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Global Mobile Games Market to 2027

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DUBLIN, July 6, 2022 /PRNewswire/ — The “Global Mobile Games Market by Technologies, Platforms, Connectivity Types and Ecosystem Stakeholders 2022-2027” report has been added to from ResearchAndMarkets.com offer.

This report represents a comprehensive analysis of global mobile gaming opportunities. It provides insights into the mobile games industry and an analysis of current limitations, challenges and opportunities. The report assesses current and future mobile gaming technologies, new media and their dynamics with the mobile gaming industry.

The report includes mobile game development studios, publishing companies including app stores and local social networks, game economy management companies, mobile game business model and drivers , global and gaming business prospects and mobile network operators.

The report includes in-depth user analysis including demographics and preference analysis by game type, device type, connection type, and more. It includes comparative analysis by age, gender, income and spending habits.

Select report results:

  • Mobile social gaming will hold the highest market share
  • The retail sector will be the rapid adopter of the branded games segment
  • Consumer payment will account for the highest market share in the gaming services segment
  • Game Management Provider to Experience Highest CAGR During Forecast Period

Today, smartphones dominate the mobile gaming platform in terms of users, but tablets drive higher rates through paid monetization, micro-transactions, and advertising. Tablets have started to compete substantially with consoles and could overtake them in the near future. Tablets now represent an attractive mid-core gaming platform.

The proliferation of application stores and portals of social networking sites has greatly contributed to the development of the mobile game market. Developers can now sell games directly through the App Store and create social communities that provide greater opportunity for monetization. Cloud-based publishing has enabled multi-screen publishing and smooth gameplay across mobiles, consoles, and mobile devices, which has greatly promoted mobile gaming.

Main topics covered:

1.0 Executive Summary

2.0 Presentation
2.1 Defining mobile gaming
2.2 Development of mobile game applications
2.3 Game Platform Analysis
2.4 Strategic Market Impact Analysis
2.5 Types of mobile game applications
2.5.1 Multiplayer mobile game
2.5.2 Mobile social games
2.5.3 Mobile location-based game
2.5.4 Mobile video games
2.5.5 Mobile cloud gaming
2.5.6 Casual mobile games
2.5.7 Free app
2.5.8 Mobile casino games
2.5.9 Gamification app
2.6 Market Dynamics Analysis
2.6.1 Market Growth Drivers Analysis
2.6.2 Market Boundary Analysis
2.7 Regulatory and Fraud Analysis
2.7.1 Mobile game hacking and virtual currency scam
2.7.2 Prohibition of mobile social gaming in Japan
2.7.3 Geographic Implication of Anti-Piracy Law
2.7.3.1 Japan
2.7.3.2 Russia
2.7.3.3 China
2.7.4 Zynga with PrivacyVille
2.7.5 Cybercriminal attack on a mobile social game
2.7.6 Debate over in-game scams in mobile social games
2.7.7 Open web to register DMCA: MiniMega vs. TomKid game
2.7.8 RMT and Gold Farming regulations
2.7.9 Offshore opportunity in Asia
2.8 Value chain analysis
2.8.1 Mobile game developer
2.8.2 Mobile game publisher and service aggregators
2.8.3 Sales channel and platform providers
2.8.4 Telecommunications operators
2.8.5 Hardware Manufacturer
2.8.6 Role of new entrants
2.8.6.1 Technical and legal role of the technology provider
2.8.6.2 Role of provider of virtual goods and currency
2.8.6.3 Role of microtransaction solution provider
2.9 Cross-platform OTI vs. OTA distribution and fragmentation
2.9.1 Main challenges of fragmented distribution
2.10 Analysis of monetization measures
2.10.1 Converting Mobile Gaming Metrics to Funnel
2.10.2 Game lifecycle and KPIs
2.10.3 Game analysis
2.10.4 Virus vs Retention
2.10.5 Business Monetization Metrics
2.10.6 Brand monetization metrics
2.10.7 Game monetization
2.10.7.1 Crowded game store
2.10.7.2 Player retention and engagement
2.10.7.3 Top model
2.10.7.4 Opportunity for Game Maker
2.11 Mobile social game design framework
2.11.1 F2P mobile social game design framework
2.11.2 Benefits of using the framework
2.11.3 Nine dimensions of the frame
2.11.4 Add fun in game design
2.11.5 Game Marketing: Role of Apps, Video, Smart TV and Virus
2.11.5.1 Game application marketing
2.11.5.2 Video Marketing
2.11.6 Role of Smart TV and geo-targeting
2.11.7 Importance of virality
2.12 Overview of mobile social gamer engagement
2.12.1 Dilemma of the first 3 days
2.12.2 7 days + Dilemma
2.12.3 Increased engagement in mobile games
2.12.4 Mixing game science with art
2.12.5 Empathy Game: New Wave of Engagement
2.13 Business Model Analysis
2.13.1 Major Mobile Gambling Strategies
2.13.2 Sources of revenue and cost elements
2.13.3 Fashionable business model
2.13.3.1 Virtual objects and micro-transaction
2.13.3.2 In-Game Advertising / Branded Games
2.13.3.3 Subscription/Bundled pack with exchange of virtual objects
2.13.3.4 In-game/branded game advertising with in-store benefits
2.13.3.5 Premium game with in-store benefits
2.13.3.6 Casino/club game model
2.13.3.7 User generated model
2.13.3.8 Gamification-centric model
2.13.4 Tips for economy and gamification in the business model
2.13.4.1 Illusion of free entertainment
2.13.4.2 Never set payment limit for user
2.13.4.3 Focus on retail business
2.13.4.4 Recruiting more players
2.13.4.5 Current Trend of Pricing Model
2.13.5 Advertising model
2.13.5.1 CPC Ad Model
2.13.5.2 IPC advertising model
2.13.5.3 Profitable IPC
2.13.5.4 Virtual goods pricing
2.13.6 Construction of a mathematical model to set the price
2.13.7 Market Challenge and Game Balancing Method

3.0 Technology and Application Analysis
3.1 Gaming Material Analysis
3.2 Game Software Analysis
3.3 Gambling Services Analysis
3.4 Game Management Provider
3.5 Gaming Technology
3.5.1 Action and Adventure
3.5.2 Social Casino
3.5.3 Sports and role-playing
3.5.4 Strategy and brain
3.5.5 Arcade
3.5.6 Other technologies
3.6 Connectivity analysis
3.6.1 WiFi
3.6.2 Cellular (4G LTE/5G)
3.6.3 Wimax
3.6.4 Bluetooth/BLE
3.6.5 LPWAN Connectivity
3.7 Mobile Games Success Strategy Analysis
3.7.1 Features to be integrated into the game
3.7.2 Popular IP vs New Gaming IP
3.7.3 Mobile game production cost
3.7.4 Successful creation of a game IP line
3.7.5 Minimize marketing and user acquisition costs
3.7.6 Use of monetization strategies
3.8 Analysis of investment trends
3.8.1 Second screen, including mobile devices and television
3.8.2 Social network vs gaming network
3.8.3 Gaming Industry Transition and Fragmentation
3.8.4 Gaming industry and business model
3.8.5 Value vs Volume Regions
3.9 Portable Games
3.9.1 Smartwatch as a wearable gaming platform
3.9.1.1 Generalization
3.9.1.2 Interface
3.9.2 Analysis of the potential platform
3.9.2.1 Mind Pirate
3.9.2.2 OBJE (Interactive Obscene)
3.9.2.3 Oculus Rift
3.9.2.4 Sony
3.9.3 Privacy issues

4.0 Business Analysis
4.1 Mobile game developer and publisher
4.1.1 ActivisionBlizzard
4.1.2 Alphabet (Google)
4.1.3 Apple
4.1.4 Electronic Arts
4.1.5 Gameloft SE
4.1.6 Games Inc.
4.1.7 Take-Two interactive software
4.1.8 Glu Mobile
4.1.9 GungHo Online Entertainment
4.1.10 IBM Corporation
4.1.11 InMobi
4.1.12 Kabam Games
4.1.13 MocoSpace
4.1.14 NetEase
4.1.15 nintendo
4.1.16 Oracle Company
4.1.17 Rovio Entertainment
4.1.18 Sony Interactive Entertainment
4.1.19 Supercell Oy
4.1.20 Tencent Assets
4.1.21 The Walt Disney Company
4.1.22 Ubisoft Entertainment SA
4.1.23 Zynga
4.1.24 half brick
4.1.25 Capcom
4.1.26 Namco Bandai
4.1.27 Gamevil (Com2uS)
4.1.28 Zeptolab
4.1.29 Square-Enix
4.1.30 gameprom
4.1.31 Kairosoft
4.1.32 Konami
4.1.33 GRE
4.1.34 DeNA
4.1.35 Sina Weibo
4.1.36 Mobile Papaya
4.1.37 Hungama Games
4.1.38 Anino mobile
4.1.39 social item
4.1.40 agate studio
4.1.41 renren
4.1.42 Kaixin001
4.1.43 51.Com
4.1.44 mixi
4.1.45 Cymonde
4.1.46 Baby
4.1.47 Amazon
4.1.48 Gaia online
4.1.49 badoo
4.1.50 chilingo
4.1.51 KakaoTalk
4.1.52 Line
4.1.53 Wandoujia
4.1.54 Baidu app store
4.1.55 Facebook Games
4.1.56 slip me
4.1.57 GetJar
4.1.58 CodeNgo
4.1.59 Apps UK Ltd.
4.1.60 Anji
4.1.61 F-Droid
4.1.62 Cydia
4.1.63 Nvidia (Geoforce)
4.1.64 App Store
4.1.65 Taobao app market
4.1.66 Bemobi International
4.1.67 Mobango
4.1.68 appitism
4.1.69 Kongregate
4.1.70 maopao
4.1.71 alternative to
4.1.72 360 Market
4.1.73 Xiaomi app shop
4.1.74 One Store Corp.
4.1.75 MTNPlay
4.2 Game management provider
4.2.1 WildTangent
4.2.2 iWin
4.2.3 Twitch.TV
4.2.4 Appia
4.2.5 XSplit
4.3 Carrier Analysis
4.3.1 AT&T
4.3.2 Verizon
4.3.3 T-Mobile UNITED STATES
4.3.4 Vodafone
4.3.5 EE
4.3.6 Telenor
4.3.7 NTT DoCoMo
4.3.8 KDDI au
4.3.9 Mobile China
4.3.10 China Unicom
4.3.11 China Telecom
4.3.12 Airtel (Bharti)
4.3.13 Vodafone Idea
4.3.14 SK Telecom
4.3.15 Telestra Mobile
4.3.16 Optimus-Mobile
4.3.17 MTS
4.3.18 Telkomsel
4.3.19 Indosat
4.3.20 Viettel
4.3.21 Globe Telecom
4.3.22 Maxis
4.3.23 SingTel Mobile
4.3.24 AIS
4.3.25 DTAC
4.3.26 Etisalat
4.3.27 Cellcom

5.0 Market Analysis and Forecast 2022-2027
5.1 Mobile Games Market 2022-2027
5.2 Mobile player 2022 – 2027
5.3 Mobile gamer: demographic analysis 2022 – 2027

6.0 Conclusions and Recommendations

For more information on this report, visit https://www.researchandmarkets.com/r/2zaei9

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