Product Code: FBI113099
Growth Factors of mobile gaming Market
The global mobile gaming market continues to expand rapidly, fueled by technological advancements, rising smartphone penetration, and the evolution of esports into mainstream entertainment. In 2024, the market reached USD 106.53 billion, supported by strong demand for mobile-based entertainment and increased spending across developing and developed economies. The upward trajectory is set to continue, with the market projected to reach USD 121.00 billion in 2025 and further scaling to USD 232.58 billion by 2032, reflecting a healthy CAGR of 9.78% between 2025 and 2032. Asia Pacific dominated the space with a 47.04% share in 2024, affirming the region's mobile-first consumer base and strong esports ecosystem.
Growth Drivers
The primary driver of market expansion is the surge in smartphone adoption, supported by affordable devices, advanced processors, and improved display technologies that enable high-quality gaming experiences. According to the GSMA's 2023 connectivity report, 4.3 billion people worldwide currently use smartphones, presenting a massive and continuously growing user base.
The rollout of 5G networks is also reshaping the mobile gaming landscape. Enhanced internet speeds and lower latency improve multiplayer gaming experiences and support more complex game mechanisms. As per 5G Americas, global 5G connections reached 2 billion in early 2024, and projections indicate a surge to 7.7 billion by 2028. This advancement is expected to accelerate the adoption of cloud gaming, online competitiveness, and real-time multiplayer functions.
Additionally, the growth of professional esports has transitioned mobile gaming from casual recreation to a competitive sport. Major companies like Electronic Arts, Nintendo, NetEase, and Gameloft continue to invest in esports leagues, tournaments, and gaming platforms, attracting both players and global spectators.
Market Challenges
Despite strong growth prospects, data privacy concerns remain a major restraint. New regulations such as the Digital Markets Act and global privacy laws require heavy compliance investments from game developers. This can reduce operational flexibility and limit monetization strategies. Additionally, user distrust following data breaches may negatively impact app retention and average revenue per user (ARPU), potentially slowing market expansion.
Market Opportunities
The integration of Augmented Reality (AR) and Virtual Reality (VR) into mobile games is opening new pathways for immersive, blended experiences. Technologies such as AI-based personalization, adaptive difficulty levels, and real-time analytics enhance user engagement. For example, in October 2023, Nextech3D.ai launched AR-powered gaming features for trade show organizers, showcasing how AR can transform user interactions and drive engagement across sectors. These advancements offer developers opportunities to innovate and differentiate their offerings.
Segmental Overview
By Game Type:
Shooter games held the largest share in 2024 due to strong multiplayer engagement and competitive ecosystems. Casual gaming, including puzzles and card games, is expected to grow fastest driven by accessibility and wide demographic appeal.
By Platform:
Android dominated the market in 2024 due to affordability and accessibility across emerging economies. Meanwhile, iOS is expected to record the highest CAGR as users demonstrate higher in-app purchasing power.
By Business Model:
In-app purchases lead global monetization, supported by subscriptions, cosmetic upgrades, and microtransactions. Paid games are projected to grow fastest as demand rises for premium, ad-free gaming experiences.
By End-user:
The male segment dominated in 2024 driven by affinity for competitive gameplay. However, the female gamer base is expanding rapidly, with increasing engagement across casual and social gaming.
Regional Outlook
Asia Pacific led the global market in 2024 with USD 50.11 billion, supported by its massive youth population and strong mobile-first culture. Countries like China and India continue to anchor demand, fueled by affordable smartphones and booming esports viewership.
North America is a major hub for innovation, home to prominent developers including EA, Activision Blizzard, Microsoft, Niantic, Zynga, and Epic Games. The region's strong cloud gaming adoption and advanced technological landscape contribute significantly to market expansion.
Europe benefits from strong esports culture, widespread AR/VR adoption, and increasing investments in competitive gaming events.
South America and Middle East & Africa show rising growth potential due to improving internet infrastructure, expanding developer ecosystems, and increasing smartphone affordability.
Competitive Landscape
The market remains highly competitive, driven by innovation in game genres, monetization models, and technology integration. Key players include Electronic Arts, Nintendo, NetEase, Tencent, Microsoft, Niantic, Supercell, Gameloft, Zynga, and Epic Games. Companies continue diversifying portfolio offerings and expanding across global markets to maintain dominance.
Segmentation By Game Type
- Shooter
- Action
- Sports
- Role Playing
- Others
By Platform
By Business Model
- In-app Purchase
- Advertising
- Paid Purchases
By End-user
By Region
- North America (By Game Type, Platform, Business Model, End-user, and Country)
- Europe (By Game Type, Platform, Business Model, End-user, and Country)
- Germany
- U.K.
- France
- Italy
- Spain
- Rest of Europe
- Asia Pacific (By Game Type, Platform, Business Model, End-user, and Country)
- China
- India
- Japan
- Australia
- Rest of Asia Pacific
- South America (By Game Type, Platform, Business Model, End-user, and Country)
- Brazil
- Argentina
- Rest of South America
- Middle East and Africa (By Game Type, Platform, Business Model, End-user, and Country)
- South Africa
- UAE
- Rest of Middle East & Africa
Table of Content
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Trends
4. Key Insights
- 4.1. Overview of the Parent/Related Market
- 4.2. Supply Chain & Regulatory Analysis
- 4.3. Industry SWOT Analysis
- 4.4. Porter's Five Forces Analysis
- 4.5. Recent Technological Advancements
5. Global Mobile Gaming Market Analysis, Insights, and Forecast, 2019-2032
- 5.1. Key Findings / Summary
- 5.2. Market Size Estimates and Forecast
- 5.2.1. By Game Type (Value)
- 5.2.1.1. Shooter
- 5.2.1.2. Action
- 5.2.1.3. Sports
- 5.2.1.4. Role Playing
- 5.2.1.5. Others
- 5.2.2. By Platform (Value)
- 5.2.2.1. Android
- 5.2.2.2. iOS
- 5.2.2.3. Others
- 5.2.3. By Business Model (Value)
- 5.2.3.1. In-app Purchase
- 5.2.3.2. Advertising
- 5.2.3.3. Paid Purchases
- 5.2.4. By End-user (Value)
- 5.2.4.1. Male
- 5.2.4.2. Female
- 5.2.5. By Region (Value)
- 5.2.5.1. North America
- 5.2.5.2. Europe
- 5.2.5.3. Asia Pacific
- 5.2.5.4. South America
- 5.2.5.5. Middle East & Africa
6. North America Mobile Gaming Market Analysis, Insights and Forecast, 2019-2032
- 6.1. Key Findings / Summary
- 6.2. Market Size Estimates and Forecast
- 6.2.1. By Game Type (Value)
- 6.2.1.1. Shooter
- 6.2.1.2. Action
- 6.2.1.3. Sports
- 6.2.1.4. Role Playing
- 6.2.1.5. Others
- 6.2.2. By Platform (Value)
- 6.2.2.1. Android
- 6.2.2.2. iOS
- 6.2.2.3. Others
- 6.2.3. By Business Model (Value)
- 6.2.3.1. In-app Purchase
- 6.2.3.2. Advertising
- 6.2.3.3. Paid Purchases
- 6.2.4. By End-user (Value)
- 6.2.4.1. Male
- 6.2.4.2. Female
- 6.2.5. By Country (Value)
- 6.2.5.1. U.S
- 6.2.5.1.1. By Game Type (Value)
- 6.2.5.1.1.1. Shooter
- 6.2.5.1.1.2. Action
- 6.2.5.1.1.3. Sports
- 6.2.5.1.1.4. Role Playing
- 6.2.5.1.1.5. Others
- 6.2.5.2. Canada
- 6.2.5.2.1. By Game Type (Value)
- 6.2.5.2.1.1. Shooter
- 6.2.5.2.1.2. Action
- 6.2.5.2.1.3. Sports
- 6.2.5.2.1.4. Role Playing
- 6.2.5.2.1.5. Others
- 6.2.5.3. Mexico
- 6.2.5.3.1. By Game Type (Value)
- 6.2.5.3.1.1. Shooter
- 6.2.5.3.1.2. Action
- 6.2.5.3.1.3. Sports
- 6.2.5.3.1.4. Role Playing
- 6.2.5.3.1.5. Others
7. Europe Mobile Gaming Market Analysis, Insights and Forecast, 2019-2032
- 7.1. Key Findings / Summary
- 7.2. Market Size Estimates and Forecast
- 7.2.1. By Game Type (Value)
- 7.2.1.1. Shooter
- 7.2.1.2. Action
- 7.2.1.3. Sports
- 7.2.1.4. Role Playing
- 7.2.1.5. Others
- 7.2.2. By Platform (Value)
- 7.2.2.1. Android
- 7.2.2.2. iOS
- 7.2.2.3. Others
- 7.2.3. By Business Model (Value)
- 7.2.3.1. In-app Purchase
- 7.2.3.2. Advertising
- 7.2.3.3. Paid Purchases
- 7.2.4. By End-user (Value)
- 7.2.4.1. Male
- 7.2.4.2. Female
- 7.2.5. By Country (Value)
- 7.2.5.1. U.K.
- 7.2.5.1.1. By Game Type (Value)
- 7.2.5.1.1.1. Shooter
- 7.2.5.1.1.2. Action
- 7.2.5.1.1.3. Sports
- 7.2.5.1.1.4. Role Playing
- 7.2.5.1.1.5. Others
- 7.2.5.2. Germany
- 7.2.5.2.1. By Game Type (Value)
- 7.2.5.2.1.1. Shooter
- 7.2.5.2.1.2. Action
- 7.2.5.2.1.3. Sports
- 7.2.5.2.1.4. Role Playing
- 7.2.5.2.1.5. Others
- 7.2.5.3. France
- 7.2.5.3.1. By Game Type (Value)
- 7.2.5.3.1.1. Shooter
- 7.2.5.3.1.2. Action
- 7.2.5.3.1.3. Sports
- 7.2.5.3.1.4. Role Playing
- 7.2.5.3.1.5. Others
- 7.2.5.4. Italy
- 7.2.5.4.1. By Game Type (Value)
- 7.2.5.4.1.1. Shooter
- 7.2.5.4.1.2. Action
- 7.2.5.4.1.3. Sports
- 7.2.5.4.1.4. Role Playing
- 7.2.5.4.1.5. Others
- 7.2.5.5. Spain
- 7.2.5.5.1. By Game Type (Value)
- 7.2.5.5.1.1. Shooter
- 7.2.5.5.1.2. Action
- 7.2.5.5.1.3. Sports
- 7.2.5.5.1.4. Role Playing
- 7.2.5.5.1.5. Others
- 7.2.5.6. Rest of Europe
- 7.2.5.6.1. By Game Type (Value)
- 7.2.5.6.1.1. Shooter
- 7.2.5.6.1.2. Action
- 7.2.5.6.1.3. Sports
- 7.2.5.6.1.4. Role Playing
- 7.2.5.6.1.5. Others
8. Asia-Pacific Mobile Gaming Market Analysis, Insights and Forecast, 2019-2032
- 8.1. Key Findings / Summary
- 8.2. Market Size Estimates and Forecast
- 8.2.1. By Game Type (Value)
- 8.2.1.1. Shooter
- 8.2.1.2. Action
- 8.2.1.3. Sports
- 8.2.1.4. Role Playing
- 8.2.1.5. Others
- 8.2.2. By Platform (Value)
- 8.2.2.1. Android
- 8.2.2.2. iOS
- 8.2.2.3. Others
- 8.2.3. By Business Model (Value)
- 8.2.3.1. In-app Purchase
- 8.2.3.2. Advertising
- 8.2.3.3. Paid Purchases
- 8.2.4. By End-user (Value)
- 8.2.4.1. Male
- 8.2.4.2. Female
- 8.2.5. By Country (Value)
- 8.2.5.1. China
- 8.2.5.1.1. By Game Type (Value)
- 8.2.5.1.1.1. Shooter
- 8.2.5.1.1.2. Action
- 8.2.5.1.1.3. Sports
- 8.2.5.1.1.4. Role Playing
- 8.2.5.1.1.5. Others
- 8.2.5.2. India
- 8.2.5.2.1. By Game Type (Value)
- 8.2.5.2.1.1. Shooter
- 8.2.5.2.1.2. Action
- 8.2.5.2.1.3. Sports
- 8.2.5.2.1.4. Role Playing
- 8.2.5.2.1.5. Others
- 8.2.5.3. Japan
- 8.2.5.3.1. By Game Type (Value)
- 8.2.5.3.1.1. Shooter
- 8.2.5.3.1.2. Action
- 8.2.5.3.1.3. Sports
- 8.2.5.3.1.4. Role Playing
- 8.2.5.3.1.5. Others
- 8.2.5.4. Australia
- 8.2.5.4.1. By Game Type (Value)
- 8.2.5.4.1.1. Shooter
- 8.2.5.4.1.2. Action
- 8.2.5.4.1.3. Sports
- 8.2.5.4.1.4. Role Playing
- 8.2.5.4.1.5. Others
- 8.2.5.5. Rest of Asia-Pacific
- 8.2.5.5.1. By Game Type (Value)
- 8.2.5.5.1.1. Shooter
- 8.2.5.5.1.2. Action
- 8.2.5.5.1.3. Sports
- 8.2.5.5.1.4. Role Playing
- 8.2.5.5.1.5. Others
9. South America Mobile Gaming Market Analysis, Insights and Forecast, 2019-2032
- 9.1. Key Findings / Summary
- 9.2. Market Size Estimates and Forecast
- 9.2.1. By Game Type (Value)
- 9.2.1.1. Shooter
- 9.2.1.2. Action
- 9.2.1.3. Sports
- 9.2.1.4. Role Playing
- 9.2.1.5. Others
- 9.2.2. By Platform (Value)
- 9.2.2.1. Android
- 9.2.2.2. iOS
- 9.2.2.3. Others
- 9.2.3. By Business Model (Value)
- 9.2.3.1. In-app Purchase
- 9.2.3.2. Advertising
- 9.2.3.3. Paid Purchases
- 9.2.4. By End-user (Value)
- 9.2.4.1. Male
- 9.2.4.2. Female
- 9.2.5. By Country (Value)
- 9.2.5.1. Brazil
- 9.2.5.1.1. By Game Type (Value)
- 9.2.5.1.1.1. Shooter
- 9.2.5.1.1.2. Action
- 9.2.5.1.1.3. Sports
- 9.2.5.1.1.4. Role Playing
- 9.2.5.1.1.5. Others
- 9.2.5.2. Argentina
- 9.2.5.2.1. By Game Type (Value)
- 9.2.5.2.1.1. Shooter
- 9.2.5.2.1.2. Action
- 9.2.5.2.1.3. Sports
- 9.2.5.2.1.4. Role Playing
- 9.2.5.2.1.5. Others
- 9.2.5.3. Rest of South America
- 9.2.5.3.1. By Game Type (Value)
- 9.2.5.3.1.1. Shooter
- 9.2.5.3.1.2. Action
- 9.2.5.3.1.3. Sports
- 9.2.5.3.1.4. Role Playing
- 9.2.5.3.1.5. Others
10. Middle East & Africa Mobile Gaming Market Analysis, Insights and Forecast, 2019-2032
- 10.1. Key Findings / Summary
- 10.2. Market Size Estimates and Forecast
- 10.2.1. By Game Type (Value)
- 10.2.1.1. Shooter
- 10.2.1.2. Action
- 10.2.1.3. Sports
- 10.2.1.4. Role Playing
- 10.2.1.5. Others
- 10.2.2. By Platform (Value)
- 10.2.2.1. Android
- 10.2.2.2. iOS
- 10.2.2.3. Others
- 10.2.3. By Business Model (Value)
- 10.2.3.1. In-app Purchase
- 10.2.3.2. Advertising
- 10.2.3.3. Paid Purchases
- 10.2.4. By End-user (Value)
- 10.2.4.1. Male
- 10.2.4.2. Female
- 10.2.5. By Country (Value)
- 10.2.5.1. UAE
- 10.2.5.1.1. By Game Type (Value)
- 10.2.5.1.1.1. Shooter
- 10.2.5.1.1.2. Action
- 10.2.5.1.1.3. Sports
- 10.2.5.1.1.4. Role Playing
- 10.2.5.1.1.5. Others
- 10.2.5.2. South Africa
- 10.2.5.2.1. By Game Type (Value)
- 10.2.5.2.1.1. Shooter
- 10.2.5.2.1.2. Action
- 10.2.5.2.1.3. Sports
- 10.2.5.2.1.4. Role Playing
- 10.2.5.2.1.5. Others
- 10.2.5.3. Rest of the Middle East & Africa
- 10.2.5.3.1. By Game Type (Value)
- 10.2.5.3.1.1. Shooter
- 10.2.5.3.1.2. Action
- 10.2.5.3.1.3. Sports
- 10.2.5.3.1.4. Role Playing
- 10.2.5.3.1.5. Others
11. Competitive Matrix
- 11.1. Business Strategies Adopted by Leading Players
- 11.2. Global Mobile Gaming Market Revenue Share/Ranking Analysis By Key Manufacturer, 2024
12. Company Profiles
- 12.1. Electronic Arts (U.S.)
- 12.1.1. Overview
- 12.1.2. Description
- 12.1.3. Product Portfolio
- 12.1.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.1.5. Recent Developments
- 12.2. Nintendo Co., Ltd. (Japan)
- 12.2.1. Overview
- 12.2.2. Description
- 12.2.3. Product Portfolio
- 12.2.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.2.5. Recent Developments
- 12.3. NetEase, Inc. (China)
- 12.3.1. Overview
- 12.3.2. Description
- 12.3.3. Product Portfolio
- 12.3.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.3.5. Recent Developments
- 12.4. Gameloft SE (France)
- 12.4.1. Overview
- 12.4.2. Description
- 12.4.3. Product Portfolio
- 12.4.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.4.5. Recent Developments
- 12.5. Tencent (China)
- 12.5.1. Overview
- 12.5.2. Description
- 12.5.3. Product Portfolio
- 12.5.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.5.5. Recent Developments
- 12.6. Microsoft Corporation (U.S.)
- 12.6.1. Overview
- 12.6.2. Description
- 12.6.3. Product Portfolio
- 12.6.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.6.5. Recent Developments
- 12.7. Niantic, Inc. (U.S.)
- 12.7.1. Overview
- 12.7.2. Description
- 12.7.3. Product Portfolio
- 12.7.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.7.5. Recent Developments
- 12.8. Supercell Oy (Finland)
- 12.8.1. Overview
- 12.8.2. Description
- 12.8.3. Product Portfolio
- 12.8.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.8.5. Recent Developments
- 12.9. Zynga Inc. (U.S.)
- 12.9.1. Overview
- 12.9.2. Description
- 12.9.3. Product Portfolio
- 12.9.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.9.5. Recent Developments
- 12.10. Epic Games (U.S.)
- 12.10.1. Overview
- 12.10.2. Description
- 12.10.3. Product Portfolio
- 12.10.4. Financials (Data as available in the public domain and/or on paid databases)
- 12.10.5. Recent Developments
13. Strategic Recommendations/ Market Opportunities