The smart phone/tablet games market size has grown rapidly in recent years. It will grow from $74.53 billion in 2023 to $87.77 billion in 2024 at a compound annual growth rate (CAGR) of 17.8%. The expansion witnessed in the historical period can be attributed to the proliferation of smart devices, the prevalence of app stores, the adoption of the freemium model, the popularity of casual gaming, and the integration of social features.
The smart phone/tablet games market size is expected to see rapid growth in the next few years. It will grow to $173.97 billion in 2028 at a compound annual growth rate (CAGR) of 18.7%. The anticipated growth in the forecast period can be linked to the advancement of hardware, the implementation of 5G connectivity, the rise of augmented reality (AR) and virtual reality (VR) technologies, and the emergence of cloud gaming. Notable trends expected during the forecast period encompass augmented reality (AR) and virtual reality (VR) experiences, in-app purchases and microtransactions, the integration of blockchain and NFTs, as well as a growing emphasis on 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 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.
The rising popularity of video game streaming is a significant driver of growth in the smartphone and tablet gaming market. Video game streaming involves real-time broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the players. Streaming smartphone and tablet games enables users to play and broadcast their gameplay online, fostering community engagement and entertainment. For example, during the Free Fire World Series (FFWS) 2021 in Singapore, Esports Charts, a US-based provider of eSports analytics, reported a significant increase in viewership, reaching a peak of 5.41 million viewers in May 2021. Hence, the increasing popularity of video game streaming is poised to drive the smartphone and tablet gaming market.
Illegal downloads and pirated versions of games pose a major challenge to this thriving industry, causing substantial concerns for original game developers. Revenue losses are significant due to these illicit downloads, as they deprive the original developers of their deserved earnings. As an example, the immensely popular game Subway Surfers may have suffered losses of nearly $91 million due to pirated versions.
Augmented Reality (AR) and Virtual Reality (VR) are two emerging technologies that are positively impacting the smartphone and tablet gaming market. Both technologies offer captivating gaming experiences to users. Augmented reality gaming integrates visual and audio content with the user's real-world environment in real-time, enhancing the gaming experience. Meanwhile, virtual reality games create three-dimensional (3-D) artificial environments for computer games. These technologies have gained appreciation from the gaming community, evidenced by the increased downloads of AR and VR-based games. For instance, in November 2021, Niantic announced the opening of its Lightship AR platform to developers, offering the Lightship Augmented Reality Developer Kit to those interested in creating real-world metaverse concepts.
Leading companies in the smartphone and tablet gaming market are actively developing games based on popular TV shows to gain a competitive edge. Games linked to well-loved TV series tap into the show's existing fan base, delivering engaging interactive experiences that immerse players in familiar storylines and settings, leading to heightened player engagement and excitement. In November 2021, Netflix Inc., a US-based subscription video-on-demand streaming service, launched its first smartphone games, initially for Android devices and later expanding to iOS devices. These games, including two tied to Netflix's hit series Stranger Things, are available for free to Netflix subscribers to download and play.
In October 2021, Zynga, a US-based social game developer, acquired StarLark for an undisclosed sum. This strategic move aims to expand Zynga's international presence and establish a foothold in China, granting access to a pool of creative talent. StarLark is a China-based mobile game developer.
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 2023. 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, Italy, Spain, Canada
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 $173.97 billion in 2028 at a compound annual growth rate (CAGR) of 18.7%. The anticipated growth in the forecast period can be linked to the advancement of hardware, the implementation of 5G connectivity, the rise of augmented reality (AR) and virtual reality (VR) technologies, and the emergence of cloud gaming. Notable trends expected during the forecast period encompass augmented reality (AR) and virtual reality (VR) experiences, in-app purchases and microtransactions, the integration of blockchain and NFTs, as well as a growing emphasis on 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 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.
The rising popularity of video game streaming is a significant driver of growth in the smartphone and tablet gaming market. Video game streaming involves real-time broadcasting of gameplay over the internet, allowing viewers to watch and often interact with the players. Streaming smartphone and tablet games enables users to play and broadcast their gameplay online, fostering community engagement and entertainment. For example, during the Free Fire World Series (FFWS) 2021 in Singapore, Esports Charts, a US-based provider of eSports analytics, reported a significant increase in viewership, reaching a peak of 5.41 million viewers in May 2021. Hence, the increasing popularity of video game streaming is poised to drive the smartphone and tablet gaming market.
Illegal downloads and pirated versions of games pose a major challenge to this thriving industry, causing substantial concerns for original game developers. Revenue losses are significant due to these illicit downloads, as they deprive the original developers of their deserved earnings. As an example, the immensely popular game Subway Surfers may have suffered losses of nearly $91 million due to pirated versions.
Augmented Reality (AR) and Virtual Reality (VR) are two emerging technologies that are positively impacting the smartphone and tablet gaming market. Both technologies offer captivating gaming experiences to users. Augmented reality gaming integrates visual and audio content with the user's real-world environment in real-time, enhancing the gaming experience. Meanwhile, virtual reality games create three-dimensional (3-D) artificial environments for computer games. These technologies have gained appreciation from the gaming community, evidenced by the increased downloads of AR and VR-based games. For instance, in November 2021, Niantic announced the opening of its Lightship AR platform to developers, offering the Lightship Augmented Reality Developer Kit to those interested in creating real-world metaverse concepts.
Leading companies in the smartphone and tablet gaming market are actively developing games based on popular TV shows to gain a competitive edge. Games linked to well-loved TV series tap into the show's existing fan base, delivering engaging interactive experiences that immerse players in familiar storylines and settings, leading to heightened player engagement and excitement. In November 2021, Netflix Inc., a US-based subscription video-on-demand streaming service, launched its first smartphone games, initially for Android devices and later expanding to iOS devices. These games, including two tied to Netflix's hit series Stranger Things, are available for free to Netflix subscribers to download and play.
In October 2021, Zynga, a US-based social game developer, acquired StarLark for an undisclosed sum. This strategic move aims to expand Zynga's international presence and establish a foothold in China, granting access to a pool of creative talent. StarLark is a China-based mobile game developer.
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 2023. 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, Italy, Spain, Canada
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 Strategies31. Global Smart Phone/Tablet Games Market Competitive Benchmarking32. Global Smart Phone/Tablet Games Market Competitive Dashboard33. Key Mergers And Acquisitions In The Smart Phone/Tablet Games Market
4. Smart Phone/Tablet Games Market - Macro Economic Scenario
5. Global Smart Phone/Tablet Games Market Size and Growth
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
34. Smart Phone/Tablet Games Market Future Outlook and Potential Analysis
35. Appendix
Executive Summary
Smart Phone/Tablet Games Global Market Report 2024 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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- All data from the report will also be delivered in an excel dashboard format.
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? This 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.
Scope
- Markets Covered: 1) By Game Type: Shooter; Action; Sports Games; Role-Playing; Adventure; Racing; Fighting; Strategy; Other Game Types; 2) By Device: Smartphone; Tablet; 3) By Application: iOS User; Android User
- 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 segmentations: 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
- 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.
Methodology
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