The smart phone/tablet games market size has grown rapidly in recent years. It will grow from $87.6 billion in 2024 to $104.8 billion in 2025 at a compound annual growth rate (CAGR) of 19.6%. The growth in the historic period can be attributed to proliferation of smart devices, app stores, freemium model, casual gaming, social integration.
The smart phone/tablet games market size is expected to see rapid growth in the next few years. It will grow to $209.64 billion in 2029 at a compound annual growth rate (CAGR) of 18.9%. The growth in the forecast period can be attributed to advanced hardware, 5g connectivity, augmented reality (ar) and virtual reality (vr), cloud gaming. Major trends in the forecast period include augmented reality (ar) and virtual reality (vr), in-app purchases and microtransactions, blockchain and nfts: sustainability and eco-friendly initiatives.
The smartphone and tablet gaming industry is experiencing substantial growth due to the rapid availability of affordable gaming smartphones and tablets in the market. These new, budget-friendly gaming mobile and tablet devices offer improved performance and cost-effectiveness compared to previous generations, resulting in smoother gameplay with higher Frames Per Second (FPS) and an enhanced gaming experience. For instance, a variety of Chinese smartphones are now available in the market for under $500, offering technologically advanced gaming experiences, including models like the Xiomi Mi 8 Pro ($469), Xiomi Mi 8 ($389), Xiomi Pocophone F1 ($319), Honor 9 ($320), and more.
The growing popularity of video game streaming is playing a significant role in the expansion of the smartphone/tablet games market. Video game streaming involves the live broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the player. Streaming smartphone/tablet games enables users to play and share their gameplay online, encouraging community involvement and entertainment. For example, in August 2023, Video Games Europe, a European organization representing a responsible gaming ecosystem, reported that 53% of Europeans participated in video gaming in 2023, with the total workforce growing by 12% year-over-year, increasing from 98,000 to 110,000. As a result, the growing popularity of video game streaming is expected to drive the smartphone/tablet games market.
Leading companies in the smartphone/tablet games market are increasingly focusing on the development of advanced chip technology to deliver a more immersive gaming experience for users. This chip technology, specifically designed for mobile gaming, aims to enhance the performance of gaming applications by managing complex graphics, executing fast computations, and enabling multitasking. These improvements ensure smooth gameplay, realistic visuals, and quick responses. For example, in June 2022, Arm Ltd., a UK-based semiconductor and software design firm, unveiled new graphics processing unit (GPU) designs. These GPUs provide superior visuals and energy efficiency, paired with improved central processing units (CPUs) to boost overall performance, ensuring a more seamless and immersive gaming experience on mobile devices.
Companies operating in the smartphone/tablet games market are increasingly focusing on creating games based on popular TV shows to gain a competitive edge. These games leverage the fanbase of the shows, creating engaging and interactive experiences that immerse players in familiar storylines and settings, often leading to higher engagement and excitement. For instance, in June 2022, Netflix Inc., a US-based streaming media company, introduced new games for its gaming service, including "The Queen's Gambit," "Shadow and Bone," "Too Hot To Handle," and "Money Heist." "Shadow and Bone" is a new single-player mobile game inspired by the popular series. "La Casa de Papel" is an action-adventure game based on the "Money Heist" series, where players engage in activities like cracking safes and robbing a casino in Monaco to assist the Professor's friend. "The Queen's Gambit Chess" offers an ultimate chess experience, allowing players to take lessons, solve puzzles, and compete with others.
In July 2023, Savvy Games Group, a Saudi Arabia-based video game company, acquired Scopely for $4.9 billion. This acquisition aims to strengthen Savvy Games Group's global presence and leverage Scopely's expertise in mobile gaming. Scopely, a US-based interactive entertainment company, is known for developing smartphone video games.
Smartphone and tablet games are games specifically designed for mobile devices, including smartphones and tablets. These games provide an entertaining and relaxing way for users to enjoy their leisure time. Many of them feature multiplayer options, enabling players to connect and compete with friends or other users globally, fostering social interaction.
The primary categories of smartphone and tablet games include shooter games, action games, sports games, role-playing games, adventure games, racing games, fighting games, strategy games, and other miscellaneous genres. Role-playing games involve players assuming the roles of fictional characters within the game. These games are available for both iOS and Android users.
The smartphone/tablet games market research report is one of a series of new reports that provides smartphone/tablet games market statistics, including smartphone/tablet games industry global market size, regional shares, competitors with a smartphone/tablet games market share, detailed smartphone/tablet games market segments, market trends and opportunities, and any further data you may need to thrive in the smartphone/tablet games industry. This smartphone/tablet games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Major companies operating in the smart phone/tablet games market include Tencent Holdings Ltd., Sony Corporation, Electronic Arts Inc., Nintendo Co Ltd., Netmarble, CyberAgent Inc., Mixi Inc., Zynga Inc., Supercell Oy, Machine Zone Inc., King Digital Entertainment, Com2uS Corporation, Niantic Inc., Bandai Namco Entertainment Inc., NEXON Games Co Ltd., Square Enix Holdings Co Ltd., Warner Bros Entertainment Inc., Pocket Games, Playrix Holding Ltd., IGG Inc., Miniclip SA, NCSoft Corporation, Peak Games, Jam City Inc., NetEase Inc., Glu Mobile LLC, Gameloft SE, Rovia LLC, Ubisoft Entertainment SA, Epic Games Inc.
Asia-Pacific was the largest region in the smartphone/tablet games market in 2024. North America was the second largest region if the smart phone/tablet games market. The regions covered in the smart phone/tablet games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the smart phone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The smartphone/tablet games market consists of sales of games that can only be played on smartphones or tablets. The revenue for these companies is generated from the in-app purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net etc.), sponsorships and sales of merchandise. The main types of smartphone/tablet games are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy and others. A shooter game are the action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. The devices used include smartphone and tablet and used by iOS user and android user. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The smart phone/tablet games market size is expected to see rapid growth in the next few years. It will grow to $209.64 billion in 2029 at a compound annual growth rate (CAGR) of 18.9%. The growth in the forecast period can be attributed to advanced hardware, 5g connectivity, augmented reality (ar) and virtual reality (vr), cloud gaming. Major trends in the forecast period include augmented reality (ar) and virtual reality (vr), in-app purchases and microtransactions, blockchain and nfts: sustainability and eco-friendly initiatives.
The smartphone and tablet gaming industry is experiencing substantial growth due to the rapid availability of affordable gaming smartphones and tablets in the market. These new, budget-friendly gaming mobile and tablet devices offer improved performance and cost-effectiveness compared to previous generations, resulting in smoother gameplay with higher Frames Per Second (FPS) and an enhanced gaming experience. For instance, a variety of Chinese smartphones are now available in the market for under $500, offering technologically advanced gaming experiences, including models like the Xiomi Mi 8 Pro ($469), Xiomi Mi 8 ($389), Xiomi Pocophone F1 ($319), Honor 9 ($320), and more.
The growing popularity of video game streaming is playing a significant role in the expansion of the smartphone/tablet games market. Video game streaming involves the live broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the player. Streaming smartphone/tablet games enables users to play and share their gameplay online, encouraging community involvement and entertainment. For example, in August 2023, Video Games Europe, a European organization representing a responsible gaming ecosystem, reported that 53% of Europeans participated in video gaming in 2023, with the total workforce growing by 12% year-over-year, increasing from 98,000 to 110,000. As a result, the growing popularity of video game streaming is expected to drive the smartphone/tablet games market.
Leading companies in the smartphone/tablet games market are increasingly focusing on the development of advanced chip technology to deliver a more immersive gaming experience for users. This chip technology, specifically designed for mobile gaming, aims to enhance the performance of gaming applications by managing complex graphics, executing fast computations, and enabling multitasking. These improvements ensure smooth gameplay, realistic visuals, and quick responses. For example, in June 2022, Arm Ltd., a UK-based semiconductor and software design firm, unveiled new graphics processing unit (GPU) designs. These GPUs provide superior visuals and energy efficiency, paired with improved central processing units (CPUs) to boost overall performance, ensuring a more seamless and immersive gaming experience on mobile devices.
Companies operating in the smartphone/tablet games market are increasingly focusing on creating games based on popular TV shows to gain a competitive edge. These games leverage the fanbase of the shows, creating engaging and interactive experiences that immerse players in familiar storylines and settings, often leading to higher engagement and excitement. For instance, in June 2022, Netflix Inc., a US-based streaming media company, introduced new games for its gaming service, including "The Queen's Gambit," "Shadow and Bone," "Too Hot To Handle," and "Money Heist." "Shadow and Bone" is a new single-player mobile game inspired by the popular series. "La Casa de Papel" is an action-adventure game based on the "Money Heist" series, where players engage in activities like cracking safes and robbing a casino in Monaco to assist the Professor's friend. "The Queen's Gambit Chess" offers an ultimate chess experience, allowing players to take lessons, solve puzzles, and compete with others.
In July 2023, Savvy Games Group, a Saudi Arabia-based video game company, acquired Scopely for $4.9 billion. This acquisition aims to strengthen Savvy Games Group's global presence and leverage Scopely's expertise in mobile gaming. Scopely, a US-based interactive entertainment company, is known for developing smartphone video games.
Smartphone and tablet games are games specifically designed for mobile devices, including smartphones and tablets. These games provide an entertaining and relaxing way for users to enjoy their leisure time. Many of them feature multiplayer options, enabling players to connect and compete with friends or other users globally, fostering social interaction.
The primary categories of smartphone and tablet games include shooter games, action games, sports games, role-playing games, adventure games, racing games, fighting games, strategy games, and other miscellaneous genres. Role-playing games involve players assuming the roles of fictional characters within the game. These games are available for both iOS and Android users.
The smartphone/tablet games market research report is one of a series of new reports that provides smartphone/tablet games market statistics, including smartphone/tablet games industry global market size, regional shares, competitors with a smartphone/tablet games market share, detailed smartphone/tablet games market segments, market trends and opportunities, and any further data you may need to thrive in the smartphone/tablet games industry. This smartphone/tablet games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Major companies operating in the smart phone/tablet games market include Tencent Holdings Ltd., Sony Corporation, Electronic Arts Inc., Nintendo Co Ltd., Netmarble, CyberAgent Inc., Mixi Inc., Zynga Inc., Supercell Oy, Machine Zone Inc., King Digital Entertainment, Com2uS Corporation, Niantic Inc., Bandai Namco Entertainment Inc., NEXON Games Co Ltd., Square Enix Holdings Co Ltd., Warner Bros Entertainment Inc., Pocket Games, Playrix Holding Ltd., IGG Inc., Miniclip SA, NCSoft Corporation, Peak Games, Jam City Inc., NetEase Inc., Glu Mobile LLC, Gameloft SE, Rovia LLC, Ubisoft Entertainment SA, Epic Games Inc.
Asia-Pacific was the largest region in the smartphone/tablet games market in 2024. North America was the second largest region if the smart phone/tablet games market. The regions covered in the smart phone/tablet games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the smart phone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The smartphone/tablet games market consists of sales of games that can only be played on smartphones or tablets. The revenue for these companies is generated from the in-app purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net etc.), sponsorships and sales of merchandise. The main types of smartphone/tablet games are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy and others. A shooter game are the action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. The devices used include smartphone and tablet and used by iOS user and android user. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Smart Phone/Tablet Games Market Characteristics3. Smart Phone/Tablet Games Market Trends and Strategies4. Smart Phone/Tablet Games Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Smart Phone/Tablet Games Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Smart Phone/Tablet Games Market34. Recent Developments in the Smart Phone/Tablet Games Market
5. Global Smart Phone/Tablet Games Growth Analysis and Strategic Analysis Framework
6. Smart Phone/Tablet Games Market Segmentation
7. Smart Phone/Tablet Games Market Regional and Country Analysis
8. Asia-Pacific Smart Phone/Tablet Games Market
9. China Smart Phone/Tablet Games Market
10. India Smart Phone/Tablet Games Market
11. Japan Smart Phone/Tablet Games Market
12. Australia Smart Phone/Tablet Games Market
13. Indonesia Smart Phone/Tablet Games Market
14. South Korea Smart Phone/Tablet Games Market
15. Western Europe Smart Phone/Tablet Games Market
16. UK Smart Phone/Tablet Games Market
17. Germany Smart Phone/Tablet Games Market
18. France Smart Phone/Tablet Games Market
19. Italy Smart Phone/Tablet Games Market
20. Spain Smart Phone/Tablet Games Market
21. Eastern Europe Smart Phone/Tablet Games Market
22. Russia Smart Phone/Tablet Games Market
23. North America Smart Phone/Tablet Games Market
24. USA Smart Phone/Tablet Games Market
25. Canada Smart Phone/Tablet Games Market
26. South America Smart Phone/Tablet Games Market
27. Brazil Smart Phone/Tablet Games Market
28. Middle East Smart Phone/Tablet Games Market
29. Africa Smart Phone/Tablet Games Market
30. Smart Phone/Tablet Games Market Competitive Landscape and Company Profiles
31. Smart Phone/Tablet Games Market Other Major and Innovative Companies
35. Smart Phone/Tablet Games Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Smart Phone/Tablet Games Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on smart phone/tablet games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for smart phone/tablet games ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The smart phone/tablet games market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Game Type: Shooter; Action; Sports Games; Role-Playing; Adventure; Racing; Fighting; Strategy; Other Game Types2) By Device: Smartphone; Tablet
3) By Application: iOS User; Android User
Subsegments:
1) By Shooter: First-person Shooters (FPS); Third-person Shooters2) By Action: Platformers; Beat 'em Ups
3) By Sports Games: Football/Soccer Games; Basketball Games; Tennis and Other Sports Simulations
4) By Role-Playing: Action RPGs; Turn-based RPGs; Massively Multiplayer Online RPGs (MMORPGs)
5) By Adventure: Narrative-driven Games; Puzzle Adventure Games
6) By Racing: Arcade Racing Games; Simulation Racing Games
7) By Fighting: Traditional Fighting Games; Multiplayer Fighting Brawlers
8) By Strategy: Real-time Strategy (RTS); Turn-based Strategy; Tower Defense
9) By Other Game Types: Puzzle Games; Casual Games; Educational Games
Key Companies Mentioned: Tencent Holdings Ltd.; Sony Corporation; Electronic Arts Inc.; Nintendo Co Ltd.; Netmarble
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The major companies featured in this Smart Phone/Tablet Games market report include:- Tencent Holdings Ltd.
- Sony Corporation
- Electronic Arts Inc.
- Nintendo Co Ltd.
- Netmarble
- CyberAgent Inc.
- Mixi Inc.
- Zynga Inc.
- Supercell Oy
- Machine Zone Inc.
- King Digital Entertainment
- Com2uS Corporation
- Niantic Inc.
- Bandai Namco Entertainment Inc.
- NEXON Games Co Ltd.
- Square Enix Holdings Co Ltd.
- Warner Bros Entertainment Inc.
- Pocket Games
- Playrix Holding Ltd.
- IGG Inc.
- Miniclip SA
- NCSoft Corporation
- Peak Games
- Jam City Inc.
- NetEase Inc.
- Glu Mobile LLC
- Gameloft SE
- Rovia LLC
- Ubisoft Entertainment SA
- Epic Games Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 104.8 Billion |
Forecasted Market Value ( USD | $ 209.64 Billion |
Compound Annual Growth Rate | 18.9% |
Regions Covered | Global |
No. of Companies Mentioned | 31 |