Mobile Gaming Market Size, Share, Opportunities, And Trends By Device Type (Smartphone, Smartwatch, PDA, Tablet, Others), By Genre (Action And Adventure, Arcade, Role-playing, Sports, Others), And By Geography - Forecasts From 2025 To 2030

  • Published: July 2025
  • Report Code: KSI061610536
  • Pages: 149
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Mobile Gaming Market Size:

The Mobile Gaming Market is expected to grow from USD 142.190 billion in 2025 to USD 244.824 billion in 2030, at a CAGR of 11.48%.

Electronic gaming can be performed using a variety of mediums, such as computers, mobile devices, consoles, or anything else that can be accessed electronically. Scalability for the gaming industry has been enabled by the development of mobile games. Additionally, social platforms such as Facebook and Instagram are developing innovative mobile games in order to differentiate their offerings as well as enhance their promotional strategies by utilizing engaging games. Various governments around the world are also establishing funds to support gaming industries, which are also expected to expand for mobile games. For instance, the German government has committed 50 million euros to the establishment of a games fund in the year 2019. Through the Sweden Game Arena in Sweden, students can develop their own games and use government-funded facilities and equipment.

Mobile Gaming Market Growth Factors:

  • Growing smartphone and internet penetration

Smartphone penetration and technology advancements, as well as the increased use of trending technologies for developing games, have played a major role in an industry that is developing rapidly. There is a growing gaming industry all over the world, and smartphones are playing a critical role in this growth. In recent years, fast internet access has become more accessible to people, particularly in emerging economies, making online gaming more feasible. Indian Media & Entertainment market is $24 bn, and gaming is among the fastest-growing segments. The country has one of the world's top five mobile gaming markets. (Source: investindia.gov). ?Additionally, the popular pricing model for mobile games is Free-to-Play, due to its unlimited potential and ability to be downloaded for free. By doing so, players can try a game before making a commitment to time or money, and they tend to grow their revenues as a result. Pokemon GO, for example, can be played for free, and statistics from Bank of America show that 27 million people in the U.S. played the game in 2016 and that number will rise to 67 million by 2020. As technologies like augmented reality and 5G become available, this model could evolve accordingly Furthermore, in April 2019, Hatch and Samsung launched the Hatch for Samsung mobile app together in the United States to launch 5G cloud gaming. The Galaxy S10 5G is Samsung's first 5G flagship phone, allowing customers to stream popular games such as Hitman GO and Monument Valley while playing games such as Arkanoid Rising. . Due to 5G's widespread deployment, coupled with faster download speeds, the market for mobile gaming is expected to boost.

Mobile Gaming Market Restraints:

  • Psychological effects and paid games: 

Generally, mobile games are addictive, and studies have shown that they can affect people's psychological behaviour, such as aggression and violence, and make them less aware of their surroundings. In addition, a paid version model is another factor that restrains and inhibits mobile gaming growth. This model involves the user paying either a one-time fee or some periodic fee for the app. Although subscription models help generate recurring revenue for companies, they aren't the model most users prefer. 

Mobile Gaming Market Segmentation:

  • By Device Type
    • Smartphone
    • Tablet
    • Smartwatch
    • Others
  • By Genre
    • Action and Adventure
    • Arcade
    • Role-Playing Games (RPG)
    • Sports
    • Puzzle
    • Strategy
    • Simulation
    • Racing
    • Casino
    • Multiplayer Online Battle Arena (MOBA)
    • Battle Royale
    • Others
  • By Monetization Model
    • Free-to-Play
    • Freemium
    • Pay-to-Play
    • Subscription-Based
    • Ad-Based
  • By Player Type
    • Casual Gamers
    • Hardcore Gamers
    • Professional Players
  • By Distribution Platform
    • iOS App Store
    • Google Play Store
    • Third-Party App Stores
    • Web-Based Platforms
    • Cloud Gaming Platforms
  • By Geography
    • North America
      • USA
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • United Kingdom
      • Germany
      • France
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Others
    • Asia Pacific
      • China
      • Japan
      • India
      • South Korea
      • Taiwan
      • Others

1. EXECUTIVE SUMMARY 

2. MARKET SNAPSHOT

2.1. Market Overview

2.2. Market Definition

2.3. Scope of the Study

2.4. Market Segmentation

3. BUSINESS LANDSCAPE 

3.1. Market Drivers

3.2. Market Restraints

3.3. Market Opportunities 

3.4. Porter’s Five Forces Analysis

3.5. Industry Value Chain Analysis

3.6. Policies and Regulations 

3.7. Strategic Recommendations 

4. TECHNOLOGICAL OUTLOOK

5. MOBILE GAMING MARKET BY DEVICE TYPE

5.1. Introduction

5.2. Smartphone

5.3. Tablet

5.4. Smartwatch

5.5. Others

6. MOBILE GAMING MARKET BY GENRE

6.1. Introduction

6.2. Action and Adventure

6.3. Arcade

6.4. Role-Playing Games (RPG)

6.5. Sports

6.6. Puzzle

6.7. Strategy

6.8. Simulation

6.9. Racing

6.10. Casino

6.11. Multiplayer Online Battle Arena (MOBA)

6.12. Battle Royale

6.13. Others

7. MOBILE GAMING MARKET BY MONETIZATION MODEL

7.1. Introduction

7.2. Free-to-Play

7.3. Freemium

7.4. Pay-to-Play

7.5. Subscription-Based

7.6. Ad-Based

8. MOBILE GAMING MARKET BY PLAYER TYPE

8.1. Introduction

8.2. Casual Gamers

8.3. Hardcore Gamers

8.4. Professional Players

9. MOBILE GAMING MARKET BY DISTRIBUTION PLATFORM

9.1. Introduction

9.2. iOS App Store

9.3. Google Play Store

9.4. Third-Party App Stores

9.5. Web-Based Platforms

9.6. Cloud Gaming Platforms

9.7. Action and Adventure

10. MOBILE GAMING MARKET BY GEOGRAPHY

10.1. Introduction

10.2. North America

10.2.1. By Device Type

10.2.2. By Genre

10.2.3. By Monetization Model

10.2.4. By Player Type

10.2.5. By Distribution Platform

10.2.6. By Country

10.2.6.1. USA

10.2.6.2. Canada

10.2.6.3. Mexico

10.3. South America

10.3.1. By Device Type

10.3.2. By Genre

10.3.3. By Monetization Model

10.3.4. By Player Type

10.3.5. By Distribution Platform

10.3.6. By Country

10.3.6.1. Brazil

10.3.6.2. Argentina

10.3.6.3. Others

10.4. Europe

10.4.1. By Device Type

10.4.2. By Genre

10.4.3. By Monetization Model

10.4.4. By Player Type

10.4.5. By Distribution Platform

10.4.6. By Country

10.4.6.1. United Kingdom

10.4.6.2. Germany

10.4.6.3. France

10.4.6.4. Spain

10.4.6.5. Others

10.5. Middle East and Africa

10.5.1. By Device Type

10.5.2. By Genre

10.5.3. By Monetization Model

10.5.4. By Player Type

10.5.5. By Distribution Platform

10.5.6. By Country

10.5.6.1. Saudi Arabia

10.5.6.2. UAE

10.5.6.3. Others

10.6. Asia Pacific

10.6.1. By Device Type

10.6.2. By Genre

10.6.3. By Monetization Model

10.6.4. By Player Type

10.6.5. By Distribution Platform

10.6.6. By Country

10.6.6.1. China

10.6.6.2. Japan

10.6.6.3. India

10.6.6.4. South Korea

10.6.6.5. Taiwan

10.6.6.6. Others

11. COMPETITIVE ENVIRONMENT AND ANALYSIS

11.1. Major Players and Strategy Analysis

11.2. Market Share Analysis

11.3. Mergers, Acquisitions, Agreements, and Collaborations

11.4. Competitive Dashboard

12. COMPANY PROFILES

12.1. Tencent Holdings Limited

12.2. Scopely

12.3. NetEase, Inc.

12.4. Playrix

12.5. Supercell Oy

12.6. King

12.7. Dream Games

12.8. Roblox Corporation

12.9. Century Games

13. APPENDIX

13.1. Currency

13.2. Assumptions

13.3. Base and Forecast Years Timeline

13.4. Key benefits for the stakeholders

13.5. Research Methodology 

13.6. Abbreviations 

LIST OF FIGURES

LIST OF TABLES

Tencent Holdings Limited

Scopely

NetEase, Inc.

Playrix

Supercell Oy

King

Dream Games

Roblox Corporation

Century Games

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