Global Mobile Gaming Market Outlook to 2027 –


Dublin, July 11, 2022 (GLOBE NEWSWIRE) — The report “Global Mobile Gaming Market by Technologies, Platforms, Connectivity Types and Ecosystem Stakeholders 2022 – 2027” has been added to ResearchAndMarkets.com’s offer.

This report represents a comprehensive analysis of global mobile gaming opportunities. It provides insights into the mobile gaming business and analysis of its current limitations, challenges and opportunities. The report evaluates current and future mobile gaming technologies, new media and their dynamics with the mobile gaming business.

The report includes mobile game development studios, publishers including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, global and gaming business outlook, and mobile network operators.

The report includes comprehensive user analytics, including demographics and preference analysis by game type, device type, connection type, and more. It includes comparative analyzes based on age, gender, income and spending patterns.

Select Report Findings:

  • Mobile social game will have the largest market share
  • Retail will be the fast adopter in the branded games segment
  • Consumer payments will be the largest market share within the gaming services segment
  • Gaming Management provider will experience the highest CAGR during the forecast period

Today, smartphones lead the mobile gaming platform by users, but tablets generate higher fees for paid revenue, microtransactions and advertisements. Tablets have come to substantially compete with console devices and may overtake them in the near future. Tablets are now an attractive mid-core gaming platform.

The proliferation of app stores and portals for social networking sites has contributed greatly to the development of the mobile gaming market. Developers can now sell games directly through the app store and build social communities that lead to more monetization opportunities. Cloud-based publishing has enabled multi-screen publishing and enabled seamless gameplay across mobile, console and mobile devices, greatly promoting mobile gaming.

Main topics covered:

1.0 Summary

2.0 Introduction
2.1 Defining Mobile Gaming
2.2 Mobile gaming app development
2.3 Gaming Platform Analysis
2.4 Strategic market impact analysis
2.5 Types of mobile gaming apps
2.5.1 Multiplayer Mobile Gaming
2.5.2 Mobile Social Gaming
2.5.3 Mobile Location Based Gaming
2.5.4 Mobile video games
2.5.5 Mobile Cloud Gaming
2.5.6 Mobile casual gaming
2.5.7 Free to play app
2.5.8 Mobile Casino Game
2.5.9 Gamification App
2.6 Market dynamic analysis
2.6.1 Analysis of the driving force behind market growth
2.6.2 Analysis of market constraints
2.7 Regulations and fraud analysis
2.7.1 Mobile Games Piracy and Virtual Currency Scams
2.7.2 Ban on Mobile Social Gambling in Japan
2.7.3 Geographical implications of anti-piracy laws
2.7.3.1 Japan
2.7.3.2 Russia
2.7.3.3 China
2.7.4 Zynga with PrivacyVille
2.7.5 Cybercrime Attack on Mobile Social Game
2.7.6 In-game scam debate in mobile social game
2.7.7 Open web to save DMCA: MiniMega vs. TomKid Game
2.7.8 RMT and Gold Farming Regulations
2.7.9 Offshore opportunity in Asia
2.8 Value chain analysis
2.8.1 Mobile game developer
2.8.2 Mobile game publishers and service aggregators
2.8.3 Sales Channel and Platform Providers
2.8.4 Telecom operators
2.8.5 Hardware manufacturer
2.8.6 Role of new participants
2.8.6.1 Technical and legal role of technology supplier
2.8.6.2 Role of Virtual Goods and Currency Provider
2.8.6.3 Role of supplier of microtransaction solutions
2.9 Cross Platform OTI vs OTA Distribution and Fragmentation
2.9.1 Major Challenges of Fragmented Distribution
2.10 Analysis of monetization statistics
2.10.1 Convert Mobile Gaming Stats to Conversion Funnel
2.10.2 Game lifecycle and KPI
2.10.3 Gaming Analysis
2.10.4 Viral vs Retention
2.10.5 Business monetization statistics
2.10.6 Brand monetization stats
2.10.7 Monetizing Games
2.10.7.1 Overcrowded Game Store
2.10.7.2 Player Retention and Engagement
2.10.7.3 Premium Model
2.10.7.4 Chance for Game Maker
2.11 Mobile Social Game Design Framework
2.11.1 F2P Mobile Social Game Design Framework
2.11.2 Advantages of using framework
2.11.3 Nine dimensions of the framework
2.11.4 Adding fun to game design
2.11.5 Game marketing: the role of apps, video, smart TV and viral
2.11.5.1 Gaming App Marketing
2.11.5.2 Video Marketing
2.11.6 The role of Smart TV and location targeting
2.11.7 Importance of viral
2.12 Mobile Social Gamer Engagement Panorama
2.12.1 First 3 days dilemma
2.12.2 7 days + dilemma
2.12.3 Increasing involvement in mobile gaming
2.12.4 Combining game science with art
2.12.5 Empathy Game: New Wave of Engagement
2.13 Business model analysis
2.13.1 Key Mobile Gaming Strategies
2.13.2 Sources of income and cost items
2.13.3 Trendy business model
2.13.3.1 Virtual Items and Microtransaction
2.13.3.2 In-game ads / branded games
2.13.3.3 Subscription/bundle package with trading virtual items
2.13.3.4 In-game advertisement / branding game with in-store benefits
2.13.3.5 Premium game with in-store benefits
2.13.3.6 Casino/Club Gambling Model
2.13.3.7 User Generated Model
2.13.3.8 Gamification Centric Model
2.13.4 Tips for economics and gamification in the business model
2.13.4.1 Free Entertainment Illusion
2.13.4.2 Never set payment limit for user
2.13.4.3 Focus on detail activities
2.13.4.4 Recruit more players
2.13.4.5 Current trend in pricing model
2.13.5 Advertising Model
2.13.5.1 CPC advertising model
2.13.5.2 CPI advertising model
2.13.5.3 Profitable CPI
2.13.5.4 Prices of Virtual Goods
2.13.6 Building a mathematical model to determine price
2.13.7 Market Challenge and Game Balancing Method

3.0 Technology and Application Analysis
3.1 Gaming Hardware Analysis
3.2 Gaming Software Analysis
3.3 Game Services Analysis
3.4 Gambling management provider
3.5 Gaming technology
3.5.1 Action and Adventure
3.5.2 Social Casino
3.5.3 Sports and role play
3.5.4 Strategy and brain
3.5.5 Arcade
3.5.6 Other technologies
3.6 Connectivity Analysis
3.6.1 WiFi
3.6.2 Mobile (4G LTE/5G)
3.6.3 Wimax
3.6.4 Bluetooth/BLE
3.6.5 LPWAN Connectivity
3.7 Mobile Gaming Success Strategy Analysis
3.7.1 Features to include in the game
3.7.2 Popular vs New Gaming IP
3.7.3 Production costs for mobile games
3.7.4 Successful creation of gaming IP line
3.7.5 Minimize Marketing and User Acquisition Costs
3.7.6 Use of monetization strategies
3.8 Investment Trend Analysis
3.8.1 Second screen including mobile devices and TV
3.8.2 Social versus game network
3.8.3 Transition and fragmentation of the gaming industry
3.8.4 Gaming sector and business model
3.8.5 Value vs. Volume Regions
3.9 Portable gaming
3.9.1 Smartwatch as a portable gaming platform
3.9.1.1 penetrance
3.9.1.2 Interface
3.9.2 Potential Platform Analysis
3.9.2.1 Ghost Pirate
3.9.2.2 OBJE (Obscene Interactive)
3.9.2.3 Oculus Rift
3.9.2.4 Sony
3.9.3 Privacy Issues

4.0 Business Analysis
4.1 Mobile game developer and publisher
4.1.1 Activision Blizzard
4.1.2 Alphabet (Google)
4.1.3 Apple
4.1.4 Electronic art
4.1.5 Gameloft SE
4.1.6 Games Inc.
4.1.7 Take-Two Interactive Software
4.1.8 Glu Mobile
4.1.9 GungHo Online Entertainment
4.1.10 IBM Company
4.1.11 InMobi
4.1.12 Kabam games
4.1.13 MocoSpace
4.1.14 NetEase
4.1.15 Nintendo
4.1.16 Oracle Corporation
4.1.17 Rovio entertainment
4.1.18 Sony Interactive Entertainment
4.1.19 Supercell Oy
4.1.20 Tencent Shares
4.1.21 The Walt Disney Company
4.1.22 Ubisoft Entertainment SA
4.1.23 Zynga
4.1.24 Half-brick
4.1.25 Capcom
4.1.26 Namco Bandai
4.1.27 Gamevil (Com2uS)
4.1.28 Zeptolab
4.1.29 Square Enix
4.1.30 Game Prom
4.1.31 Cairosoft
4.1.32 Konami
4.1.33 GREE
4.1.34 DeNA
4.1.35 Sina Weibo
4.1.36 Papaya Mobile
4.1.37 Hungama games
4.1.38 Mobile shadow
4.1.39 Social point
4.1.40 Agate Studio
4.1.41 Run
4.1.42 Kaixin001
4.1.43 51.Com
4.1.44 Mixic
4.1.45 Cyworld
4.1.46 Bebo
4.1.47 Amazon
4.1.48 Gaia Online
4.1.49 Badoo
4.1.50 Chillingo
4.1.51 KakaoTalk
4.1.52 Line
4.1.53 Wandoujia
4.1.54 Baidu App Store
4.1.55 Facebook games
4.1.56 Slide ME
4.1.57 GetJar
4.1.58 CodeNgo
4.1.59 Apps UK Ltd.
4.1.60 Anzhi
4.1.61 F-Droid
4.1.62 Cydia
4.1.63 Nvidia (Geoforce)
4.1.64 Nook App Store
4.1.65 Taobao App Market
4.1.66 Bemobi International
4.1.67 Mobango
4.1.68 Appitalism
4.1.69 Kongregate
4.1.70 Maopao
4.1.71 Alternative to
4.1.72 360 Market
4.1.73 Xiaomi App Store
4.1.74 OneStore Corp.
4.1.75 MTNPlay
4.2 Gaming Service Management Provider
4.2.1 Wild Tangent
4.2.2 iWin
4.2.3 Twitch.TV
4.2.4 Appia
4.2.5 XSplit
4.3 Carrier analysis
4.3.1 AT&T
4.3.2 Verizon
4.3.3 T-Mobile USA
4.3.4 Vodafone
4.3.5 EE
4.3.6 Telenor
4.3.7 NTT DoCoMo
4.3.8 KDDI au
4.3.9 China Mobile
4.3.10 China Unicom
4.3.11 China Telecom
4.3.12 Airtel (Bharti)
4.3.13 Vodafone idea
4.3.14 SK Telecom
4.3.15 Telstra Mobile
4.3.16 Optus Mobile
4.3.17 MTS
4.3.18 Telkomsel
4.3.19 Indosate
4.3.20 Viettel
4.3.21 Globe Telecom
4.3.22 Maxi
4.3.23 SingTel Mobile
4.3.24 AIS
4.3.25 OTC
4.3.26 Etisalat
4.3.27 Cellcom

5.0 Market analysis and forecasts 2022 – 2027
5.1 Mobile gaming market 2022 – 2027
5.2 Mobile gamer 2022 – 2027
5.3 Mobile gamer: demographic analysis 2022 – 2027

6.0 Conclusions and recommendations

For more information on this report, please visit https://www.researchandmarkets.com/r/lj8ly4


        
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