Global Smart Phone Games Market Overview:
Smartphone gaming market is expected to grow across the globe. For instance, the smartphone gaming market accounted for the over 42% of the global gaming market. Which include 32% for smartphone and 10% for tablets. According to a study carried in July 2018, “over 18 million individuals are enjoying mobile platform for gaming which accounts for approximately 3 billion Euro of revenue from the industry. Other European countries are also following a similar suit, which provides a bright perspective for stakeholders to expand their market presence across the continent.” A growing inclination of gamers to a smartphone from consoles and computer games and the emergence of games which enables one or more players to participate in the game through smartphone propelling the smartphone gaming market. Some of the key players profiled in the study are Tencent Holdings Limited (China), Gameloft SE (France), Glu Mobile, Inc. (United States), Kabam Inc. (United States), Cyberagent Inc. (Japan), Gamevil (United States), Electronic Arts Inc. (United States), Activision Blizzard Inc. (United States), Nintendo Co., Ltd (Japan), Ubisoft Entertainment SA (France) and Other.
On the basis of geography, the market of Smart Phone Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Device, the sub-segment i.e. Smartphones will boost the Smart Phone Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Operating System, the sub-segment i.e. IOS will boost the Smart Phone Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Growing Smartphones Penetration and Network Connectivity
- Rising Popularity of Online Games on Mobile Platform
- Emphasizing on Virtual Reality in Game Production
- Growing Use for Open Source Software Platforms for Smartphone Game Designing
- Inability to Design Smartphone Games that Run on Cross Platforms
- The Emergence of Free-To-Play (F2P) Business Model
- Issue Related with Designing of Pervasive Games Owing to Low Acceptance and Unfriendly User Interference
- Lack of Inclination for Premium Games Owing to Ineffective Business Model
The mobile gaming market is fragmented owing to the number of players present in the market. Market leaders are focusing on the emergence of virtual reality and other technological development to create a user-friendly interface.
Target Audience:Mobile Game Developer, Application Developers, Smartphone Dealer, Industry Associations, Research Organizations and Consulting Companies, Organizations, Associations and Alliances, Government Bodies Such As Regulating Authorities and Policy Makers., Market Research and Consulting Firms and Others
Major Objectives Focused through this Study To define, describe, and forecast the Global Smart Phone Games market on the basis of product [Massively multi-layer online (MMO) games, Casual, Social and Others] , application , key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Smart Phone Games market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Smart Phone Games industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Players which are also part of the research are Rovio Entertainment Oyj (Finland) and Zynga (United States).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Smart Phone Games market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.