Mobile Gaming Market 2018 Industry Key Players: Gameloft, Electronic Arts Inc, Tencent, Activision Blizzard Inc., Rovio, Supercell Oy, DeNa, Disney Interactive, Nintendo, Blizzard
This report studies the global Mobile Gaming market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Mobile Gaming market by companies, region, type and end-use industry.
This report focuses on the global top players, covered
Gameloft
Electronic Arts Inc
Tencent
Activision Blizzard Inc.
Rovio
Supercell Oy
DeNa
Disney Interactive
Nintendo
Blizzard
Ubisoft
Kobojo
Glu Mobile
Wooga GmbH
GREE International
GigaMedia
Sony Computer Entertainment
Tylted
Storm8
Blockdot
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Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Market segment by Type, the product can be split into
Action/Adventure
Strategy & Brain
Casino
Sport and Role Playing Games
Others
Market segment by Application, Mobile Gaming can be split into
Android
iOS
Others
The study objectives of this report are:
To study and forecast the market size of Mobile Gaming in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of Mobile Gaming are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents
Global Mobile Gaming Market Size, Status and Forecast 2025
1 Industry Overview of Mobile Gaming
1.1 Mobile Gaming Market Overview
1.1.1 Mobile Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global Mobile Gaming Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 Mobile Gaming Market by Type
1.3.1 Action/Adventure
1.3.2 Strategy & Brain
1.3.3 Casino
1.3.4 Sport and Role Playing Games
1.3.5 Others
1.4 Mobile Gaming Market by End Users/Application
1.4.1 Android
1.4.2 iOS
1.4.3 Others
2 Global Mobile Gaming Competition Analysis by Players
2.1 Mobile Gaming Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1 Gameloft
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.2 Electronic Arts Inc
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.3 Tencent
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.4 Activision Blizzard Inc.
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.5 Rovio
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.6 Supercell Oy
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.7 DeNa
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.8 Disney Interactive
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.9 Nintendo
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.10 Blizzard
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Mobile Gaming Revenue (Million USD) (2013-2018)
3.11 Ubisoft
3.12 Kobojo
3.13 Glu Mobile
3.14 Wooga GmbH
3.15 GREE International
3.16 GigaMedia
3.17 Sony Computer Entertainment
3.18 Tylted
3.19 Storm8
3.20 Blockdot
4 Global Mobile Gaming Market Size by Type and Application (2013-2018)
4.1 Global Mobile Gaming Market Size by Type (2013-2018)
4.2 Global Mobile Gaming Market Size by Application (2013-2018)
4.3 Potential Application of Mobile Gaming in Future
4.4 Top Consumer/End Users of Mobile Gaming
5 United States Mobile Gaming Development Status and Outlook
5.1 United States Mobile Gaming Market Size (2013-2018)
5.2 United States Mobile Gaming Market Size and Market Share by Players (2013-2018)
5.3 United States Mobile Gaming Market Size by Application (2013-2018)
6 Europe Mobile Gaming Development Status and Outlook
6.1 Europe Mobile Gaming Market Size (2013-2018)
6.2 Europe Mobile Gaming Market Size and Market Share by Players (2013-2018)
6.3 Europe Mobile Gaming Market Size by Application (2013-2018)
……Continued
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