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Global Mobile Gaming Industry Market Research Report

Published: Jun-2018 | Format: PDF | Maia Research | Number of pages: 107 | Code: MRS - 276853

The Mobile Gaming market revenue was xx.xx Million USD in 2013, grew to xx.xx Million USD in 2017, and will reach xx.xx Million USD in 2023, with a CAGR of x.x% during 2018-2023. Based on the Mobile Gaming industrial chain, this report mainly elaborate the definition, types, applications and major players of Mobile Gaming market in details. Deep analysis about market status (2013-2018), enterprise competition pattern, advantages and disadvantages of enterprise Products, industry development trends (2018-2023), regional industrial layout characteristics and macroeconomic policies, industrial policy has also be included. From raw materials to downstream buyers of this industry will be analyzed scientifically, the feature of product circulation and sales channel will be presented as well. In a word, this report will help you to establish a panorama of industrial development and characteristics of the Mobile Gaming market.
The Mobile Gaming market can be split based on product types, major applications, and important regions.
 
Major Players in Mobile Gaming market are:
MocoSpace
Tencent
Square Enix
Gameloft SA
GAMEVIL
Zynga
HandyGames
DeNA Co., Ltd.
Electronic Arts
Ubisoft group
Jump Games
Glu Mobile
I-play
Activison Blizzard
GigaMedia Limited
 
Major Regions play vital role in Mobile Gaming market are:
North America
Europe
China
Japan
Middle East & Africa
India
South America
Others

Most important types of Mobile Gaming products covered in this report are:
Android
iOS
Windows

Most widely used downstream fields of Mobile Gaming market covered in this report are:
Action/Adventure
Arcade
Strategy & Brain
Casino
Casual
Sport
Role Playing Games

There are 13 Chapters to thoroughly display the Mobile Gaming market. This report included the analysis of market overview, market characteristics, industry chain, competition landscape, historical and future data by types, applications and regions.

Chapter 1: Mobile Gaming Market Overview, Product Overview, Market Segmentation, Market Overview of Regions, Market Dynamics, Limitations, Opportunities and Industry News and Policies.

Chapter 2: Mobile Gaming Industry Chain Analysis, Upstream Raw Material Suppliers, Major Players, Production Process Analysis, Cost Analysis, Market Channels and Major Downstream Buyers.

Chapter 3: Value Analysis, Production, Growth Rate and Price Analysis by Type of Mobile Gaming.

Chapter 4: Downstream Characteristics, Consumption and Market Share by Application of Mobile Gaming.

Chapter 5: Production Volume, Price, Gross Margin, and Revenue ($) of Mobile Gaming by Regions (2013-2018).

Chapter 6: Mobile Gaming Production, Consumption, Export and Import by Regions (2013-2018).

Chapter 7: Mobile Gaming Market Status and SWOT Analysis by Regions.

Chapter 8: Competitive Landscape, Product Introduction, Company Profiles, Market Distribution Status by Players of Mobile Gaming.

Chapter 9: Mobile Gaming Market Analysis and Forecast by Type and Application (2018-2023).

Chapter 10: Market Analysis and Forecast by Regions (2018-2023).

Chapter 11: Industry Characteristics, Key Factors, New Entrants SWOT Analysis, Investment Feasibility Analysis.

Chapter 12: Market Conclusion of the Whole Report.

Chapter 13: Appendix Such as Methodology and Data Resources of This Research.
Global Mobile Gaming Industry Market Research Report
1 Mobile Gaming Introduction and Market Overview
1.1 Objectives of the Study
1.2 Definition of Mobile Gaming
1.3 Mobile Gaming Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Mobile Gaming Value ($) and Growth Rate from 2013-2023
1.4 Market Segmentation
1.4.1 Types of Mobile Gaming
1.4.2 Applications of Mobile Gaming
1.4.3 Research Regions
1.4.3.1 North America Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.2 Europe Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.3 China Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.4 Japan Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.5 Middle East & Africa Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.6 India Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.4.3.7 South America Mobile Gaming Production Value ($) and Growth Rate (2013-2018)
1.5 Market Dynamics
1.5.1 Drivers
1.5.1.1 Emerging Countries of Mobile Gaming
1.5.1.2 Growing Market of Mobile Gaming
1.5.2 Limitations
1.5.3 Opportunities
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies

2 Industry Chain Analysis
2.1 Upstream Raw Material Suppliers of Mobile Gaming Analysis
2.2 Major Players of Mobile Gaming
2.2.1 Major Players Manufacturing Base and Market Share of Mobile Gaming in 2017
2.2.2 Major Players Product Types in 2017
2.3 Mobile Gaming Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Mobile Gaming
2.3.3 Raw Material Cost of Mobile Gaming
2.3.4 Labor Cost of Mobile Gaming
2.4 Market Channel Analysis of Mobile Gaming
2.5 Major Downstream Buyers of Mobile Gaming Analysis

3 Global Mobile Gaming Market, by Type
3.1 Global Mobile Gaming Value ($) and Market Share by Type (2013-2018)
3.2 Global Mobile Gaming Production and Market Share by Type (2013-2018)
3.3 Global Mobile Gaming Value ($) and Growth Rate by Type (2013-2018)
3.4 Global Mobile Gaming Price Analysis by Type (2013-2018)

4 Mobile Gaming Market, by Application
4.1 Global Mobile Gaming Consumption and Market Share by Application (2013-2018)
4.2 Downstream Buyers by Application
4.3 Global Mobile Gaming Consumption and Growth Rate by Application (2013-2018)

5 Global Mobile Gaming Production, Value ($) by Region (2013-2018)
5.1 Global Mobile Gaming Value ($) and Market Share by Region (2013-2018)
5.2 Global Mobile Gaming Production and Market Share by Region (2013-2018)
5.3 Global Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.4 North America Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.5 Europe Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.6 China Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.7 Japan Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.8 Middle East & Africa Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.9 India Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)
5.10 South America Mobile Gaming Production, Value ($), Price and Gross Margin (2013-2018)

6 Global Mobile Gaming Production, Consumption, Export, Import by Regions (2013-2018)
6.1 Global Mobile Gaming Consumption by Regions (2013-2018)
6.2 North America Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.3 Europe Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.4 China Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.5 Japan Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.6 Middle East & Africa Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.7 India Mobile Gaming Production, Consumption, Export, Import (2013-2018)
6.8 South America Mobile Gaming Production, Consumption, Export, Import (2013-2018)

7 Global Mobile Gaming Market Status and SWOT Analysis by Regions
7.1 North America Mobile Gaming Market Status and SWOT Analysis
7.2 Europe Mobile Gaming Market Status and SWOT Analysis
7.3 China Mobile Gaming Market Status and SWOT Analysis
7.4 Japan Mobile Gaming Market Status and SWOT Analysis
7.5 Middle East & Africa Mobile Gaming Market Status and SWOT Analysis
7.6 India Mobile Gaming Market Status and SWOT Analysis
7.7 South America Mobile Gaming Market Status and SWOT Analysis

8 Competitive Landscape
8.1 Competitive Profile
8.2 MocoSpace
8.2.1 Company Profiles
8.2.2 Mobile Gaming Product Introduction
8.2.3 MocoSpace Production, Value ($), Price, Gross Margin 2013-2018E
8.2.4 MocoSpace Market Share of Mobile Gaming Segmented by Region in 2017
8.3 Tencent
8.3.1 Company Profiles
8.3.2 Mobile Gaming Product Introduction
8.3.3 Tencent Production, Value ($), Price, Gross Margin 2013-2018E
8.3.4 Tencent Market Share of Mobile Gaming Segmented by Region in 2017
8.4 Square Enix
8.4.1 Company Profiles
8.4.2 Mobile Gaming Product Introduction
8.4.3 Square Enix Production, Value ($), Price, Gross Margin 2013-2018E
8.4.4 Square Enix Market Share of Mobile Gaming Segmented by Region in 2017
8.5 Gameloft SA
8.5.1 Company Profiles
8.5.2 Mobile Gaming Product Introduction
8.5.3 Gameloft SA Production, Value ($), Price, Gross Margin 2013-2018E
8.5.4 Gameloft SA Market Share of Mobile Gaming Segmented by Region in 2017
8.6 GAMEVIL
8.6.1 Company Profiles
8.6.2 Mobile Gaming Product Introduction
8.6.3 GAMEVIL Production, Value ($), Price, Gross Margin 2013-2018E
8.6.4 GAMEVIL Market Share of Mobile Gaming Segmented by Region in 2017
8.7 Zynga
8.7.1 Company Profiles
8.7.2 Mobile Gaming Product Introduction
8.7.3 Zynga Production, Value ($), Price, Gross Margin 2013-2018E
8.7.4 Zynga Market Share of Mobile Gaming Segmented by Region in 2017
8.8 HandyGames
8.8.1 Company Profiles
8.8.2 Mobile Gaming Product Introduction
8.8.3 HandyGames Production, Value ($), Price, Gross Margin 2013-2018E
8.8.4 HandyGames Market Share of Mobile Gaming Segmented by Region in 2017
8.9 DeNA Co., Ltd.
8.9.1 Company Profiles
8.9.2 Mobile Gaming Product Introduction
8.9.3 DeNA Co., Ltd. Production, Value ($), Price, Gross Margin 2013-2018E
8.9.4 DeNA Co., Ltd. Market Share of Mobile Gaming Segmented by Region in 2017
8.10 Electronic Arts
8.10.1 Company Profiles
8.10.2 Mobile Gaming Product Introduction
8.10.3 Electronic Arts Production, Value ($), Price, Gross Margin 2013-2018E
8.10.4 Electronic Arts Market Share of Mobile Gaming Segmented by Region in 2017
8.11 Ubisoft group
8.11.1 Company Profiles
8.11.2 Mobile Gaming Product Introduction
8.11.3 Ubisoft group Production, Value ($), Price, Gross Margin 2013-2018E
8.11.4 Ubisoft group Market Share of Mobile Gaming Segmented by Region in 2017
8.12 Jump Games
8.12.1 Company Profiles
8.12.2 Mobile Gaming Product Introduction
8.12.3 Jump Games Production, Value ($), Price, Gross Margin 2013-2018E
8.12.4 Jump Games Market Share of Mobile Gaming Segmented by Region in 2017
8.13 Glu Mobile
8.13.1 Company Profiles
8.13.2 Mobile Gaming Product Introduction
8.13.3 Glu Mobile Production, Value ($), Price, Gross Margin 2013-2018E
8.13.4 Glu Mobile Market Share of Mobile Gaming Segmented by Region in 2017
8.14 I-play
8.14.1 Company Profiles
8.14.2 Mobile Gaming Product Introduction
8.14.3 I-play Production, Value ($), Price, Gross Margin 2013-2018E
8.14.4 I-play Market Share of Mobile Gaming Segmented by Region in 2017
8.15 Activison Blizzard
8.15.1 Company Profiles
8.15.2 Mobile Gaming Product Introduction
8.15.3 Activison Blizzard Production, Value ($), Price, Gross Margin 2013-2018E
8.15.4 Activison Blizzard Market Share of Mobile Gaming Segmented by Region in 2017
8.16 GigaMedia Limited
8.16.1 Company Profiles
8.16.2 Mobile Gaming Product Introduction
8.16.3 GigaMedia Limited Production, Value ($), Price, Gross Margin 2013-2018E
8.16.4 GigaMedia Limited Market Share of Mobile Gaming Segmented by Region in 2017

9 Global Mobile Gaming Market Analysis and Forecast by Type and Application
9.1 Global Mobile Gaming Market Value ($) & Volume Forecast, by Type (2018-2023)
9.1.1 Android Market Value ($) and Volume Forecast (2018-2023)
9.1.2 iOS Market Value ($) and Volume Forecast (2018-2023)
9.1.3 Windows Market Value ($) and Volume Forecast (2018-2023)
9.2 Global Mobile Gaming Market Value ($) & Volume Forecast, by Application (2018-2023)
9.2.1 Action/Adventure Market Value ($) and Volume Forecast (2018-2023)
9.2.2 Arcade Market Value ($) and Volume Forecast (2018-2023)
9.2.3 Strategy & Brain Market Value ($) and Volume Forecast (2018-2023)
9.2.4 Casino Market Value ($) and Volume Forecast (2018-2023)
9.2.5 Casual Market Value ($) and Volume Forecast (2018-2023)
9.2.6 Sport Market Value ($) and Volume Forecast (2018-2023)
9.2.7 Role Playing Games Market Value ($) and Volume Forecast (2018-2023)

10 Mobile Gaming Market Analysis and Forecast by Region
10.1 North America Market Value ($) and Consumption Forecast (2018-2023)
10.2 Europe Market Value ($) and Consumption Forecast (2018-2023)
10.3 China Market Value ($) and Consumption Forecast (2018-2023)
10.4 Japan Market Value ($) and Consumption Forecast (2018-2023)
10.5 Middle East & Africa Market Value ($) and Consumption Forecast (2018-2023)
10.6 India Market Value ($) and Consumption Forecast (2018-2023)
10.7 South America Market Value ($) and Consumption Forecast (2018-2023)

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Research Finding and Conclusion

13 Appendix
13.1 Discussion Guide
13.2 Knowledge Store: Maia Subscription Portal
13.3 Research Data Source
13.4 Research Assumptions and Acronyms Used


                        
            

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