Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Game Booster Apps Market by Type (Mobile, PC), By Application (Individual, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Game Booster Apps Market by Type (Mobile, PC), By Application (Individual, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 356798 4200 Service & Software 377 156 Pages 4.8 (47)
                                          

Market Overview:


The global game booster apps market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for gaming apps among individuals and commercial users. In addition, the growing penetration of smartphones and other mobile devices is also contributing to the growth of this market. The global game booster apps market can be segmented on the basis of type into mobile and PC games. The mobile games segment is expected to account for a larger share of the global game booster apps market than PC games during the forecast period. This can be attributed to factors such as rising adoption of smartphones and other mobile devices, and increasing demand for gaming apps among individuals.


Global Game Booster Apps Industry Outlook


Product Definition:


A game booster app is a type of software that is used to improve the performance of a computer or mobile device when playing video games. These apps can do things like optimize the system's memory usage, close background tasks and processes, and adjust settings to improve frame rates and graphics quality. Game booster apps are especially useful for older devices or those with limited resources.


Mobile:


Mobile is the fastest growing segment in the game booster apps market. It has been estimated that there are over 8 billion mobile devices in use globally and this number is expected to increase over the forecast period. Mobile phones have become an essential part of one’s life, owing to their enhanced features and improved performance as compared to other conventional handheld gaming devices such as DSi or 3DS.


PC:


PC is a program or utility that is installed on the user’s device and used to enhance, speed up or optimize various aspects of gaming. In mobile game booster apps, PC is used to increase the performance of games by eliminating background processes that consume memory and resources. The most common way in which this function works is by reducing load times between frames while playing a game on a smartphone or tablet device.


Application Insights:


The commercial application segment dominated the global game booster apps market in 2017, accounting for more than 60.0% share of the total revenue. The growth can be attributed to increasing number of online gaming cafes and social clubs, which offer free food and drinks along with games played on computers or consoles at these places. As a result, players spend more time playing games at these hangouts compared to their homes. This trend is expected to continue over the forecast period as commercial establishments are increasingly adopting mobile app-based gaming platforms as an easy way to connect with their customers and attract them towards other activities such as spending money inside the establishment or buying products/services outside it using digital currency such as bitcoin.


The individual application segment is expected register a significant CAGR of XX% from 2018 to 2030 owing to growing preference among gamers around the world for joining mobile game booster clubs that provide extra benefits while playing popular smartphone games including Clash Royale, Candy Crush Saga, etc.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to maintain its position over the forecast period. North America has a large number of commercial enterprises and organizations that use gaming platforms, such as Microsoft Corporation; Electronic Arts, Inc.; Google LLC; and Facebook Inc., for various purposes. These companies are continuously developing new applications for their respective gaming platforms to enhance user experience and drive user engagement. This factor is also contributing toward regional growth.


Asia Pacific is anticipated to be the fastest-growing regional market from 2018 to 2030 owing to increasing penetration of smartphones in emerging economies like India and China along with rising disposable income levels among consumers there. Furthermore, rapid adoption of digital services across these countries will boost demand further over the coming years due to increased usage by individuals as well as businesses for various activities including gaming tournaments, online shopping etc.


Growth Factors:


  • Increasing demand for smartphones and tablets
  • Proliferation of broadband and wireless internet connectivity
  • Rising popularity of mobile gaming
  • Growing demand for performance-enhancing apps
  • Advances in mobile gaming technology

Scope Of The Report

Report Attributes

Report Details

Report Title

Game Booster Apps Market Research Report

By Type

Mobile, PC

By Application

Individual, Commercial

By Companies

Razer, IObit, UU, NetEase, WTFAst, Wise Game Booster, EZ System Repairs, JetBoost

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

156

Number of Tables & Figures

110

Customization Available

Yes, the report can be customized as per your need.


Global Game Booster Apps Market Report Segments:

The global Game Booster Apps market is segmented on the basis of:

Types

Mobile, PC

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Individual, Commercial

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Razer
  2. IObit
  3. UU
  4. NetEase
  5. WTFAst
  6. Wise Game Booster
  7. EZ System Repairs
  8. JetBoost

Global Game Booster Apps Market Overview


Highlights of The Game Booster Apps Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Mobile
    2. PC
  1. By Application:

    1. Individual
    2. Commercial
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Game Booster Apps Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Game Booster Apps Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Game Booster Apps are a type of app that can be installed on your device to improve the performance of games. They can include features such as speeding up loading times, reducing lag, and improving graphics.

Some of the major players in the game booster apps market are Razer, IObit, UU, NetEase, WTFAst, Wise Game Booster, EZ System Repairs, JetBoost.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Game Booster Apps Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Game Booster Apps Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Game Booster Apps Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Game Booster Apps Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Game Booster Apps Market Size & Forecast, 2020-2028       4.5.1 Game Booster Apps Market Size and Y-o-Y Growth       4.5.2 Game Booster Apps Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Mobile
      5.2.2 PC
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Individual
      6.2.2 Commercial
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Game Booster Apps Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Game Booster Apps Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Mobile
      9.6.2 PC
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Individual
      9.10.2 Commercial
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Mobile
      10.6.2 PC
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Individual
      10.10.2 Commercial
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Mobile
      11.6.2 PC
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Individual
      11.10.2 Commercial
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Mobile
      12.6.2 PC
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Individual
      12.10.2 Commercial
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Mobile
      13.6.2 PC
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Individual
      13.10.2 Commercial
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Game Booster Apps Market: Competitive Dashboard
   14.2 Global Game Booster Apps Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Razer
      14.3.2 IObit
      14.3.3 UU
      14.3.4 NetEase
      14.3.5 WTFAst
      14.3.6 Wise Game Booster
      14.3.7 EZ System Repairs
      14.3.8 JetBoost

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