growth in the region. All these factors have promoted the market in the region. Established players of the market are Activision Blizzard Inc, Glu Mobile, Kabam, Supercell Oy, Walt Disney, Gamevil, Rovio Entertainment, Gameloft SA, CyberAgent and Zynga Inc. Online Smartphone and Tablet Games Market Segmentation: By Game Type ● Massively Multiplayer Online (MMO) Games ● Social ● Casual ● Others By Operating Systems ● iOS ● Windows ● Android By Region ● North America ● Europe ● Asia Pacific ● Latin America ● Rest of the World FutureWise Key Takeaways: ● Growth Prospects ● SWOT Analysis ● Key Trends ● Key data-points affecting market growth Objectives of the Study: • To provide with an exhaustive analysis on the online smartphone and tablet games market by game type, by operating systems, and by region • To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) • To evaluate and forecast micro-markets and the overall market • To predict the market size, in key regions (along with countries)—North America, Europe, Asia Pacific, Latin America and the rest of the world • To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions • Profiling of companies to evaluate their market shares, strategies, financial and core competencies
The rise in the free-to-play (F2P) model and an increase in network connectivity remain the major factors accelerating the growth of online smartphone and tablet games market. The introduction of virtual reality in video games is anticipated to expand the online smartphone and tablet games market size during the forecast period 2020-2027. The increase in the availability of smartphones and tablets coupled with the increased efficiency of games are also fueling the growth of the market. The increase in cloud gaming and game as a service is complementing the growth of the market. The promotion of e-sports endorsed by Monster Energy and Redbull is projected to further inflate this market.
The market is bifurcated into by games, by an operating system, and by region. Games type consists of massively multiplayer online games, casual, social and others. Multiplayer online games are expected to dominate the growth of the market owing to the rise in the number of multiplayer online games across smartphones and tablets. Better internet connectivity and less data consumption while playing the games has spiked the demand for massively multiplayer online games. According to searches done by multiple gaming magazines, people from the age group of 13 to 22 are more likely to play on smartphones. Besides, the rising number of competitions are further expanding the market size.
Operating systems consist of android, windows, and iOS. Android is expected to showcase notable growth owing to the increasing smartphone sales. Android is the most deployed operating system on smartphones. Major mobile manufacturing companies like Samsung, Huawei, One Plus and Lenovo are all opting for Android systems, thus an increase in mobile sales of smartphone with android as operating systems has led to prominent players launching their game on the android format.
In terms of regions, North America dictates the online smartphone and tablet games market growth. Better internet connectivity coupled with the growing teenage population inclining towards online gaming is driving the market in the region. The presence of prominent players coupled with the rapid growth of games like Fortnite and Minecraft is also complementing the growth of the market in the region.
Asia-Pacific is considered as a high-growth profit region owing to the affordable prices of the internet and smartphones with high-end features. Ever since the introduction of economical prices of smartphones and wireless internet, South Asia and India, in particular, has witnessed a surge in multi-player gaming and E-gaming. E-gaming is vying to be a medal sport in Asian games 2022 at Hangzhou, China. The launch of multiple gaming competitions in regions like India is accelerating the market growth in the region. All these factors have promoted the market in the region.
Established players of the market are Activision Blizzard Inc, Glu Mobile, Kabam, Supercell Oy, Walt Disney, Gamevil, Rovio Entertainment, Gameloft SA, CyberAgent and Zynga Inc.
Online Smartphone and Tablet Games Market Segmentation: By Game Type
● Massively Multiplayer Online (MMO) Games ● Social ● Casual ● Others
By Operating Systems ● iOS ● Windows ● Android
By Region ● North America ● Europe ● Asia Pacific ● Latin America ● Rest of the World
FutureWise Key Takeaways: ● Growth Prospects ● SWOT Analysis ● Key Trends ● Key data-points affecting market growth Objectives of the Study: • To provide with an exhaustive analysis on the online smartphone and tablet games market by game type, by operating systems, and by region • To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) • To evaluate and forecast micro-markets and the overall market • To predict the market size, in key regions (along with countries)—North America, Europe, Asia Pacific, Latin America and the rest of the world • To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions • Profiling of companies to evaluate their market shares, strategies, financial and core competencies
1. PREFACE 1.1. Report Description 1.2. Key Benefits 1.3. Key Market Segmentation 1.4. Research Methodology 1.4.1. Secondary research 1.4.2. Primary research 1.4.3. Analyst tools & models 2. EXECUTIVE SUMMARY 3. MARKET OVERVIEW 3.1. MARKET DEFINITION AND SCOPE 3.2. KEY FINDINGS 3.2.1. Top investment pockets 3.2.2. Top winning strategies 3.3. MARKET SHARE ANALYSIS, 2016 3.4. PORTER’S FIVE FORCES ANALYSIS 3.4.1. MARKET DYNAMICS 3.4.2. Drivers 3.4.3. Restraints 3.4.4. Opportunities 4. GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE 4.1. OVERVIEW 4.1.1. Market size and forecast 4.2. MASSILVELY MULTI-LAYER ONLINE (MMO) GAMES 4.2.1. Key market trends 4.2.2. Growth factors and opportunities 4.2.3. Market size and forecast 4.3. CASUAL 4.3.1. Key market trends 4.3.2. Growth factors and opportunities 4.3.3. Market size and forecast 4.4. SOCIAL 4.4.1. Key market trends 4.4.2. Growth factors and opportunities 4.4.3. Market size and forecast 4.5. OTHERS 4.5.1. Key market trends 4.5.2. Growth factors and opportunities 4.5.3. Market size and forecast 5. GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEMS 5.1. OVERVIEW 5.1.1. Market size and forecast 5.2. iOS 5.2.1. Market size and forecast 5.3. ANDROID 5.3.1. Market size and forecast 5.4. WINDOWS 5.4.1. Market size and forecast 6. ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION 6.1. OVERVIEW 6.2. NORTH AMERICA 6.2.1. Key market trends 6.2.2. Key growth factors and opportunities 6.2.3. Market size and forecast, by country 6.2.3.1. U.S. market size and forecast 6.2.3.2. Canada market size and forecast 6.2.3.3. Mexico market size and forecast 6.2.4. North America market by game type 6.2.5. North America market by operating systems 6.3. EUROPE 6.3.1. Key market trends 6.3.2. Key growth factors and opportunities 6.3.3. Market size and forecast, by country 6.3.3.1. UK market size and forecast 6.3.3.2. France market size and forecast 6.3.3.3. Germany market size and forecast 6.3.3.4. Spain market size and forecast 6.3.3.5. Rest of Europe market size and forecast 6.3.4. Europe market by game type 6.3.5. Europe market by operating systems 6.4. ASIA-PACIFIC 6.4.1. Key market trends 6.4.2. Key growth factors and opportunities 6.4.3. Market size and forecast, by country 6.4.3.1. India market size and forecast 6.4.3.2. China market size and forecast 6.4.3.3. Singapore market size and forecast 6.4.3.4. Australia market size and forecast 6.4.3.5. Rest of Asia-Pacific market size and forecast 6.4.4. Asia-Pacific market by game type 6.4.5. Asia-Pacific market by operating systems 6.5. LAMEA 6.5.1. Key market trends 6.5.2. Key growth factors and opportunities 6.5.3. Market size and forecast, by region 6.5.3.1. Latin America market size and forecast 6.5.3.2. Middle East market size and forecast 6.5.3.3. Africa market size and forecast 6.5.4. LAMEA market by game type 6.5.5. LAMEA market by operating systems 7. COMPANY PROFILES 7.1. ACTIVISION BLIZZARD, INC. 7.1.1. Operating business segments 7.1.2. Business performance 7.1.3. Key strategic moves and developments 7.2. GAMELOFT SA 7.2.1. Operating business segments 7.2.2. Business performance 7.2.3. Key strategic moves and developments 7.3. GLU MOBILE, INC. 7.3.1. Operating business segments 7.3.2. Business performance 7.3.3. Key strategic moves and developments 7.4. KABAM INC. 7.4.1. Operating business segments 7.4.2. Business performance 7.4.3. Key strategic moves and developments 7.5. ROVIO ENTERTAINMENT LTD 7.5.1. Operating business segments 7.5.2. Business performance 7.5.3. Key strategic moves and developments 7.6. SUPERCELL OY 7.6.1. Operating business segments 7.6.2. Business performance 7.6.3. Key strategic moves and developments 7.7. ZYNGA, INC. 7.7.1. Operating business segments 7.7.2. Business performance 7.7.3. Key strategic moves and developments 7.8. CYBERAGENT INC. 7.8.1. Operating business segments 7.8.2. Business performance 7.8.3. Key strategic moves and developments 7.9. WALT DISNEY 7.9.1. Operating business segments 7.9.2. Business performance 7.9.3. Key strategic moves and developments 7.10. GAMEVIL 7.10.1. Operating business segments 7.10.2. Business performance 7.10.3. Key strategic moves and developments 8. RESEARCH FINDING AND CONCLUSION 9. RESEARCH METHODOLGY 10. RESEARCH DATA SOURCE
1. PREFACE
1.1. Report Description
1.2. Key Benefits
1.3. Key Market Segmentation
1.4. Research Methodology
1.4.1. Secondary research
1.4.2. Primary research
1.4.3. Analyst tools & models
2. EXECUTIVE SUMMARY
3. MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top investment pockets
3.2.2. Top winning strategies
3.3. MARKET SHARE ANALYSIS, 2016
3.4. PORTER’S FIVE FORCES ANALYSIS
3.4.1. MARKET DYNAMICS
3.4.2. Drivers
3.4.3. Restraints
3.4.4. Opportunities
4. GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE
4.1. OVERVIEW
4.1.1. Market size and forecast
4.2. MASSILVELY MULTI-LAYER ONLINE (MMO) GAMES
4.2.1. Key market trends
4.2.2. Growth factors and opportunities
4.2.3. Market size and forecast
4.3. CASUAL
4.3.1. Key market trends
4.3.2. Growth factors and opportunities
4.3.3. Market size and forecast
4.4. SOCIAL
4.4.1. Key market trends
4.4.2. Growth factors and opportunities
4.4.3. Market size and forecast
4.5. OTHERS
4.5.1. Key market trends
4.5.2. Growth factors and opportunities
4.5.3. Market size and forecast
5. GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEMS
5.1. OVERVIEW
5.1.1. Market size and forecast
5.2. iOS
5.2.1. Market size and forecast
5.3. ANDROID
5.3.1. Market size and forecast
5.4. WINDOWS
5.4.1. Market size and forecast
6. ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION
6.1. OVERVIEW
6.2. NORTH AMERICA
6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by country
6.2.3.1. U.S. market size and forecast
6.2.3.2. Canada market size and forecast
6.2.3.3. Mexico market size and forecast
6.2.4. North America market by game type
6.2.5. North America market by operating systems
6.3. EUROPE
6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by country
6.3.3.1. UK market size and forecast
6.3.3.2. France market size and forecast
6.3.3.3. Germany market size and forecast
6.3.3.4. Spain market size and forecast
6.3.3.5. Rest of Europe market size and forecast
6.3.4. Europe market by game type
6.3.5. Europe market by operating systems
6.4. ASIA-PACIFIC
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by country
6.4.3.1. India market size and forecast
6.4.3.2. China market size and forecast
6.4.3.3. Singapore market size and forecast
6.4.3.4. Australia market size and forecast
6.4.3.5. Rest of Asia-Pacific market size and forecast
6.4.4. Asia-Pacific market by game type
6.4.5. Asia-Pacific market by operating systems
6.5. LAMEA
6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.3.1. Latin America market size and forecast
6.5.3.2. Middle East market size and forecast
6.5.3.3. Africa market size and forecast
6.5.4. LAMEA market by game type
6.5.5. LAMEA market by operating systems
7. COMPANY PROFILES
7.1. ACTIVISION BLIZZARD, INC.
7.1.1. Operating business segments
7.1.2. Business performance
7.1.3. Key strategic moves and developments
7.2. GAMELOFT SA
7.2.1. Operating business segments
7.2.2. Business performance
7.2.3. Key strategic moves and developments
7.3. GLU MOBILE, INC.
7.3.1. Operating business segments
7.3.2. Business performance
7.3.3. Key strategic moves and developments
7.4. KABAM INC.
7.4.1. Operating business segments
7.4.2. Business performance
7.4.3. Key strategic moves and developments
7.5. ROVIO ENTERTAINMENT LTD
7.5.1. Operating business segments
7.5.2. Business performance
7.5.3. Key strategic moves and developments
7.6. SUPERCELL OY
7.6.1. Operating business segments
7.6.2. Business performance
7.6.3. Key strategic moves and developments
7.7. ZYNGA, INC.
7.7.1. Operating business segments
7.7.2. Business performance
7.7.3. Key strategic moves and developments
7.8. CYBERAGENT INC.
7.8.1. Operating business segments
7.8.2. Business performance
7.8.3. Key strategic moves and developments
7.9. WALT DISNEY
7.9.1. Operating business segments
7.9.2. Business performance
7.9.3. Key strategic moves and developments
7.10. GAMEVIL
7.10.1. Operating business segments
7.10.2. Business performance
7.10.3. Key strategic moves and developments
8. RESEARCH FINDING AND CONCLUSION
9. RESEARCH METHODOLGY
10. RESEARCH DATA SOURCE
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