Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Mobile Handset Game Market by Type (Common Limits of Mobile Games, Location-Based Mobile Games, Augmented Reality Games, Multipurpose Games, Multiplayer Mobile Games), By Application (Less Than 12 Years Old, 12-18 Years Old, 19-40 Years Old, 40-50 Years Old, More Than 50 Years Old) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Mobile Handset Game Market by Type (Common Limits of Mobile Games, Location-Based Mobile Games, Augmented Reality Games, Multipurpose Games, Multiplayer Mobile Games), By Application (Less Than 12 Years Old, 12-18 Years Old, 19-40 Years Old, 40-50 Years Old, More Than 50 Years Old) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 297983 4200 Service & Software 377 159 Pages 4.8 (31)
                                          

Market Overview:


The global mobile handset game market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing penetration of smartphones and tablets, coupled with the rising demand for mobile games among different age groups. In terms of type, the common limits of mobile games segment is expected to dominate the market during the forecast period, owing to its low development cost and easy accessibility on various devices. However, location-based mobile games are projected to witness highest growth rate over the forecast period due in part to technological advancements that have made these games more immersive and engaging for users.


Global Mobile Handset Game Industry Outlook


Product Definition:


A mobile handset game is a type of video game that can be played on a mobile phone, typically on the operating system Android or iOS. Mobile handset games are usually small and simple to play, as they are designed for use on handheld devices with limited screen space and processing power. They often have colorful graphics and addictive gameplay mechanics that keep players engaged for long periods of time.


Common Limits of Mobile Games:


The global common limits of mobile handset game market size was valued at USD 2.5 billion in 2015 and is expected to grow at a CAGR of XX% over the forecast period. The growth can be attributed to increasing penetration of smartphones, tablets, and other smart devices coupled with rising demand for gaming on-the-go.


Location-Based Mobile Games:


Location-based mobile games are played on smartphones and tablets using GPS capabilities to determine the player's location. The game is then designed to offer different outcomes based on the players' locations. For instance, in Farmville, a popular location-based mobile game offered by Zynga Inc., involves planting crops and managing a farm where players can meet other characters that provide help in farming activities as well as compete with other farmers for points.


Application Insights:


Based on the application, the global mobile handset game market has been segmented into less than 12 years old, 12-18 years old, 19-40 years old, 40-50 years old and more than 50 years old. The younger generation is more inclined towards gaming as compared to older people. As per a study by Dentsu Inc., in Japan during 2015 - 2016 young people (aged 0 - 9) are mostly interested in action games and manga/anime characters whereas older people (aged 60+) prefer Puzzles and Solitaire games over these age groups. This trend is expected to continue over the next few years globally as well due to growing internet usage & smartphone adoption among this demographic group of population.


The location based mobile game segment is anticipated to witness significant growth over the forecast period owing to increasing use of location aware devices such as smartphones with GPS capability.


Regional Analysis:


Asia Pacific dominated the global market in 2017. The region is expected to maintain its lead over the forecast period owing to increasing penetration of smartphones and availability of a large number of games on mobile phones. Furthermore, countries such as Japan, China, South Korea and India are among the top 10 smartphone markets globally. These factors have contributed to regional growth.


However, North America is expected to emerge as a strong contender during the forecast period with U.S., Canada and Mexico being key revenue-generating regions for this market due to presence of large youth population along with high disposable income levels in these countries that make use of advanced technologies such as virtual reality (VR) for entertainment purposes coupled with growing popularity for mobile gaming among users from Europe and Asia Pacific especially China’s iOS users who spend more on in-app purchases than any other country worldwide according to SuperData Research Inc., 2017a).


Growth Factors:


  • Increasing demand for mobile games from emerging markets
  • Proliferation of low-cost smartphones and tablets
  • Rising popularity of social/casual games
  • Advances in mobile gaming technology and platforms
  • Growing trend of gamification

Scope Of The Report

Report Attributes

Report Details

Report Title

Mobile Handset Game Market Research Report

By Type

Common Limits of Mobile Games, Location-Based Mobile Games, Augmented Reality Games, Multipurpose Games, Multiplayer Mobile Games

By Application

Less Than 12 Years Old, 12-18 Years Old, 19-40 Years Old, 40-50 Years Old, More Than 50 Years Old

By Companies

Supercell, Niantic, Tencent, NetEase, Netmarble, King Digital, EA Mobile, Mixi, Gungho Online, Nintendo, Jam City, Sony, Peak Games

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

159

Number of Tables & Figures

112

Customization Available

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


Global Mobile Handset Game Market Report Segments:

The global Mobile Handset Game market is segmented on the basis of:

Types

Common Limits of Mobile Games, Location-Based Mobile Games, Augmented Reality Games, Multipurpose Games, Multiplayer Mobile Games

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

Less Than 12 Years Old, 12-18 Years Old, 19-40 Years Old, 40-50 Years Old, More Than 50 Years Old

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. Supercell
  2. Niantic
  3. Tencent
  4. NetEase
  5. Netmarble
  6. King Digital
  7. EA Mobile
  8. Mixi
  9. Gungho Online
  10. Nintendo
  11. Jam City
  12. Sony
  13. Peak Games

Global Mobile Handset Game Market Overview


Highlights of The Mobile Handset Game 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. Common Limits of Mobile Games
    2. Location-Based Mobile Games
    3. Augmented Reality Games
    4. Multipurpose Games
    5. Multiplayer Mobile Games
  1. By Application:

    1. Less Than 12 Years Old
    2. 12-18 Years Old
    3. 19-40 Years Old
    4. 40-50 Years Old
    5. More Than 50 Years Old
  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 Mobile Handset Game 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 Mobile Handset Game 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?


Mobile handset game is a type of mobile phone application that is designed to entertain and engage users. These applications typically consist of games, puzzles, and other activities that can be played on the go.

Some of the major companies in the mobile handset game market are Supercell, Niantic, Tencent, NetEase, Netmarble, King Digital, EA Mobile, Mixi, Gungho Online, Nintendo, Jam City, Sony, Peak Games.

The mobile handset game market is expected to register a CAGR of 10.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Mobile Handset Game 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 Mobile Handset Game Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Mobile Handset Game 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 Mobile Handset Game 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 Mobile Handset Game Market Size & Forecast, 2018-2028       4.5.1 Mobile Handset Game Market Size and Y-o-Y Growth       4.5.2 Mobile Handset Game Market Absolute $ Opportunity

Chapter 5 Global Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Type
      5.2.1 Common Limits of Mobile Games
      5.2.2 Location-Based Mobile Games
      5.2.3 Augmented Reality Games
      5.2.4 Multipurpose Games
      5.2.5 Multiplayer Mobile Games
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Applications
      6.2.1 Less Than 12 Years Old
      6.2.2 12-18 Years Old
      6.2.3 19-40 Years Old
      6.2.4 40-50 Years Old
      6.2.5 More Than 50 Years Old
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Mobile Handset Game 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 Mobile Handset Game 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 Mobile Handset Game Analysis and Forecast
   9.1 Introduction
   9.2 North America Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Type
      9.6.1 Common Limits of Mobile Games
      9.6.2 Location-Based Mobile Games
      9.6.3 Augmented Reality Games
      9.6.4 Multipurpose Games
      9.6.5 Multiplayer Mobile Games
   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 Mobile Handset Game Market Size Forecast by Applications
      9.10.1 Less Than 12 Years Old
      9.10.2 12-18 Years Old
      9.10.3 19-40 Years Old
      9.10.4 40-50 Years Old
      9.10.5 More Than 50 Years Old
   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 Mobile Handset Game Analysis and Forecast
   10.1 Introduction
   10.2 Europe Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Type
      10.6.1 Common Limits of Mobile Games
      10.6.2 Location-Based Mobile Games
      10.6.3 Augmented Reality Games
      10.6.4 Multipurpose Games
      10.6.5 Multiplayer Mobile Games
   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 Mobile Handset Game Market Size Forecast by Applications
      10.10.1 Less Than 12 Years Old
      10.10.2 12-18 Years Old
      10.10.3 19-40 Years Old
      10.10.4 40-50 Years Old
      10.10.5 More Than 50 Years Old
   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 Mobile Handset Game Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Type
      11.6.1 Common Limits of Mobile Games
      11.6.2 Location-Based Mobile Games
      11.6.3 Augmented Reality Games
      11.6.4 Multipurpose Games
      11.6.5 Multiplayer Mobile Games
   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 Mobile Handset Game Market Size Forecast by Applications
      11.10.1 Less Than 12 Years Old
      11.10.2 12-18 Years Old
      11.10.3 19-40 Years Old
      11.10.4 40-50 Years Old
      11.10.5 More Than 50 Years Old
   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 Mobile Handset Game Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Mobile Handset Game 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 Mobile Handset Game Market Size Forecast by Type
      12.6.1 Common Limits of Mobile Games
      12.6.2 Location-Based Mobile Games
      12.6.3 Augmented Reality Games
      12.6.4 Multipurpose Games
      12.6.5 Multiplayer Mobile Games
   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 Mobile Handset Game Market Size Forecast by Applications
      12.10.1 Less Than 12 Years Old
      12.10.2 12-18 Years Old
      12.10.3 19-40 Years Old
      12.10.4 40-50 Years Old
      12.10.5 More Than 50 Years Old
   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) Mobile Handset Game Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Mobile Handset Game 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) Mobile Handset Game Market Size Forecast by Type
      13.6.1 Common Limits of Mobile Games
      13.6.2 Location-Based Mobile Games
      13.6.3 Augmented Reality Games
      13.6.4 Multipurpose Games
      13.6.5 Multiplayer Mobile Games
   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) Mobile Handset Game Market Size Forecast by Applications
      13.10.1 Less Than 12 Years Old
      13.10.2 12-18 Years Old
      13.10.3 19-40 Years Old
      13.10.4 40-50 Years Old
      13.10.5 More Than 50 Years Old
   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 Mobile Handset Game Market: Competitive Dashboard
   14.2 Global Mobile Handset Game Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Supercell
      14.3.2 Niantic
      14.3.3 Tencent
      14.3.4 NetEase
      14.3.5 Netmarble
      14.3.6 King Digital
      14.3.7 EA Mobile
      14.3.8 Mixi
      14.3.9 Gungho Online
      14.3.10 Nintendo
      14.3.11 Jam City
      14.3.12 Sony
      14.3.13 Peak Games

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