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
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
- North America
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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