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Global Mobile Gaming Industry

New York, Nov. 19, 2020 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Global Mobile Gaming Industry" - https://www.reportlinker.com/p05817737/?utm_source=GNW
5% over the analysis period 2020 to 2027. The COVID-19 outbreak has enabled the gaming industry to post massive gains by increasing user engagement. While there is gloom across several industries, the current scenario has turned out into major opportunity for change for the gaming sector. With millions of people on furlough, video games are rising in popularity as a favorite leisure activity. With lockdowns & social distancing measures putting an end to conventional socializing practices, indulgence in social gaming is increasing. Easy & cost effective access to high-speed home internet & bandwidth is resulting in live-streaming of video games, giving cloud video games a significant boost. The stress of having to live with the virus is pushing people to seek more distractions and virtual entertainment. User engagement with video games has seen a significant growth during the first two quarters of 2020. As compared to pre-lockdown months, the industry witnessed a dramatic 40% increase in the time spent on online games on mobile devices. Devoid of outdoor activities such as travel, sports, and social interactions, video gaming provides users an engaging distraction to pass time. The industry witnessed a significant rise in mobile game downloads, lower CPIs, and unprecedented increase in traffic to video game recommendation lists during the first few months of 2020. It is estimated that on an average people spend around three hours every day with their smartphones.

Video games played on PlayStation, Xbox, and smartphones give users a number of other options in the form of in-game purchases. Weekly downloads of mobile games in March 2020 increase by 30% compared to weekly average previous year. In total, about 13 billion games were downloaded by mobile users during the first quarter of 2020. Other factors driving mobile gaming include rise in usage of usage of smart phones and availability of high-speed internet. The gaming industry is strongly influenced by societal and social trends, offering an activity that engages and entertains users. As more and more people self
isolate, online games are providing an ideal means to socialize. Games represent the ideal platform by connecting individuals through the lens of enjoyment, meaning, and purpose. For this purpose, a campaign called "Play Apart Together" is being promoted by 18 video game companies including Activision Blizzard and Twitch, the live-streaming major. As part of this campaign, the companies are utilizing guidelines from the WHO to underscore the inherent capacity of gaming for physical distancing. Gaming is recommended to help people cope with anxiety and depression due to lack of socialization amid the pandemic. The proliferation of advanced mobile phones with sophisticated features is encouraging people to enjoy games on their mobile devices. Online games have significantly high engagement rates with sessions that more longer than conventional videos.

Several online multiplayer games such as PUBG, Call of Duty Mobile and Fortnite, have a social element as players can team up with others and work in a larger group and also has an option to chat with each other while gaming. In addition, the free time is expected to drive people to explore new gaming platforms, offering new opportunities for participants in the mobile gaming market. The scenario enabled Asian giants including Ten cent and Nintendo to record notable growth in sales during the initial quarter of 2020. Both platforms have witnessed significant gains from online sales of their games. New gaming apps are expected to be more in demand with people seeking out innovative adventures. Cancellations of sporting events have led to increase in gamers playing online basketball & baseball games such as NBA 2K17 and Major League Baseball (MBL).With education migrating online, demand for mobile apps edutainment and gamification on student smartphones is witnessing a marked spike. The gaming industry remains resilient, although not completely insulated from the challenges presented by coronavirus outbreak. Nintendo is one of the first entities to face challenges early, with inevitable disruption of manufacturing in China. Subsequently, the company witnessed cancellation of key events, for example the Electronic Entertainment Expo and the Game Developers Conference. In the U.K., the National Videogame Museum is at the risk of a permanent closure. China will continue its dominance over the global gaming market, in the years ahead, both in revenue terms and in terms of player numbers. Currently, mobile is the major segment in the Chinese gaming market generating around 57% of the overall revenues. China’s influence on global gaming business is evident from the fact, that in January 2020 leading video games with highest revenue rankings worldwide were developed in China. In contrast to January 2019, PUBG Mobile, a prevalent video game developed in China, generated four times the revenue in a month. A major share of the revenue came from China followed by the US and other nations.

Competitors identified in this market include, among others,




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I. INTRODUCTION, METHODOLOGY & REPORT SCOPE I-1

II. EXECUTIVE SUMMARY II-1

1. MARKET OVERVIEW II-1
Impact of Covid-19 and a Looming Global Recession II-1
Exhibit 1: Mobile Game Downloads from App Store and Google Play
in billion: H12020 Vs H12019 II-2
World Witnesses an Increase in Mobile Playtime During the Lockdown II-2
Exhibit 2: Percentage of Internet Users Playing Video Games by
Device: April 2020 II-3
Exhibit 3: To Cope With the Pandemic, Sequestered People Around
the Globe Escape to Gaming: Average Increase in Time Spent on
Video Games (In %) Feb-to-Apr-2020 II-3
Amidst COVID-19 Crisis, Gaming Industry Adapts to Remote
Working Approach II-4
Long-Term Implications for Gaming Industry II-4
Mobile Gaming: A High Growth Market II-5
Exhibit 4: Gaming Industry by Segment: 2020E II-6
Outlook II-6
Chinese Influence on Global Gaming Market II-7
Demographic Profile of Mobile Gamers II-7
Exhibit 5: Global Mobile Gaming Market: Percentage Breakdown of
Gamers by Gender for 2019 II-8
Exhibit 6: Global Mobile Gaming Market: Percentage Breakdown of
Number of Gamers by Age Group for 2019 II-9
Mobile Gaming Market: A Competitive Perspective II-9
Comparatively Low Entry Barriers Invite Scores of New Companies II-9
Consolidation of Mobile Game Publishers II-10
Leading Companies in the Global Mobile Games Market II-11
Top Mobile Games Ranked by Revenues for January 2020 II-11
Recent Market Activity II-12
World Brands II-15

2. FOCUS ON SELECT PLAYERS II-18

3. MARKET TRENDS & DRIVERS II-19
Augmented Reality Enters the Mobile Gaming Space II-19
Exhibit 7: Leading AR Categories on iOS: 2019 II-20
Exhibit 8: VR Gaming Market: % of Consumers Wanting Application
of VR to Games by Generation for 2019 II-20
Exhibit 9: VR Solutions Market in Gaming Sector: Percentage
Share Breakdown of Revenue by Device Platform for 2015 and
2019 II-21
Mobile Cloud Gaming: The New Paradigm II-21
Monetization of Mobile Games II-22
Cross-Platform Gaming Gains Traction II-23
Growing Interest in Online Gambling Triggers Rapid Growth in
Mobile Casino Apps II-23
?Hyper-Casual? Games Gain Popularity II-24
Other Popular Trends in Mobile Gaming II-25
Mobile/Wireless Gaming Software Downloads: A High Growth Market
Segment II-25
5G: Game-Changer for Mobile Gaming Industry II-26
Exhibit 10: 5G Smartphone Sales in Million Units: 2019-2021 II-27
Exhibit 11: Global Smartphone Subscription Breakdown by
Technology: 2019 and 2025 II-28
Micro Gaming Studios & Independent Developers Gain Presence II-28
Continued Rise in Mobile Phone Users Drives Mobile Gaming II-29
Consumer Mobile Usage Habits Foster Growth in Mobile Gaming Market II-29
Opportunity Indicators II-30
Exhibit 12: Global Market for Smartphones in Billions: 2016-2021 II-30
Exhibit 13: Smartphone Penetration Rate as Share of Total
Population: 2016-2020 II-31
Exhibit 14: Share of Mobile Phones of the Total Internet Time:
2014-2020E II-31
Exhibit 15: Percentage of Internet Users Using Mobile Phone
Apps by Type II-32
Exhibit 16: Percentage of Time Spent on Mobile Apps by Category
for 2019 II-32

4. GLOBAL MARKET PERSPECTIVE II-33
Table 1: World Current & Future Analysis for Mobile Gaming by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-33

Table 2: World Historic Review for Mobile Gaming by Geographic
Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-34

Table 3: World 15-Year Perspective for Mobile Gaming by
Geographic Region - Percentage Breakdown of Value Sales for
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America,
Middle East and Africa Markets for Years 2012, 2020 & 2027 II-35

Table 4: World Current & Future Analysis for Smartphone by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-36

Table 5: World Historic Review for Smartphone by Geographic
Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-37

Table 6: World 15-Year Perspective for Smartphone by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific, Latin America, Middle East
and Africa for Years 2012, 2020 & 2027 II-38

Table 7: World Current & Future Analysis for Tablet by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-39

Table 8: World Historic Review for Tablet by Geographic Region -
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-40

Table 9: World 15-Year Perspective for Tablet by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific, Latin America, Middle East
and Africa for Years 2012, 2020 & 2027 II-41

Table 10: World Current & Future Analysis for Strategy & Brain
by Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-42

Table 11: World Historic Review for Strategy & Brain by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2012 through 2019 II-43

Table 12: World 15-Year Perspective for Strategy & Brain by
Geographic Region - Percentage Breakdown of Value Sales for
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America,
Middle East and Africa for Years 2012, 2020 & 2027 II-44

Table 13: World Current & Future Analysis for Action &
Adventure by Geographic Region - USA, Canada, Japan, China,
Europe, Asia-Pacific, Latin America, Middle East and Africa
Markets - Independent Analysis of Annual Sales in US$ Million
for Years 2020 through 2027 II-45

Table 14: World Historic Review for Action & Adventure by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2012 through 2019 II-46

Table 15: World 15-Year Perspective for Action & Adventure by
Geographic Region - Percentage Breakdown of Value Sales for
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America,
Middle East and Africa for Years 2012, 2020 & 2027 II-47

Table 16: World Current & Future Analysis for Arcade by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-48

Table 17: World Historic Review for Arcade by Geographic Region -
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-49

Table 18: World 15-Year Perspective for Arcade by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific, Latin America, Middle East
and Africa for Years 2012, 2020 & 2027 II-50

Table 19: World Current & Future Analysis for Casual by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-51

Table 20: World Historic Review for Casual by Geographic Region -
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-52

Table 21: World 15-Year Perspective for Casual by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific, Latin America, Middle East
and Africa for Years 2012, 2020 & 2027 II-53

Table 22: World Current & Future Analysis for Casino by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-54

Table 23: World Historic Review for Casino by Geographic Region -
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-55

Table 24: World 15-Year Perspective for Casino by Geographic
Region - Percentage Breakdown of Value Sales for USA, Canada,
Japan, China, Europe, Asia-Pacific, Latin America, Middle East
and Africa for Years 2012, 2020 & 2027 II-56

Table 25: World Current & Future Analysis for Other Genres by
Geographic Region - USA, Canada, Japan, China, Europe,
Asia-Pacific, Latin America, Middle East and Africa Markets -
Independent Analysis of Annual Sales in US$ Million for Years
2020 through 2027 II-57

Table 26: World Historic Review for Other Genres by Geographic
Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin
America, Middle East and Africa Markets - Independent Analysis
of Annual Sales in US$ Million for Years 2012 through 2019 II-58

Table 27: World 15-Year Perspective for Other Genres by
Geographic Region - Percentage Breakdown of Value Sales for
USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America,
Middle East and Africa for Years 2012, 2020 & 2027 II-59

III. MARKET ANALYSIS III-1

GEOGRAPHIC MARKET ANALYSIS III-1

UNITED STATES III-1
Market Overview III-1
Mobile Gaming Witnesses a Surge Amid ?Shelter-In-Place? Norms III-1
Key Trends in Mobile Gaming Market III-2
Gaming Monetization Trends III-3
A Demographic Profile III-3
Exhibit 17: US Mobile Gaming Market Breakdown by Age Group: 2019 III-4
Exhibit 18: US Mobile Gaming Market by Gender: 2019 III-5
Market Analytics III-6
Table 28: USA Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-6

Table 29: USA Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-7

Table 30: USA 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-8

Table 31: USA Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-9

Table 32: USA Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-10

Table 33: USA 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-11

CANADA III-12
Market Overview III-12
Market Analytics III-12
Table 34: Canada Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-12

Table 35: Canada Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-13

Table 36: Canada 15-Year Perspective for Mobile Gaming by
Device - Percentage Breakdown of Value Sales for Smartphone and
Tablet for the Years 2012, 2020 & 2027 III-14

Table 37: Canada Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-15

Table 38: Canada Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-16

Table 39: Canada 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-17

JAPAN III-18
Market Overview III-18
Market Analytics III-19
Table 40: Japan Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-19

Table 41: Japan Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-20

Table 42: Japan 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-21

Table 43: Japan Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-22

Table 44: Japan Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-23

Table 45: Japan 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-24

CHINA III-25
Market Overview III-25
Exhibit 19: China?s Online Gaming Market by Segment: 2019 and
2020E III-26
Brands Pivot to Creative, Personalized Ads as People in China
Flock towards Mobile Games during COVID-19 III-26
Increasing Screen Time Drives Chinese Brands to Engage Consumers III-26
Key Statistics III-27
Exhibit 20: Chinese Mobile Games Market (2019): Percentage
Breakdown of Average Time Spending Per Day on Mobile Games III-27
Exhibit 21: Chinese Mobile Gaming Market: Percentage Breakdown
of Gamers by Gender for 2019 III-28
Competition III-28
Exhibit 22: Market Share of Leading Players in the Chinese
Mobile Games Market: 2020E III-29
Market Analytics III-30
Table 46: China Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-30

Table 47: China Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-31

Table 48: China 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-32

Table 49: China Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-33

Table 50: China Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-34

Table 51: China 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-35

EUROPE III-36
Market Overview III-36
Exhibit 23: Europe Mobile Gamers by Age Group: 2019 III-36
Mobile Gaming Market in Europe Remains in Bullish Mode during
COVID-19 III-37
Market Analytics III-38
Table 52: Europe Current & Future Analysis for Mobile Gaming by
Geographic Region - France, Germany, Italy, UK, Spain, Russia
and Rest of Europe Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2020 through 2027 III-38

Table 53: Europe Historic Review for Mobile Gaming by
Geographic Region - France, Germany, Italy, UK, Spain, Russia
and Rest of Europe Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-39

Table 54: Europe 15-Year Perspective for Mobile Gaming by
Geographic Region - Percentage Breakdown of Value Sales for
France, Germany, Italy, UK, Spain, Russia and Rest of Europe
Markets for Years 2012, 2020 & 2027 III-40

Table 55: Europe Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-41

Table 56: Europe Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-42

Table 57: Europe 15-Year Perspective for Mobile Gaming by
Device - Percentage Breakdown of Value Sales for Smartphone and
Tablet for the Years 2012, 2020 & 2027 III-43

Table 58: Europe Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-44

Table 59: Europe Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-45

Table 60: Europe 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-46

FRANCE III-47
Table 61: France Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-47

Table 62: France Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-48

Table 63: France 15-Year Perspective for Mobile Gaming by
Device - Percentage Breakdown of Value Sales for Smartphone and
Tablet for the Years 2012, 2020 & 2027 III-49

Table 64: France Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-50

Table 65: France Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-51

Table 66: France 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-52

GERMANY III-53
Table 67: Germany Current & Future Analysis for Mobile Gaming
by Device - Smartphone and Tablet - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 III-53

Table 68: Germany Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-54

Table 69: Germany 15-Year Perspective for Mobile Gaming by
Device - Percentage Breakdown of Value Sales for Smartphone and
Tablet for the Years 2012, 2020 & 2027 III-55

Table 70: Germany Current & Future Analysis for Mobile Gaming
by Genre - Strategy & Brain, Action & Adventure, Arcade,
Casual, Casino and Other Genres - Independent Analysis of
Annual Sales in US$ Million for the Years 2020 through 2027 III-56

Table 71: Germany Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-57

Table 72: Germany 15-Year Perspective for Mobile Gaming by
Genre - Percentage Breakdown of Value Sales for Strategy &
Brain, Action & Adventure, Arcade, Casual, Casino and Other
Genres for the Years 2012, 2020 & 2027 III-58

ITALY III-59
Table 73: Italy Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-59

Table 74: Italy Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-60

Table 75: Italy 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-61

Table 76: Italy Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-62

Table 77: Italy Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-63

Table 78: Italy 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-64

UNITED KINGDOM III-65
Market Overview III-65
Exhibit 24: Mobile Gaming Market in the UK: Percentage
Breakdown by Gender for 2019 III-65
Exhibit 25: Mobile Gaming Market in the UK: Penetration Rate
(in %) by Age Group for 2019 III-66
Market Analytics III-67
Table 79: UK Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-67

Table 80: UK Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-68

Table 81: UK 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-69

Table 82: UK Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-70

Table 83: UK Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-71

Table 84: UK 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-72

SPAIN III-73
Table 85: Spain Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-73

Table 86: Spain Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-74

Table 87: Spain 15-Year Perspective for Mobile Gaming by Device -
Percentage Breakdown of Value Sales for Smartphone and Tablet
for the Years 2012, 2020 & 2027 III-75

Table 88: Spain Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales
in US$ Million for the Years 2020 through 2027 III-76

Table 89: Spain Historic Review for Mobile Gaming by Genre -
Strategy & Brain, Action & Adventure, Arcade, Casual, Casino
and Other Genres Markets - Independent Analysis of Annual Sales
in US$ Million for Years 2012 through 2019 III-77

Table 90: Spain 15-Year Perspective for Mobile Gaming by Genre -
Percentage Breakdown of Value Sales for Strategy & Brain,
Action & Adventure, Arcade, Casual, Casino and Other Genres for
the Years 2012, 2020 & 2027 III-78

RUSSIA III-79
Market Overview III-79
Exhibit 26: Mobile Gaming Market in Russia by Gender III-79
Market Analytics III-80
Table 91: Russia Current & Future Analysis for Mobile Gaming by
Device - Smartphone and Tablet - Independent Analysis of Annual
Sales in US$ Million for the Years 2020 through 2027 III-80

Table 92: Russia Historic Review for Mobile Gaming by Device -
Smartphone and Tablet Markets - Independent Analysis of Annual
Sales in US$ Million for Years 2012 through 2019 III-81

Table 93: Russia 15-Year Perspective for Mobile Gaming by
Device - Percentage Breakdown of Value Sales for Smartphone and
Tablet for the Years 2012, 2020 & 2027 III-82

Table 94: Russia Current & Future Analysis for Mobile Gaming by
Genre - Strategy & Brain, Action & Adventure, Arcade, Casual,
Casino and Other Genres - Independent Analysis of Annual Sales

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