As per the GMI Research forecasts, the global mobile game market was amounted to be USD 59,814 Million in 2019 and is anticipated to touch USD 147,876 Million by the end of 2027, while expanding at a CAGR of 12% during the forecast period (2020-2027).

Global Mobile Game market

The global mobile game market is projected to witness an upsurge in demand during the forecast period. The increasing number of mobile game launches and the growing penetration of the internet and smartphones are the key drivers that are responsible for the growth of the market. Moreover, the rising investment by the leading organizations in the gaming industry is further creating numerous growth opportunities for the market. In 2020, Electronic Arts signed a deal with Nexon Korea to launch a new game, “FIFA Mobile” in South Korea. Electronic Arts is focusing on developing FIFA Mobile game to provide a culturized experience of football via mobile devices. Additionally, in 2020, Tencent announced a mobile game called Wandering Mountains and Seas in which the players provided the ability to explore the huge and diverse map. The accelerating adoption of smartphones and the flexibility for in-game payment methods have helped the gaming industry to expand further. For example, the mobile game market statistics illustrates that in 2019, Saudi Arabia had around 32.2 million internet users till January 2020, and approximately 40.2 million connections of mobile, with a growth of 0.09% from January 2019.

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According to the mobile game market report, the government of various countries is introducing several favorable government initiatives to support the gaming industry. For instance, the UK government launched the UK Games Fund amounting to Euro 4 million fund that is kept aside for the distribution as grants among the game development companies. Special tax relief is also launched for the video game companies, which permits them to claim back up to 20% of the cost of development of a new game. The government has also started the UK Games Talent Initiative, which provided mentoring & tutoring for final year students to make them fully prepared and make valuable involvement to the industry.

The mobile game market analysis concluded that the leading players in the market are emphasizing on implementing technological advancements in mobile launches and are heavily investing in research and development activities. The increasing usage of cloud computing in mobile games has led to the development of cloud gaming, which is surging the growth of the mobile gaming market size. The usage of virtual reality, facial recognition technology, 3D scanning, and other such technologies in mobile games is positively impacting market growth.

On the basis of the age group, the teenager segment is expected to grow at a faster CAGR during the forecast period. The significant shift in the teenager’s preference towards online gaming and the increasing amount of time spend by teenagers to play new games in order to attain digital rewards like a new weapon or to level up in order to extend the content and the gameplay are further driving the segment growth.

Various notable players operating in the market include Tencent, Zynga Inc., Supercell Ltd, Activision Blizzard, Inc., Electronic Arts Inc., IGG, Machine Zone, Inc., Kabam Games, Inc., NetEase, Inc., and Warner Bros. Entertainment Inc., among others.

Key Developments:

  • In 2020, Zynga Inc. launched magical Match-3 mobile game Harry Potter: Puzzles & Spells, a magic match-3 mobile games into territories worldwide. The mobile game is available free for download on iOS and Android devices along with Facebook and Amazon Kindle.
  • In 2020, Electronic Arts Inc., announced that the company has reached an agreement to acquire Codemasters, which is a game publisher and developer. In this acquisition, both the companies will develop innovative and amazing new racing games for the players.

The Global Mobile Game market is segmented into application, age group, game type, platform, and type. Based on the application, the market has been segmented into Entertainment, Education, Electronic Sports. Based on the age group, the market has been segmented into children, teenagers, and adults. Based on the game type, the market has been segmented into Puzzle, Action/Adventure, Arcade, Simulation, Strategy, Sports, and Others. Based on the Platform, the market has been segmented into Android, iOS, and Others. Based on the Type, the market has been segmented into offline and online.

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