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.
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:
- Supercell
- Niantic
- Tencent
- NetEase
- Netmarble
- King Digital
- EA Mobile
- Mixi
- Gungho Online
- Nintendo
- Jam City
- Sony
- Peak Games
Highlights of The Mobile Handset Game Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the 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
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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
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- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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 – 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