Mobile Gaming Market Size, Share, and Trends 2026 to 2035

Mobile Gaming Market (By Platform: iOS, Android; By Age Group: Below 24 Years, 24-44 Years, Above 44 Years; By Business Model: Freemium, Paid, Free, Paymium) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2026 to 2035

Last Updated : 26 Dec 2025  |  Report Code : 2910  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Mobile Gaming Market 

5.1. COVID-19 Landscape: Mobile Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Mobile Gaming Market, By Platform

8.1. Mobile Gaming Market, by Platform

8.1.1 iOS

8.1.1.1. Market Revenue and Forecast

8.1.2. Android

8.1.2.1. Market Revenue and Forecast

Chapter 9. Global Mobile Gaming Market, By Age Group

9.1. Mobile Gaming Market, by Age Group

9.1.1. Below 24 Years

9.1.1.1. Market Revenue and Forecast

9.1.2. 24-44 Years

9.1.2.1. Market Revenue and Forecast

9.1.3. Above 44 Years

9.1.3.1. Market Revenue and Forecast

Chapter 10. Global Mobile Gaming Market, By Business Model 

10.1. Mobile Gaming Market, by Business Model

10.1.1. Freemium

10.1.1.1. Market Revenue and Forecast

10.1.2. Paid

10.1.2.1. Market Revenue and Forecast

10.1.3. Free

10.1.3.1. Market Revenue and Forecast

10.1.4. Paymium

10.1.4.1. Market Revenue and Forecast

Chapter 11. Global Mobile Gaming Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Platform

11.1.2. Market Revenue and Forecast, by Age Group

11.1.3. Market Revenue and Forecast, by Business Model

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Platform

11.1.4.2. Market Revenue and Forecast, by Age Group

11.1.4.3. Market Revenue and Forecast, by Business Model

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Platform

11.1.5.2. Market Revenue and Forecast, by Age Group

11.1.5.3. Market Revenue and Forecast, by Business Model

11.2. Europe

11.2.1. Market Revenue and Forecast, by Platform

11.2.2. Market Revenue and Forecast, by Age Group

11.2.3. Market Revenue and Forecast, by Business Model

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Platform

11.2.4.2. Market Revenue and Forecast, by Age Group

11.2.4.3. Market Revenue and Forecast, by Business Model

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Platform

11.2.5.2. Market Revenue and Forecast, by Age Group

11.2.5.3. Market Revenue and Forecast, by Business Model

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Platform

11.2.6.2. Market Revenue and Forecast, by Age Group

11.2.6.3. Market Revenue and Forecast, by Business Model

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Platform

11.2.7.2. Market Revenue and Forecast, by Age Group

11.2.7.3. Market Revenue and Forecast, by Business Model

11.3. APAC

11.3.1. Market Revenue and Forecast, by Platform

11.3.2. Market Revenue and Forecast, by Age Group

11.3.3. Market Revenue and Forecast, by Business Model

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Platform

11.3.4.2. Market Revenue and Forecast, by Age Group

11.3.4.3. Market Revenue and Forecast, by Business Model

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Platform

11.3.5.2. Market Revenue and Forecast, by Age Group

11.3.5.3. Market Revenue and Forecast, by Business Model

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Platform

11.3.6.2. Market Revenue and Forecast, by Age Group

11.3.6.3. Market Revenue and Forecast, by Business Model

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Platform

11.3.7.2. Market Revenue and Forecast, by Age Group

11.3.7.3. Market Revenue and Forecast, by Business Model

11.4. MEA

11.4.1. Market Revenue and Forecast, by Platform

11.4.2. Market Revenue and Forecast, by Age Group

11.4.3. Market Revenue and Forecast, by Business Model

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Platform

11.4.4.2. Market Revenue and Forecast, by Age Group

11.4.4.3. Market Revenue and Forecast, by Business Model

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Platform

11.4.5.2. Market Revenue and Forecast, by Age Group

11.4.5.3. Market Revenue and Forecast, by Business Model

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Platform

11.4.6.2. Market Revenue and Forecast, by Age Group

11.4.6.3. Market Revenue and Forecast, by Business Model

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Platform

11.4.7.2. Market Revenue and Forecast, by Age Group

11.4.7.3. Market Revenue and Forecast, by Business Model

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Platform

11.5.2. Market Revenue and Forecast, by Age Group

11.5.3. Market Revenue and Forecast, by Business Model

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Platform

11.5.4.2. Market Revenue and Forecast, by Age Group

11.5.4.3. Market Revenue and Forecast, by Business Model

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Platform

11.5.5.2. Market Revenue and Forecast, by Age Group

11.5.5.3. Market Revenue and Forecast, by Business Model

Chapter 12. Company Profiles

12.1. Tencent Holdings Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Activision Blizzard, Inc

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Electronic Arts Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Nintendo Co., Ltd.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. GungHo Online Entertainment, Inc (SoftBank Group)

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Gameloft

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. The Walt Disney Company

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Glu Mobile Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Rovio Entertainment Corporation

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Supercell Oy

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

Answer : The global mobile gaming market size was exhibited at USD 130.75 billion in 2025 and it is expected to surpass around USD 342.23 billion by 2035.

Answer : The global mobile gaming market is expected to drive growth at a CAGR of 13.1% between 2026 to 2035.

Answer : The major players operating in the mobile gaming market are Tencent Holdings Limited, Activision Blizzard, Inc, Electronic Arts Inc., Nintendo Co., Ltd., GungHo Online Entertainment, Inc, Gameloft, The Walt Disney Company, Glu Mobile Inc., Rovio Entertainment Corporation, Supercell Oy, and Others.

Answer : The driving factors of the mobile gaming market are the internet penetration, rise of the 5G to boost market growth, and increase in the number of gamers.

Answer : Asia Pacific region will lead the global mobile gaming market during the forecast period 2026 to 2035.

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