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2020
Online Smartphone And Tablet Games Market

Online Smartphone and Tablet Games Market

by Operating System (iOS, Android, and Others) and Game Type (Massive Multiplayer Online Games, Casual, Social, and Others): Global Opportunity Analysis and Industry Forecast, 2020-2027

Report Code: A03831
Dec 2020 | Pages: 207
Tables: 89
Charts: 57
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Online Smartphone and Tablet Games Market Statistics -2027

The global online smartphone and tablet games market size was valued at $30.49 billion in 2019, and is projected to reach $149.93 billion by 2027, growing at a CAGR of 21.8% from 2020 to 2027. Online smartphone and tablet games are gaining high traction attributed to rise in addiction of games among the youth and surge in consumer awareness toward interactive entertainment systems. In addition, various smartphone game providers are introducing new gaming applications for children to enhance their concentration level and improve multitasking ability. Furthermore, companies are providing various features to end users such as encryption-based security, user-friendly interface, and chat-based customer support, which fuel the market growth. 

With an unprecedented COVID-19 health crisis, the demand of smartphone and tablet games market is expected to increase among the youth of various countries, owing to rapid increase in adoption of smartphones and faster internet connectivity. It has further led in propulsion of mobile gaming users, thereby creating a strong foundation for the market during the forecast period.

Moreover, surge in adoption of mobile development platform across the globe and rise in adoption of free-to-play business model are the key driving forces of the global online smartphone and tablet games market. In addition, rise in penetration of smartphones and tablets across the globe notably contributes toward the growth of the market. However, increase in concerns related to security and privacy issues hampers the growth of the market. On the contrary, surge in adoption of cloud-based gaming application in various developed and emerging countries is expected to provide lucrative opportunity for the expansion of the market during the forecast period. 

Online-Smartphone-and-Tablet-Games-Market-2020-2027

By operating system, the online smartphone and tablet games market was led by the android segment and is expected to grow at the highest rate during the forecast period. Surge in adoption of android-based smartphones across emerging countries fuels the growth of this segment.

Region wise, the online smartphone and tablet games market was dominated by Asia-Pacific in 2019, and is expected to witness significant growth during the forecast period, owing to rise in penetration of smartphones among end users and increase in penetration of mobile games across emerging countries of Asia-Pacific.

The report focuses on the growth prospects, restraints, and trends of global online smartphone and tablet games market analysis. The study provides Porter’s five forces analysis to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on global online smartphone and tablet games market.

Online Smartphone and Tablet Games Market
By Operating System

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Android is projected as one of the most lucrative segments.

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Segment review

The global online smartphone and tablet games market is segmented into operating system, game type, and region. In terms of operating system, the market is fragmented into iOS, android, and others. Depending on game type, it is categorized into massive multiplayer online games, casual, social, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the online smartphone and tablet games market analysis are Electronics Arts, Inc., Gameloft, Kabam Games, Inc., King Limited, MachineZone, Inc., Melior Games, NCSOFT Corporation, Rovio Entertainment Corporation, Supercell OY and The Walt Disney Company. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

Impact of COVID-19 on Online Smartphone and Tablet Games Market:

The online smartphone and tablet games market has witnessed significant growth in past few years; however, due to the outbreak of the COVID-19 pandemic, the market has witnessed relatively higher growth. This is attributed to implementation of lockdown by governments in majority of the countries and rise in addiction of people toward online gaming. Furthermore, various emerging countries have experienced hike in downloads of online gaming applications, which propels the growth of the market. For instance, according to research report published by Publicis Groupe India, in March 2020 in India, the online smartphone gaming industry registered growth rate of 41% as compared to the previous year 2019. This is majorly attributed to increase in number of people spending more time on gaming application due to implementation of stringent lockdown across the country.

Online Smartphone and Tablet Games Market
By Game Type

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Massive Multiplayer Online Games is projected as one of the most lucrative segments.

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Top impacting factors

Rise in trend of cloud gaming 

With the presence of large consumer base in the smartphone market, specifically in the age range of 13–20, coupled with availability of strong internet connectivity, the adoption of cloud-based gaming has increased, thereby turning the mobile-based device into a powerful gaming platform. Strong 4G network within developing and developed countries and upcoming 5G-based model coupled with their ongoing research and testing are expected to offer lucrative opportunity for the expansion of the cloud-based gaming market. Various companies such as Microsoft and Google are investing heavily in the delivery of such services by transforming their cloud service efficiently. In addition to new 5G networks, Chinese tech giant Tencent is investing heavily in its own cloud gaming service. Thus, China is anticipated serve as the potential market for online smartphone and tablet games.

Free-to-play business model emerging as a game changer 

Within the last few years, the mobile gaming industry has been experiencing increase in revenue, owing to one of the striking trends, free-to-play operational model. It is estimated that around 80–85% of the revenue within the industry comes from this business model. In addition, increase in adoption of in-app purchase across various emerging countries acts as a major source of revenue flow for key players, thereby augmenting the growth of the market. For instance, out of Fortnite’s $2.4 billion of revenue, over $1 billion was generated through the sale of in-game items. With this trend on rise, majority of online games are now shifting to the free-to-play model with a focus earning higher profit margins through in-game items, thus augmenting the growth of the global market. 

Online Smartphone and Tablet Games Market
By Region

2027
Asia-pacific 
North America
Europe
LAMEA

Asia-Pacific would exhibit the highest CAGR of 23.9% during 2020-2027.

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Key Benefits For Stakeholders     

  • The study provides an in-depth analysis of global online smartphone and tablet games market forecast along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on global market is provided in the report.
  • Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2020 to 2027 is provided to determine the market potential.

Online Smartphone and Tablet Games Market Report Highlights

Aspects Details
By OPERATING SYSTEM
  • iOS
  • Android
  • others
By GAME TYPE
  • Massive Multiplayer Online Games
  • Casual Games
  • Social Games
  • Others
By Region
  • North America  (U.S, Canada)
  • Europe  (Germany, UK, France, Italy, Spain, Rest of Europe)
  • Asia-Pacific  (China, Japan, South Korea, India, Australia, Rest of Asia-Pacific)
  • LAMEA  (Latin America, Middle East, Africa)
Key Market Players THE WALT DISNEY COMPANY, GAMELOFT, MACHINE ZONE, INC. (ACQUIRE BY APPLOVIN), KING LTD. (ACQUIRED BY ACTIVISION), ROVIO ENTERTAINMENT CORPORATION, NCSOFT CORPORATION, KABAM GAMES, INC. (ACQUIRED BY NETMARBLE GAMES), MELIOR GAMES, SUPERCELL OY, ELECTRONICS ARTS, INC
 

CHAPTER 1:INTRODUCTION

1.1.Report description
1.2.Key benefits for stakeholders
1.3.Key market segments
1.4.Research methodology

1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.Key findings

2.1.1.Top impacting factors
2.1.2.Top investment pockets

2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

3.1.Market definition and scope
3.2.Key forces shaping global online smartphone and tablet games market
3.3.Market dynamics

3.3.1.Drivers

3.3.1.1.Low barrier to entry, coupled with rise in smartphone penetration
3.3.1.2.Free-to-play business model
3.3.1.3.Rise in smartphone users

3.3.2.Restraint

3.3.2.1.Growth in concerns of user privacy and security issues

3.3.3.Opportunities

3.3.3.1.Rise in adoption of cloud gaming
3.3.3.2.Growth in use of machine learning and artificial intelligence in mobile gaming apps

3.4.COVID-19 impact analysis on online smartphone and tablet games market

3.4.1.Impact on market size
3.4.2.Consumer trends, preferences, and budget impact
3.4.3.Economic impact
3.4.4.Strategies to tackle negative impact
3.4.5.Opportunity window

CHAPTER 4:ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEM

4.1.Overview
4.2.iOS

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast, by region
4.2.3.Market analysis, by country

4.3.Android

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast, by region
4.3.3.Market analysis, by country

4.4.Others

4.4.1.Key market trends, growth factors, and opportunities
4.4.2.Market size and forecast, by region
4.4.3.Market analysis, by country

CHAPTER 5:ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE

5.1.Overview
5.2.Massive multiplayer online games

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast, by region
5.2.3.Market analysis, by country

5.3.Causal Games

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region
5.3.3.Market analysis, by country

5.4.Social Games

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast, by region
5.4.3.Market analysis, by country

5.5.Others

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast, by region
5.5.3.Market analysis, by country

CHAPTER 6:GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION

6.1.Overview

6.1.1.Market size and forecast, by region

6.2.North America

6.2.1.Key market trends, growth factors and opportunities
6.2.2.Market size and forecast, by operating system
6.2.3.Market size and forecast, by game type
6.2.4.Market size and forecast, by Country.

6.2.4.1.U.S.

6.2.4.1.1.Market size and forecast, by operating system
6.2.4.1.2.Market size and forecast, by game type

6.2.4.2.Canada

6.2.4.2.1.Market size and forecast, by operating system
6.2.4.2.2.Market size and forecast, by game type

6.3.Europe

6.3.1.Key market trends, growth factors and opportunities
6.3.2.Market size and forecast, by operating system
6.3.3.Market size and forecast, by game type
6.3.4.Market size and forecast, by Country

6.3.4.1.Germany

6.3.4.1.1.Market size and forecast, by operating system
6.3.4.1.2.Market size and forecast, by game type

6.3.4.2.UK

6.3.4.2.1.Market size and forecast, by operating system
6.3.4.2.2.Market size and forecast, by game type

6.3.4.3.France

6.3.4.3.1.Market size and forecast, by operating system
6.3.4.3.2.Market size and forecast, by game type

6.3.4.4.Italy

6.3.4.4.1.Market size and forecast, by operating system
6.3.4.4.2.Market size and forecast, by game type

6.3.4.5.Spain

6.3.4.5.1.Market size and forecast, by operating system
6.3.4.5.2.Market size and forecast, by game type

6.3.4.6.Rest of Europe

6.3.4.6.1.Market size and forecast, by operating system
6.3.4.6.2.Market size and forecast, by game type

6.4.Asia-Pacific

6.4.1.Key market trends, growth factors, and opportunities
6.4.2.Market size and forecast, by operating system
6.4.3.Market size and forecast, by game type
6.4.4.Market size and forecast, by Country

6.4.4.1.China

6.4.4.1.1.Market size and forecast, by operating system
6.4.4.1.2.Market size and forecast, by game type

6.4.4.2.Japan

6.4.4.2.1.Market size and forecast, by operating system
6.4.4.2.2.Market size and forecast, by game type

6.4.4.3.South Korea

6.4.4.3.1.Market size and forecast, by operating system
6.4.4.3.2.Market size and forecast, by game type

6.4.4.4.India

6.4.4.4.1.Market size and forecast, by operating system
6.4.4.4.2.Market size and forecast, by game type

6.4.4.5.Australia

6.4.4.5.1.Market size and forecast, by operating system
6.4.4.5.2.Market size and forecast, by game type

6.4.4.6.Rest of Asia-Pacific

6.4.4.6.1.Market size and forecast, by operating system
6.4.4.6.2.Market size and forecast, by game type

6.5.LAMEA

6.5.1.Key market trends, growth factors and opportunities
6.5.2.Market size and forecast, by operating system
6.5.3.Market size and forecast, by game type
6.5.4.Market size and forecast, by country

6.5.4.1.Latin America

6.5.4.1.1.Market size and forecast, by operating system
6.5.4.1.2.Market size and forecast, by game type

6.5.4.2.Middle East

6.5.4.2.1.Market size and forecast, by operating system
6.5.4.2.2.Market size and forecast, by game type

6.5.4.3.Africa

6.5.4.3.1.Market size and forecast, by operating system
6.5.4.3.2.Market size and forecast, by game type

CHAPTER 7:COMPETITIVE LANDSCAPE

7.1.Key players positioning analysis, 2019
7.2.Competitive dashboard
7.3.Top winning strategies

CHAPTER 8:COMPANY PROFILE

8.1.ELECTRONICS ARTS, INC.

8.1.1.Company overview
8.1.2.Key executives
8.1.3.Company snapshot
8.1.4.Product portfolio
8.1.5.Business performance
8.1.6.Key strategic moves and developments

8.2.GAMELOFT

8.2.1.Company overview
8.2.2.Key Executives
8.2.3.Company snapshot
8.2.4.Product portfolio
8.2.5.Key strategic moves and developments

8.3.KABAM GAMES, INC. (ACQUIRED BY NETMARBLE GAMES)

8.3.1.Company overview
8.3.2.Key executives
8.3.3.Company snapshot
8.3.4.Product portfolio
8.3.5.Business performance
8.3.6.Key strategic moves and developments

8.4.KING LTD. (ACQUIRED BY ACTIVISION)

8.4.1.Company overview
8.4.2.Key Executives
8.4.3.Company snapshot
8.4.4.Operating business segments
8.4.5.Product portfolio
8.4.6.Business performance

8.5.MACHINE ZONE, INC. (ACQUIRE BY APPLOVIN)

8.5.1.Company overview
8.5.2.Key executives
8.5.3.Company snapshot
8.5.4.Product portfolio
8.5.5.Key strategic moves and developments

8.6.MELIOR GAMES

8.6.1.Company overview
8.6.2.Key Executives
8.6.3.Company snapshot
8.6.4.Product portfolio

8.7.NCSOFT CORPORATION

8.7.1.Company overview
8.7.2.Key Executives
8.7.3.Company snapshot
8.7.4.Product portfolio
8.7.5.Business performance
8.7.6.Key strategic moves and developments

8.8.ROVIO ENTERTAINMENT CORPORATION

8.8.1.Company overview
8.8.2.Key Executives
8.8.3.Company snapshot
8.8.4.Operating business segments
8.8.5.Product portfolio
8.8.6.Business performance
8.8.7.Key strategic moves and developments

8.9.SUPERCELL OY

8.9.1.Company overview
8.9.2.Key Executives
8.9.3.Company snapshot
8.9.4.Product portfolio
8.9.5.Key strategic moves and developments

8.10.THE WALT DISNEY COMPANY

8.10.1.Company overview
8.10.2.Key executives
8.10.3.Company snapshot
8.10.4.Operating business segments
8.10.5.Product portfolio
8.10.6.Business performance
8.10.7.Key strategic moves and developments

LIST OF TABLES

TABLE 01.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 02.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR IOS, BY REGION, 2019–2027 ($MILLION)
TABLE 03.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR ANDROID, BY REGION, 2019–2027 ($MILLION)
TABLE 04.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR OTHERS, BY REGION, 2019–2027 ($MILLION)
TABLE 05.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 06.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR MMO, BY REGION, 2019–2027 ($MILLION)
TABLE 07.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR CAUSAL GAMES, BY REGION, 2019–2027 ($MILLION)
TABLE 08.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR SOCIAL GAMES, BY REGION, 2019–2027 ($MILLION)
TABLE 09.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE FOR OTHERS, BY REGION, 2019–2027 ($MILLION)
TABLE 10.ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY REGION, 2019–2027 ($MILLION)
TABLE 11.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 12.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 13.NORTH AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 14.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 15.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 16.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 17.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 18.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 19.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 20.EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 21.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 22.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 23.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 24.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 25.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 26.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 27.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 28.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 29.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 30.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 31.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 32.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 33.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 34.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 35.ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 36.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 37.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 38.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 39.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 40.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 41.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 42.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 43.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 44.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 45.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 46.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 47.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 48.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 49.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 50.LAMEA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY COUNTRY, 2019–2027 ($MILLION)
TABLE 51.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 52.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 53.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 54.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 55.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY OPERATING SYSTEM, 2019–2027 ($MILLION)
TABLE 56.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, BY GAME TYPE, 2019–2027 ($MILLION)
TABLE 57.ELECTRONICS ARTS, INC.: KEY EXECUTIVES
TABLE 58.ELECTRONICS ARTS, INC.: COMPANY SNAPSHOT
TABLE 59.ELECTRONICS ARTS, INC.: PRODUCT PORTFOLIO
TABLE 60.GAMELOFT: KEY EXECUTIVES
TABLE 61.GAMELOFT: COMPANY SNAPSHOT
TABLE 62.GAMELOFT: PRODUCT PORTFOLIO
TABLE 63.KABAM GAMES, INC.: KEY EXECUTIVES
TABLE 64.KABAM GAMES, INC.: COMPANY SNAPSHOT
TABLE 65.KABAM GAMES, INC.: PRODUCT PORTFOLIO
TABLE 66.KING LTD: KEY EXECUTIVES
TABLE 67.KING LTD: COMPANY SNAPSHOT
TABLE 68.KING LTD: OPERATING SEGMENTS
TABLE 69.KING LTD.: PRODUCT PORTFOLIO
TABLE 70.MACHINE ZONE, INC.: KEY EXECUTIVES
TABLE 71.MACHINE ZONE, INC.: COMPANY SNAPSHOT
TABLE 72.MACHINE ZONE, INC.: PRODUCT PORTFOLIO
TABLE 73.MELIOR GAMES: KEY EXECUTIVES
TABLE 74.MELIOR GAMES: COMPANY SNAPSHOT
TABLE 75.MELIOR GAMES: PRODUCT PORTFOLIO
TABLE 76.NCSOFT CORPORATION: KEY EXECUTIVES
TABLE 77.NCSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 78.NCSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 79.ROVIO ENTERTAINMENT CORPORATION: KEY EXECUTIVES
TABLE 80.ROVIO ENTERTAINMENT CORPORATION: COMPANY SNAPSHOT
TABLE 81.ROVIO ENTERTAINMENT CORPORATION: OPERATING SEGMENTS
TABLE 82.ROVIO ENTERTAINMENT CORPORATION: PRODUCT PORTFOLIO
TABLE 83.SUPERCELL OY: KEY EXECUTIVES
TABLE 84.SUPERCELL OY: COMPANY SNAPSHOT
TABLE 85.SUPERCELL OY: PRODUCT PORTFOLIO
TABLE 86.THE WALT DISNEY COMPANY: KEY EXECUTIVES
TABLE 87.THE WALT DISNEY COMPANY: COMPANY SNAPSHOT
TABLE 88.THE WALT DISNEY COMPANY: OPERATING SEGMENTS
TABLE 89.THE WALT DISNEY COMPANY: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, 2019–2027
FIGURE 03.GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY REGION, 2019–2027
FIGURE 04.ONLINE SMARTPHONE AND TABLET GAMES MARKET: TOP IMPACTING FACTOR
FIGURE 05.TOP INVESTMENT POCKETS
FIGURE 06.MODERATE-TO-HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 07.MODERATE-TO-HIGH BARGAINING POWER OF BUYER
FIGURE 08.MODERATE-TO-HIGH THREAT OF SUBSTITUTES
FIGURE 09.MODERATE -TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 10.LOW-TO-HIGH COMPETITIVE RIVALRY
FIGURE 11.ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY OPERATING SYSTEM, 2019–2027
FIGURE 12.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR IOS, BY COUNTRY, 2019 & 2027 (%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR ANDROID, BY COUNTRY, 2019 & 2027 (%)
FIGURE 14.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR OTHERS,  BY COUNTRY, 2019 & 2027 (%)
FIGURE 15.ONLINE SMARTPHONE AND TABLET GAMES MARKET, BY GAME TYPE, 2019–2027
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR MMO,  BY COUNTRY, 2019 & 2027 (%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR CAUSAL GAMES, BY COUNTRY, 2019 & 2027 (%)
FIGURE 18.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR SOCIAL GAMES, BY COUNTRY, 2019 & 2027 (%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF ONLINE SMARTPHONE AND TABLET GAMES MARKET FOR OTHERS,  BY COUNTRY, 2019 & 2027 (%)
FIGURE 20.U.S. ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 21.CANADA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 22.GERMANY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 23.UK ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 24.FRANCE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 25.ITALY ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 26.SPAIN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 27.REST OF EUROPE ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 28.CHINA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 29.JAPAN ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 30.SOUTH KOREA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 31.INDIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 32.AUSTRALIA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 33.REST OF ASIA-PACIFIC ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 34.LATIN AMERICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 35.MIDDLE EAST ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 36.AFRICA ONLINE SMARTPHONE AND TABLET GAMES MARKET REVENUE, 2019–2027 ($MILLION)
FIGURE 37.KEY PLAYER POSITIONING ANLYSIS: GLOBAL ONLINE SMARTPHONE AND TABLET GAMES MARKET
FIGURE 38.COMPETITIVE DASHBOARD
FIGURE 39.COMPETITIVE DASHBOARD
FIGURE 40.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 41.TOP WINNING STRATEGIES, BY YEAR, 2018-2020
FIGURE 42.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2018-2020
FIGURE 43.TOP WINNING STRATEGIES, BY COMPANY, 2018-2020
FIGURE 44.ELECTRONICS ARTS, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 45.ELECTRONICS ARTS, INC.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 46.KABAM GAMES, INC.: REVENUE, 2017–2019 ($MILLION)
FIGURE 47.KING LTD.: REVENUE, 2017–2019 ($MILLION)
FIGURE 48.KING LTD.: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 49.KING LTD.: REVENUE SHARE, BY REGION, 2019 (%)
FIGURE 50.NCSOFT CORPORATION: NET SALES, 2017–2019 ($MILLION)
FIGURE 51.NCSOFT CORPORATION: REVENUE SHARE, BY REGION (2019)
FIGURE 52.ROVIO ENTERTAINMENT CORPORATION: NET SALES, 2017–2019 ($MILLION)
FIGURE 53.ROVIO ENTERTAINMENT CORPORATION: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 54.ROVIO ENTERTAINMENT CORPORATION: REVENUE SHARE, BY REGION (2019)
FIGURE 55.THE WALT DISNEY COMPANY: REVENUE, 2017–2019 ($MILLION)
FIGURE 56.THE WALT DISNEY COMPANY: REVENUE SHARE, BY SEGMENT, 2019 (%)
FIGURE 57.THE WALT DISNEY COMPANY: REVENUE SHARE, BY REGION, 2019 (%)


 
 

The adoption of online smartphone and tablet games has increased over the time, owing to increase in addiction of online gaming to relieve stress and to improve social interaction. In addition, online smartphone and tablet games market is in its growing stage in Asia-Pacific, the Middle East, and Africa (MEA) as well as Latin America; therefore, OTT platforms in these regions have immense scope for expansion. Moreover, there is huge return on investment in the online smartphone and tablet games market, owing to increase in addiction of massive multiplayer games among youth across the globe. Hence, online smartphone and tablet games platform vendors continue to visualize more effectively on the need for services across all regions. Furthermore, emerging technologies and developments in the gaming industry such as introduction of cloud-based gaming platform and blockchain in gaming are expected to boost the growth of the online smartphone and tablet games market. It includes advancements massive development of new and emerging technologies.

The online smartphone and tablet games market is competitive and comprises a number of regional and global vendors competing based on factors such as cost of solutions & services, reliability, efficiency of product, and support services. The market is concentrated with major players consuming 50–60% of the share. The degree of concentration will remain the same during the forecast period. Owing to intense competition, vendors operating in the market are offering advanced media and entertainment storage solutions to improve marketing strategies of enterprises. On the other hand, increase in investment trend of companies across the gaming industry fuels the market growth.

Strengthening of economy of the developing nations such as China, India, Indonesia, and Thailand is expected to provide lucrative opportunities for the market growth. Asia-Pacific is expected to dominate the market during the forecast period. Moreover, emerging countries in Asia-Pacific and Latin America are projected to offer significant growth opportunities during the forecast period. Global players are focusing toward product development and increasing their geographical presence, owing to increase in competition among local vendors in terms of features, quality, and price. In addition, these players are adopting various business strategies to enhance their product offerings and strengthen their foothold in the market. 
 

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