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Global Online Mobile Gaming Market, by Gameplay Type (Strategy, Role Playing, Action, Sports, Construction and Management, Vehicle Simulation, Adventure, Puzzle, Artificial Life, and Others), by Game Type (Wager Based, and Non-Wager Based), by Age Group (Children, Teenagers, Adults) - By Market Size, Share, Trends and Forecast to 2015-2025

Global Online Mobile Gaming Market, by Gameplay Type (Strategy, Role Playing, Action, Sports, Construction and Management, Vehicle Simulation, Adventure, Puzzle, Artificial Life, and Others), by Game Type (Wager Based, and Non-Wager Based), by Age Group (Children, Teenagers, Adults) - By Market Size, Share, Trends and Forecast to 2015-2025

Published date: 05-10-2019  Region: Global  Pages: 125  Format: Pdf  Publisher Name: BlueWeave Consulting & Research
SKU: RO9/117/1035

The Global Online Mobile Gaming Market is anticipated to grow at a significant rate during the forecast period. The global online mobile gaming market was valued at US$ 48.65 Bn in the year 2017 and will be growing at a CAGR of 19.6% during the forecast period from 2018 to 2026. The global online mobile gaming market is growing owing to several factors. As of late, the mobile gaming industry has seen extraordinary development. This development is, for the most part, the aftereffect of a consistently expanding base of smartphone users. Also, an expanding number of customers who are getting into mobile gaming and picking memberships and making in-application buys is another noticeable factor driving the development of the global online mobile gaming market. Developing customer enthusiasm for versatile multiplayer gaming expected to further push the interest for portable games in the coming years.

Factors, for example, advancements in mobile technology and the high entrance of cell phones prime drivers for the online medicinal market. What's more, another significant driver for internet gaming is the exchange of the betting systems online in different nations through stages, for example, live gaming. The gaming business has to a great extent moved from PC gaming to portable gaming in the ongoing past. Alongside the huge and understood organizations in the gaming, the autonomous game engineers and the little game new companies have additionally got a lot of chances and creative methods for tapping the market through the online portable gaming market. Web based gaming is fundamentally gaming using system. It might incorporate playing a game in multiplayer mode or with a solitary player mode as upheld by the stage.

The console segment holds the largest market share in the global online mobile gaming market during the forecast period

Mobile gaming is the biggest segment in 2018, guaranteeing the greater part of all worldwide game incomes just because. Consolidated, cell phone, and tablet gaming will produce $70.3 billion, representing 51% of the overall worldwide market. The fragment additionally has the most players with 2.2 billion, most of whom are gaming on cell phones. The gaming business is in a sound state as both reassure and PC games are likewise developing. The console is the second-biggest portion with incomes of $34.6 billion in 2018. This will develop to $39.0 billion out of 2021 with a CAGR (2017-2021) of +4.1%. The general PC section will produce $32.9 billion out of 2018 and is the third-biggest section. Development in downloaded/boxed PC games is balanced by declining program PC incomes, as program gamers have to a great extent changed to portable. Program PC incomes will keep on declining with a CAGR (2017-2021) of - 16.1% to $2.5 billion of every 2021.

The Asia-Pacific region holds a significant share in the global online mobile gaming market during the forecast period

The Asia-Pacific region will create $71.4 billion this year, or 52% of complete worldwide game incomes. This speaks to a +16.8% year-on-year increment. The offer of complete incomes asserted by the Asia-Pacific locale has expanded somewhat over the previous years for proceeding with development in cell phone gaming, for which the area has, by a long shot, the biggest player base.

Global Online Mobile Gaming Market: Competitive Insight

Different notable key industry players in the market includes companies like Sony, Apple, Electronic arts, King, Arkadium, Supercell, Niantic and Miniclip, Tencent, Netease, Activision Blizzard, among others. The global mobile online gaming market has seen some of the top scored games in the Apple store and Android Play store from these companies like Pokemon Go, Clash of Clans, Hay Day, Honor of Kings, among others.

Don't miss the business opportunity of Global Online Mobile Gaming Market. Consult to our analyst and gain crucial insights and facilitate your business growth.

The in-depth analysis of the report provides the growth potential, upcoming trends and statistics of global Online Mobile Gaming market size & forecast. The report promises to provide state-of-the-art technology of Online Mobile Gaming production and industry insights which help decision makers to take sound strategic decisions. Furthermore, the report also analyzes the market drivers and challenges and competitive analysis of the market.

1. Research Framework

1.1. Research Objective

1.2. Product Overview

1.3. Market Segmentation

2. Research Methodology

3. Executive Summary

4. Industry Insights

4.1. DROC Analysis

4.1.1. Growth Drivers

4.1.2. Restraints

4.1.3. Opportunities

4.1.4. Challenges

4.2. Regulatory Framework

4.3. Company Market Share Analysis,2018

4.4. Competitor Analysis, 2018

4.5. Porter's Five Forces Analysis

4.6. Pest Analysis

4.7. Strategic Outlook

5. Global Online Mobile Gaming Market Overview

5.1. Market Size & Forecast

5.1.1. By Value (USD Million)

5.2. Market Share & Forecast

5.2.1. By Gameplay Type

5.2.1.1. Strategy

5.2.1.2. Role Playing

5.2.1.3. Action, Sports

5.2.1.4. Construction and Management

5.2.1.5. Vehicle Simulation

5.2.1.6. Adventure

5.2.1.7. Puzzle

5.2.1.8. Artificial Life

5.2.1.9. Others

5.2.2. By Game Type

5.2.2.1. Wager Based

5.2.2.2. Non-Wager Based

5.2.3. By Age Group

5.2.3.1. Children

5.2.3.2. Teenagers

5.2.3.3. Adults

5.2.4. By Region

5.2.4.1. North America

5.2.4.2. Europe

5.2.4.3. Asia Pacific

5.2.4.4. South America

5.2.4.5. Middle East & Africa

6. North America Online Mobile Gaming Market Overview

6.1. Market Size & Forecast, 2015-2025

6.1.1. By Value (USD Million)

6.1.2. By Gameplay Type

6.1.3. By Game Type

6.1.4. By Age Group

6.1.5. By Country

6.1.5.1. US

6.1.5.2. Canada

7. Europe Online Mobile Gaming Market Overview

7.1. Market Size & Forecast, 2015-2025

7.1.1. By Value (USD Million)

7.1.2. By Gameplay Type

7.1.3. By Game Type

7.1.4. By Age Group

7.1.5. By Country

7.1.5.1. Germany

7.1.5.2. UK

7.1.5.3. France

7.1.5.4. Italy

7.1.5.5. Spain

8. Asia Pacific Online Mobile Gaming Market Overview

8.1. Market Size & Forecast, 2015-2025

8.1.1. By Value (USD Million)

8.1.2. By Gameplay Type

8.1.3. By Game Type

8.1.4. By Age Group

8.1.5. By Country

8.1.5.1. China

8.1.5.2. India

8.1.5.3. Japan

8.1.5.4. Southeast Asia

9. Latin America Online Mobile Gaming Market Overview

9.1. Market Size & Forecast, 2015-2025

9.1.1. By Value (USD Million)

9.1.2. By Gameplay Type

9.1.3. By Game Type

9.1.4. By Age Group

9.1.5. By Country

9.1.5.1. Brazil

9.1.5.2. Argentina

10. Middle East & Africa Online Mobile Gaming Market Overview

10.1. Market Size & Forecast, 2015-2025

10.1.1. By Value (USD Million)

10.1.2. By Gameplay Type

10.1.3. By Game Type

10.1.4. By Age Group

10.1.5. By Country

10.1.5.1. Saudi Arabia

10.1.5.2. UAE

10.1.5.3. South Africa

11. Company Profile (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, SWOT Analysis and Strategic Outlook)

11.1. Sony

11.2. Apple

11.3. Electronic Arts

11.4. King

11.5. Arkadium

11.6. Supercell

11.7. Niantic and Miniclip

11.8. Tencent

11.9. Netease

11.10. Activision Blizzard

11.11. Other Prominent Players

*Financial details not be captured in case of unlisted companies

The segmentation and the companies are subjected to modifications based on in-depth secondary for the final deliverable


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