Global Mobile Gaming Industry : Key Trends, Challenges and Standardization 2018-2025

ResearchMoz presents professional and in-depth study of "Mobile Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2017 - 2025".

Games designed for mobile devices such as tablets, feature phones, smart watches, portable media players, mobile devices and others are referred to as mobile games.

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The mobile gaming concept rose from basic formats, for example, Snake game on the old Nokia phones, to the upgraded 3D games and augmented reality games on advanced mobile devices. Currently, advanced mobile devices have a wide range of connectivity features to deliver and connect with other devices that includes Wi-Fi, Bluetooth, Infrared, and advanced wireless mobile technologies such as 3G, 4G and others. These technologies in the mobile devices enable/support wireless multiplayer games with one or two players. For developing advanced mobile games to run on any device it primarily requires large random access memory (RAM), fast central processing units (CPU), dedicated graphics processing units (GPU), and high resolution display screens.

Rise in number of mobile users in the last few years has led to the exponential growth of the mobile gaming market. Along with mobile phones, proliferation of tablets and smartphones is anticipated to increase demand for mobile gaming in the coming years. Incorporation of virtual and augmented reality in the gaming industry has also led to significant growth of the mobile gaming market. Further, advanced technology such as geo-technology would play a major role in the growth of the mobile gaming market. with the increasing demand of real locations based games after implementation and popularity gain by game such as Pokémon go Factors such as rising popularity of social media networks, prominence of cross platform games, mobile 3D games, transition from 3G to 4G/5G new networks, and growing consumer interest in mobile multiplayer gaming are anticipated to propel the demand for mobile gaming over the forecast period. Further, there is increasing demand for cloud based games and this is anticipated to drive the mobile gaming market in coming years. The cloud based games has added features to connect with cloud storage fro more storage space and better gaming experience.  Moreover, industries are adopting innovative technology such as facial recognition, and this technology would soon be incorporated in the gaming industry for an enhanced games experience. Developers are likely to develop games that can scan emotions of players from different points of the face with the help of 3D scanning and facial recognition. Trends that would change the future of the mobile gaming industry are voice recognition that would act as voice controlled games. Another trend is gesture control which would help to interact with the device by body gestures such as waving hands or figures and other moving gestures.

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The mobile gaming market is segmented on the basis of component and region. By component, the market is classified as hardware, application, and services. The hardware segment can be further categorized into smartphones, tablets, streaming devices, handheld consoles and others. The global mobile gaming market is segmented on the basis of regions into North America, South America, Europe, Asia Pacific, and Middle East & Africa. Asia Pacific is expected to contribute major share in the global gaming market, catering to the increasing adoption of smartphones from the region. The region is anticipated to witness faster adoption and hence higher growth rate as compared to other regions. Within Asia Pacific, China and Southeast Asia are expected to be the early adopters of mobile games. Asia Pacific is followed by North America in terms of advanced technology (MR/AR/VR) vendors in the region. This trend can be attributed to the increasing focus on innovations obtained from research and development in the developed countries.

Some of the major players active in the mobile gaming market include DeNa Co., Ltd., Gameloft SA, GAMEVIL, GigaMedia Limited, HandyGames, I-Play, Jump Games, Glu Mobile Inc., Kabam Inc., Supercell Oy, and MocoSpace.

The report offers a comprehensive evaluation of the market. It does so via in-depth qualitative insights, historical data, and verifiable projections about market size. The projections featured in the report have been derived using proven research methodologies and assumptions. By doing so, the research report serves as a repository of analysis and information for every facet of the market, including but not limited to: Regional markets, technology, types, and applications.

The study is a source of reliable data on:

    Market segments and sub-segments
    Market trends and dynamics
    Supply and demand
    Market size
    Current trends/opportunities/challenges
    Competitive landscape
    Technological breakthroughs
    Value chain and stakeholder analysis

The regional analysis covers:

    North America (U.S. and Canada)
    Latin America (Mexico, Brazil, Peru, Chile, and others)
    Western Europe (Germany, U.K., France, Spain, Italy, Nordic countries, Belgium, Netherlands, and Luxembourg)
    Eastern Europe (Poland and Russia)
    Asia Pacific (China, India, Japan, ASEAN, Australia, and New Zealand)
    Middle East and Africa (GCC, Southern Africa, and North Africa)

The report has been compiled through extensive primary research (through interviews, surveys, and observations of seasoned analysts) and secondary research (which entails reputable paid sources, trade journals, and industry body databases). The report also features a complete qualitative and quantitative assessment by analyzing data gathered from industry analysts and market participants across key points in the industry’s value chain.

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A separate analysis of prevailing trends in the parent market, macro- and micro-economic indicators, and regulations and mandates is included under the purview of the study. By doing so, the report projects the attractiveness of each major segment over the forecast period.

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