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, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032

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

Chapter 6. Market Dynamics Analysis and Trends

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, 2023-2032

8.1.1 iOS

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Android

8.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Mobile Gaming Market, By Age Group

9.1. Mobile Gaming Market, by Age Group, 2023-2032

9.1.1. Below 24 Years

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. 24-44 Years

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Above 44 Years

9.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Mobile Gaming Market, By Business Model 

10.1. Mobile Gaming Market, by Business Model, 2023-2032

10.1.1. Freemium

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Paid

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Free

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Paymium

10.1.4.1. Market Revenue and Forecast (2020-2032)

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

11.1. North America

11.1.1. Market Revenue and Forecast, by Platform (2020-2032)

11.1.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.1.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Platform (2020-2032)

11.2.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.2.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Platform (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Platform (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Platform (2020-2032)

11.3.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.3.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Platform (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Platform (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Platform (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Platform (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Platform (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Platform (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Age Group (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

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

PROCEED TO BUY :

   USD 4900
   USD 3800
   USD 2100
   USD 2100
   USD 7500

ASK FOR SAMPLE

No cookie-cutter, only authentic analysis – take the 1st step to become an Precedence Research client

Get a Sample