Published on Market Research Reports Inc. (https://www.marketresearchreports.com) Home > Global Mobile Gaming Market 2015-2019 Global Mobile Gaming Market 2015-2019 Publication ID: TNV0415020 Publication April 1, 2015 Date: Pages: 111 Publisher: TechNavio Countries: Global [1] $3,000.00 Publication Type * - Select - Please choose the suitable license type from above. More details are at given under tab "Report License Types" below. Add to cart Computing & Electronics [2] Entertainment & Gaming [3] Telecom [4] Mobile Content & Apps [5]
Description: Report forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019. Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are preinstalled or downloaded from application stores such as Google Play and App Store. The nonnetwork mobile gaming application uses the mobile device's platform to run the gaming software. This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games. The report consolidates the revenues generated from the following major regions: APAC, North America, EMEA, and Latin America. Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market. Key Regions APAC EMEA Latin America North America Key Vendors Activision Blizzard Electronic Arts Gameloft Glu Mobile GungHo Online Entertainment Kabam King Digital Entertainment Rovio Entertainment
Supercell Zynga Other Prominent Vendors CJ E&M Netmarble Colopl CyberAgent DeNa Disney Interactive Facebook Gamevil GREE IGG Kiloo Konami Digital Locojoy Machine Zone MindJolt SEGA Square Enix Storm8 Tencent Ubisoft Entertainment Warner Bros. Entertainment WeMade Entertainment Market Driver Increased Adoption of Smartphones and Tablets For a full, detailed list, view our report Market Challenge Presence of Alternative Gaming Devices For a full, detailed list, view our report Market Trend
Changing Demographics of Gamers For a full, detailed list, view our report Key Questions Answered in this Report What will the market size be in 2019 and what will the growth rate be? What are the key market trends? What is driving this market? What are the challenges to market growth? Who are the key vendors in this market space? What are the market opportunities and threats faced by the key vendors? What are the strengths and weaknesses of the key vendors? Table Of Contents: 01. Executive Summary 02. List of Abbreviations 03. Scope of the Report 03.1 Market Overview 03.2 End-user Segments 03.3 Market Size Calculation and Segmentation 03.4 Product Offerings 04. Market Research Methodology 04.1 Market Research Process 04.2 Research Methodology 05. Introduction 06. Market Description 06.1 Video Games: Introduction 06.2 Video Games by Type 07. Market Landscape 07.1 Market Overview 07.2 Product Lifecycle of Mobile Games 07.3 Global Video Game Market 07.3.1 Market Size and Forecast 07.4 Market Share of Mobile Games in Global Video Game Market 07.5 Global Mobile Gaming Market
07.5.1 Market Size and Forecast 07.6 Five Forces Analysis 08. Segmentation by Device 08.1 Segmentation of Global Mobile Gaming Market by Device 09. Geographical Segmentation 09.1 Segmentation of Global Mobile Gaming Market by Geography 2014 09.2 Segmentation of Global Mobile Gaming Market by Geography 2014-2019 09.3 Mobile Gaming Market in APAC Region 09.3.1 Market Size and Forecast 09.4 Mobile Gaming Market in North America 09.4.1 Market Size and Forecast 09.5 Mobile Gaming Market in EMEA Region 09.5.1 Market Size and Forecast 09.6 Mobile Gaming Market in Latin America 09.6.1 Market Size and Forecast 10. Market Attractiveness 10.1 Market Attractiveness by Geography 11. Key Leading Countries 11.1 US 11.2 China 11.3 Japan 12. Buying Criteria 13. Market Growth Drivers 14. Drivers and their Impact 15. Market Challenges 16. Impact of Drivers and Challenges 17. Market Trends 18. Trends and their Impact 19. Vendor Landscape 19.1 Competitive Scenario 19.2 Competitive Analysis
19.3 Other Prominent Vendors 20. Key Vendor Analysis 20.1 Activision Blizzard 20.1.1 Key Facts 20.1.2 Business Overview 20.1.3 Business Segmentation by Revenue 2013 20.1.4 Product Segmentation 20.1.5 Business Strategy 20.1.6 Recent Developments 20.1.7 SWOT Analysis 20.2 Electronic Arts 20.2.1 Key Facts 20.2.2 Business Overview 20.2.3 Business Segmentation by Revenue 2014 20.2.4 Business Segmentation by Revenue 2013 and 2014 20.2.5 Geographical Segmentation by Revenue 2014 20.2.6 Business Strategy 20.2.7 Recent Developments 20.2.8 SWOT Analysis 20.3 Gameloft 20.3.1 Key Facts 20.3.2 Business Overview 20.3.3 Business Segmentation by Revenue 2013 20.3.4 Business Segmentation by Revenue 2012 and 2013 20.3.5 Geographical Segmentation by Revenue 2013 20.3.6 Business Strategy 20.3.7 Recent Developments 20.3.8 SWOT Analysis 20.4 Glu Mobile 20.4.1 Key Facts 20.4.2 Business Overview 20.4.3 Business Segmentation by Revenue 2013 20.4.4 Business Segmentation by Revenue 2012 and 2013 20.4.5 Geographical Segmentation by Revenue 2013 20.4.6 Business Strategy 20.4.7 SWOT Analysis 20.5 GungHo Online 20.5.1 Key Facts
20.5.2 Business Overview 20.5.3 Business Segmentation 20.5.4 Business Strategy 20.5.5 Recent Developments 20.5.6 SWOT Analysis 20.6 Kabam 20.6.1 Key Facts 20.6.2 Business Overview 20.6.3 Recent Developments 20.6.4 SWOT Analysis 20.7 King 20.7.1 Key Facts 20.7.2 Business Overview 20.7.3 Business Segmentation 20.7.4 Business Segmentation by Revenue 2012 and 2013 20.7.5 Geographical Segmentation by Revenue 2013 20.7.6 Business Strategy 20.7.7 Recent Developments 20.7.8 SWOT Analysis 20.8 Rovio Entertainment 20.8.1 Key Facts 20.8.2 Business Overview 20.8.3 Product Segmentation 20.8.4 Geographical Presence 20.8.5 Recent Developments 20.8.6 SWOT Analysis 20.9 Supercell 20.9.1 Key Facts 20.9.2 Business Overview 20.9.3 Geographical Segmentation 20.9.4 Business Strategy 20.9.5 Recent Developments 20.9.6 SWOT Analysis 20.10 Zynga 20.10.1 Key Facts 20.10.2 Business Overview 20.10.3 Business Segmentation by Revenue 2013 20.10.4 Business Segmentation by Revenue 2012 and 2013 20.10.5 Geographical Segmentation by Revenue 2013 20.10.6 Business Strategy
20.10.7 Recent Developments 20.10.8 SWOT Analysis 21. Key Insights 21.1 Leading Revenue Generating Countries in Global Mobile Gaming Market 21.2 Penetration of Games in Global Mobile Gaming Market 22. Other Reports in this Series List of Exhibits: Exhibit 1: Market Research Methodology Exhibit 2: Segmentation of Video Games Exhibit 3: Value Chain of Global Online Gaming Market Exhibit 4: Segmentation of Video Games by Type in 2014 Exhibit 5: Product Lifecycle of Mobile Games Exhibit 6: Global Video Game Market 2014-2019 (US$ billion) Exhibit 7: Market Share of Mobile Games in Global Video Game Market 2014 and 2019 Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion) Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014 Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014 Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019 Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion) Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion) Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion) Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion) Exhibit 16: Market Attractiveness by Geography Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013 Exhibit 18: Activision Blizzard: Product Segmentation Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014 Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion) Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014 Exhibit 22: Gameloft: Business Segmentation by Revenue 2013 Exhibit 23: Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013 Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013 Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 27: Glu Mobile: Geographical Segmentation by Revenue 2013 Exhibit 28: GungHo Online : Business Segmentation 2013
Exhibit 29: King: Business Segmentation 2013 Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 31: King: Geographical Segmentation by Revenue 2013 Exhibit 32: Rovio Entertainment: Product Segmentation Exhibit 33: Rovio Entertainment: Geographical Presence Exhibit 34: Supercell: Geographical Segmentation Exhibit 35: Zynga: Business Segmentation by Revenue 2013 Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013 Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014 Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014 Companies Mentioned: Activision Blizzard, Electronic Arts, Gameloft, Glu Mobile, GungHo Online Entertainment, Kabam, King Digital Entertainment, Rovio Entertainmen, Supercell, Zynga, CJ E&M Netmarble, Colopl, CyberAgent, DeNa, Disney Interactive, Facebook, Gamevil, GREE, IGG, Kiloo, Konami Digital, Locojoy, Machine Zone, MindJolt, SEGA, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment, WeMade Entertainment License Types: Single User License (PDF) This license allows for use of a publication by one person. This person may print out a single copy of the publication. This person can include information given in the publication in presentations and internal reports by providing full copyright credit to the publisher. This person cannot share the publication (or any information contained therein) with any other person or persons. Unless a Enterprise License is purchased, a Single User License must be purchased for every person that wishes to use the publication within the same organization. Customers who infringe these license terms are liable for a Global license fee. Site License (PDF)* This license allows for use of a publication by all users within one corporate location, e.g. a regional office. These users may print out a single copy of the publication. These users can include information given in the publication in presentations and internal reports by providing full copyright credit to the publisher. These users cannot share the publication (or any information contained therein) with any other person or persons outside the corporate location for which the publication is purchased.
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