手機遊戲的全球市場:趨勢,競爭資訊,規模
市場調查報告書
商品編碼
1177484

手機遊戲的全球市場:趨勢,競爭資訊,規模

Global Mobile Gaming Market: Trends, Competitive Intelligence and Sizing

出版日期: | 出版商: BCC Research | 英文 58 Pages | 訂單完成後即時交付

價格

本報告提供全球手機遊戲市場相關調查,市場概要,以及各設備類型,各操作系統,各種類,各終端用戶,各親市場趨勢,及加入此市場的主要企業簡介等資訊。

目錄

第1章 市場預測

第2章 摘要整理

第3章 市場概要

  • 簡介
  • 市場動態
    • 推動市場要素
    • 阻礙市場要素
  • 宏觀經濟要素
    • COVID-19影響
    • 法律規範和指南

第4章 市場明細,各設備類型,各操作系統,各種類,各終端用戶

  • 手機遊戲市場,各設備類型
  • 手機遊戲市場,各操作系統
  • 手機遊戲市場,各種類
  • 手機遊戲市場,各終端用戶

第5章 市場明細,各親市場

  • 全球電子遊戲和軟體市場
  • 遊戲的經營模式

第6章 市場明細,各地區

  • 概要
  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區

第7章 產業趨勢和最近的發展

第8章 企業簡介

  • ACTIVISION BLIZZARD INC.
  • CYBERAGENT INC.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • NETEASE INC.
  • NIANTIC INC.
  • NINTENDO CO. LTD.
  • SQUARE ENIX HOLDINGS CO. LTD.
  • SUPERCELL OY
  • TENCENT HOLDINGS LTD.
  • THE WALT DISNEY CO.

第9章 計劃的範圍調查手法

Product Code: IFT266A

Highlights:

The goal is to provide an up-to-date analysis of the global mobile gaming market and future opportunities in the market. It presents the market size analysis and revenue estimation and forecast, along with a detailed analysis of the market player’s products and strategies. The market is segmented on device type, operating system, genre, business model, end users, and region. The report also highlights major trends and challenges that affect the market and the vendor landscape. The scope of the study includes various types of revenue streams for video game publishers that include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.

Report Scope:

In this report, the market has been segmented based on device type, genre, operating system, end user, and geography. The report provides an overview of the global mobile gaming market and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period of 2022 to 2027. Revenue forecasts for this period are segmented based on device type, genre, operating system, end user, and geography. Market values have been estimated based on the total revenue of mobile game developers. Mobile gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.

The report also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for mobile games in 2021 and provides projections for the expected market size through 2027.

Report Includes:

  • A brief general outlook of the global mobile gaming market
  • Analyses of the global market trends, with historic market revenue (sales figures) for 2021, estimates for 2022 and 2023, and projections of compound annual growth rates (CAGRs) through 2027
  • Understanding of the upcoming market opportunities and emerging technologies in the mobile gaming industry, and areas of focus to forecast this market into various segments and sub-segments
  • Estimation of the actual market size and revenue forecast for global mobile gaming market in USD million terms, and corresponding market share analysis by device type, operating system, genre, end-user, and region
  • Coverage of the technological, economic, and business considerations of the global market for mobile gaming technologies, with analyses and growth forecasts through 2027
  • Insight into the mobile gaming parent market vis-a-vis global electronic games and software market and its components as well as the gaming business models
  • Review of the industry trends and recent key developments in the global mobile gaming market

Table of Contents

Chapter 1 Market Outlook

  • 1.1 Market Snapshot

Chapter 2 Executive Summary

Chapter 3 Market Overview

  • 3.1 Introduction
  • 3.2 Market Dynamics
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
  • 3.3 Macroeconomic Factors
    • 3.3.1 Impact of COVID-19
    • 3.3.2 Regulatory Framework and Guidelines

Chapter 4 Market Breakdown by Device Type, Operating System, Genre, and End Users

  • 4.1 Mobile Gaming Market by Device Type
    • 4.1.1 Mobile
    • 4.1.2 Handheld Consoles
    • 4.1.3 Other
    • 4.1.4 Market Size and Forecast
  • 4.2 Mobile Gaming Market by Operating System
    • 4.2.1 Android
    • 4.2.2 iOS
    • 4.2.3 Market Size and Forecast
  • 4.3 Mobile Gaming Market by Genre
    • 4.3.1 Action
    • 4.3.2 Sports
    • 4.3.3 Adventure
    • 4.3.4 Role-Playing Games
    • 4.3.5 Others
    • 4.3.6 Market Size and Forecast
  • 4.4 Mobile Gaming Market by End User
    • 4.4.1 Gen X
    • 4.4.2 Gen Y/Millennials
    • 4.4.3 Gen Z
    • 4.4.4 Market Size and Forecast

Chapter 5 Market Breakdown by Parent Market

  • 5.1 Global Market for Electronic Games and Software
    • 5.1.1 Games Platform and Software
    • 5.1.2 Gaming Hardware
    • 5.1.3 Game Accessories
    • 5.1.4 Market Size and Forecast
  • 5.2 Gaming Business Models
    • 5.2.1 Freemium
    • 5.2.2 Paid or Pay-to-play
    • 5.2.3 Advertising
    • 5.2.4 Play-to-Earn

Chapter 6 Market Breakdown by Region

  • 6.1 Overview
  • 6.2 North America
  • 6.3 Europe
  • 6.4 Asia-Pacific
  • 6.5 Rest of the World

Chapter 7 Industry Trends and Recent Developments

  • 7.1 Industry Trends
  • 7.2 Recent Key Developments

Chapter 8 Company Profiles

  • ACTIVISION BLIZZARD INC.
  • CYBERAGENT INC.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • NETEASE INC.
  • NIANTIC INC.
  • NINTENDO CO. LTD.
  • SQUARE ENIX HOLDINGS CO. LTD.
  • SUPERCELL OY
  • TENCENT HOLDINGS LTD.
  • THE WALT DISNEY CO.

Chapter 9 Project Scope and Methodology

  • 9.1 Scope of Report
  • 9.2 Methodology
  • 9.3 Analyst's Credentials
  • 9.4 BCC Custom Research
  • 9.5 Related BCC Research Reports

List of Tables

  • Summary Table : Global Mobile Gaming Market, by Region, Through 2027
  • Table 1 : Global Market for Mobile Gaming, by Device Type, Through 2027
  • Table 2 : Global Market for Mobile Gaming, by Operating System, Through 2027
  • Table 3 : Global Market for Mobile Gaming, by Genre, Through 2027
  • Table 4 : Global Market for Mobile Gaming, by End User, Through 2027
  • Table 5 : Global Market for Electronic Games and Software, by Offering, Through 2027
  • Table 6 : Global Market for Mobile Gaming, by Region, Through 2027
  • Table 7 : North American Market for Mobile Gaming, by Device Type, Through 2027
  • Table 8 : North American Market for Mobile Gaming, by Genre, Through 2027
  • Table 9 : North American Market for Mobile Gaming, by Operating System, Through 2027
  • Table 10 : North American Market for Mobile Gaming, by End User, Through 2027
  • Table 11 : North American Market for Mobile Gaming, by Country, Through 2027
  • Table 12 : European Market for Mobile Gaming, by Device Type, Through 2027
  • Table 13 : European Market for Mobile Gaming, by Genre, Through 2027
  • Table 14 : European Market for Mobile Gaming, by Operating System, Through 2027
  • Table 15 : European Market for Mobile Gaming, by End User, Through 2027
  • Table 16 : European Market for Mobile Gaming, by Country, Through 2027
  • Table 17 : Asia-Pacific Market for Mobile Gaming, by Device Type, Through 2027
  • Table 18 : Asia-Pacific Market for Mobile Gaming, by Genre, Through 2027
  • Table 19 : Asia-Pacific Market for Mobile Gaming, by Operating System, Through 2027
  • Table 20 : Asia-Pacific Market for Mobile Gaming, by End User, Through 2027
  • Table 21 : Asia-Pacific Market for Mobile Gaming, by Country, Through 2027
  • Table 22 : RoW Market for Mobile Gaming, by Device Type, Through 2027
  • Table 23 : RoW Market for Mobile Gaming, by Genre, Through 2027
  • Table 24 : RoW Market for Mobile Gaming, by Operating System, Through 2027
  • Table 25 : RoW Market for Mobile Gaming, by End User, Through 2027
  • Table 26 : Global Mobile Gaming Market, Recent Key Developments, 2020-2022
  • Table 27 : Activision Blizzard Inc.: Products and Services
  • Table 28 : Activision Blizzard Inc.: Recent Developments
  • Table 29 : CyberAgent Inc.: Products and Services
  • Table 30 : CyberAgent Inc.: Recent Developments
  • Table 31 : Electronic Arts Inc.: Products and Services
  • Table 32 : Electronic Arts Inc.: Recent Developments
  • Table 33 : Epic Games Inc.: Products and Services
  • Table 34 : NetEase Games: Products and Services
  • Table 35 : NetEase Games: Recent Developments
  • Table 36 : Niantic Inc.: Products and Services
  • Table 37 : Niantic Inc.: Recent Developments
  • Table 38 : Nintendo Co. Ltd.: Products and Services
  • Table 39 : Square Enix Holdings Co. Ltd.: Products and Services
  • Table 40 : Square Enix Holdings Co. Ltd.: Recent Developments
  • Table 41 : Supercell OY: Products and Services
  • Table 42 : Supercell OY: Recent Developments
  • Table 43 : Tencent Holdings Ltd.: Products and Services
  • Table 44 : Tencent Holdings Ltd.: Recent Developments
  • Table 45 : The Walt Disney Co.: Products and Services

List of Figures

  • Summary Figure : Global Market Shares of Mobile Gaming, by Region, 2021
  • Figure 1 : Global Market Shares of Mobile Gaming, by Device Type, 2021
  • Figure 2 : Global Market Shares of Mobile Gaming, by Operating System, 2021
  • Figure 3 : Global Market Shares of Mobile Gaming, by Genre, 2021
  • Figure 4 : Global Market Shares of Mobile Gaming, by End User, 2021
  • Figure 5 : Global Market for Mobile Gaming, by Region
  • Figure 6 : Global Market Shares of Mobile Gaming, by Region, 2021