시장보고서
상품코드
2030393

모바일 게임 시장(2026-2030년)

Global Mobile Gaming Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 291 Pages | 배송안내 : 즉시배송

    
    
    




가격
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 2,500 금액 안내 화살표 ₩ 3,783,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄는 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 4,000 금액 안내 화살표 ₩ 6,054,000
카드담기
※ 부가세 별도
한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 모바일 게임 시장은 2025-2030년에 1,014억 6,910만 달러 성장하며, 예측 기간 중 CAGR은 12.4%에 달할 것으로 예측됩니다.

세계의 모바일 게임 시장에 대해 조사 분석했으며, 시장 규모와 예측, 동향, 성장 촉진요인, 과제, 약 25개 벤더 분석 등의 정보를 전해드립니다.

이 보고서에서는 현재 시장 상황, 최신 시장 동향 및 촉진요인, 그리고 전체 시장 환경에 대한 최신 분석을 제공합니다. 이 시장은 고화질 클라우드 스트리밍과 하이퍼커넥티비티의 정착, 생성형 AI와 라이브 오퍼레이션 최적화의 발전, 크로스 플랫폼 확장, 소셜 생태계와의 통합에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 의견을 포함한 1차 정보와 2차 정보를 객관적으로 조합하여 실시되었습니다. 이 보고서에는 주요 기업 분석과 함께 포괄적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030
조사 기간 2026-2030년
성장 모멘텀 가속
2026년 전년대비 10.6%
CAGR 12.4%
증가액 1,014억 6,910만 달러

이번 조사에서는 모바일 전환에 있으며, AI 내러티브 프레임워크의 산업화가 향후 수년간 세계 모바일 게임 시장의 성장을 촉진할 주요 요인 중 하나로 꼽혔습니다. 또한 클라우드 네이티브 크로스 플랫폼 상호운용성 향상과 D2C(Direct-to-Consumer)를 통한 매출 창출의 증가는 시장에서 상당한 수요를 창출할 것입니다.

목차

제1장 개요

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 플랫폼별

제9장 시장 세분화 : 유형별

제10장 시장 세분화 : 최종사용자별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인·과제·기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSA

The global mobile gaming market is forecasted to grow by USD 101469.1 mn during 2025-2030, accelerating at a CAGR of 12.4% during the forecast period. The report on the global mobile gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by institutionalization of high-fidelity cloud streaming and hyper-connectivity, growth of generative artificial intelligence and live-ops optimization, escalation of cross-platform progression and social ecosystem integration.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.6%
CAGR12.4%
Incremental Value$101469.1 mn

Technavio's global mobile gaming market is segmented as below:

By Platform

  • Online
  • Offline

By Type

  • Casual gaming
  • Professional gaming

By End-User

  • Casual gamers
  • Mid-core gamers
  • Hardcore gamers
  • Others

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Indonesia
    • Australia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • South Africa
    • UAE
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Chile
  • Rest of World (ROW)

This study identifies the industrialization of ai narrative frameworks of mobile transition as one of the prime reasons driving the global mobile gaming market growth during the next few years. Also, increase in cloud native cross platform interoperability and rise of direct-to-consumer monetization will lead to sizable demand in the market.

The report on the global mobile gaming market covers the following areas:

  • Global mobile gaming market sizing
  • Global mobile gaming market forecast
  • Global mobile gaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global mobile gaming market vendors that include BANDAI NAMCO Europe S.A.S, Electronic Arts Inc., Epic Games Inc., King Digital Entertainment plc, Konami Group Corp., Miniclip SA, Moon Active Ltd., NetEase Inc., Netmarble Corp., NEXON Co. Ltd., Niantic Inc., Outfit7 Ltd., Playtika Holding Corp., Roblox Corp., Rovio Entertainment Corp., Scopely Inc., Supercell Oy, Tencent Holdings Ltd., Voodoo SAS, Zynga Inc.. Also, the global mobile gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Mobile Gaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Mobile Gaming Market 2020 - 2024 ($ million)
  • 5.2 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.4 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global mobile gaming market
  • 6.2 Impact of geopolitical conflict on global mobile gaming market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Platform

  • 8.1 Market segments
  • 8.2 Comparison by Platform
  • 8.3 Online - Market size and forecast 2025-2030
  • 8.4 Offline - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Casual gaming - Market size and forecast 2025-2030
  • 9.4 Professional gaming - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Market Segmentation by End-user

  • 10.1 Market segments
  • 10.2 Comparison by End-user
  • 10.3 Casual gamers - Market size and forecast 2025-2030
  • 10.4 Mid-core gamers - Market size and forecast 2025-2030
  • 10.5 Hardcore gamers - Market size and forecast 2025-2030
  • 10.6 Others - Market size and forecast 2025-2030
  • 10.7 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Indonesia - Market size and forecast 2025-2030
    • 12.3.6 Australia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.2 South Africa - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Turkey - Market size and forecast 2025-2030
    • 12.6.5 Israel - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Chile - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Institutionalization of high-fidelity cloud streaming and hyper-connectivity
    • Growth of generative artificial intelligence and live-ops optimization
    • Escalation of cross-platform progression and social ecosystem integration
  • 13.2 Market challenges
    • Heightened privacy regulations and erosion of targeted advertising
    • Escalating user acquisition costs and retention volatility
    • Technical hurdles in cross-platform integration and live-service demands
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Industrialization of AI narrative frameworks of mobile transition
    • Increase in cloud native cross platform interoperability
    • Rise of direct-to-consumer monetization

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 BANDAI NAMCO Europe S.A.S
    • BANDAI NAMCO Europe S.A.S - Overview
    • BANDAI NAMCO Europe S.A.S - Product / Service
    • BANDAI NAMCO Europe S.A.S - Key offerings
    • SWOT
  • 15.5 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.6 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 15.7 King Digital Entertainment plc
    • King Digital Entertainment plc - Overview
    • King Digital Entertainment plc - Product / Service
    • King Digital Entertainment plc - Key offerings
    • SWOT
  • 15.8 Konami Group Corp.
    • Konami Group Corp. - Overview
    • Konami Group Corp. - Business segments
    • Konami Group Corp. - Key offerings
    • Konami Group Corp. - Segment focus
    • SWOT
  • 15.9 Miniclip SA
    • Miniclip SA - Overview
    • Miniclip SA - Product / Service
    • Miniclip SA - Key offerings
    • SWOT
  • 15.10 NetEase Inc.
    • NetEase Inc. - Overview
    • NetEase Inc. - Product / Service
    • NetEase Inc. - Key offerings
    • SWOT
  • 15.11 Netmarble Corp.
    • Netmarble Corp. - Overview
    • Netmarble Corp. - Product / Service
    • Netmarble Corp. - Key offerings
    • SWOT
  • 15.12 NEXON Co. Ltd.
    • NEXON Co. Ltd. - Overview
    • NEXON Co. Ltd. - Product / Service
    • NEXON Co. Ltd. - Key offerings
    • SWOT
  • 15.13 Playtika Holding Corp.
    • Playtika Holding Corp. - Overview
    • Playtika Holding Corp. - Product / Service
    • Playtika Holding Corp. - Key offerings
    • SWOT
  • 15.14 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 15.15 Rovio Entertainment Corp.
    • Rovio Entertainment Corp. - Overview
    • Rovio Entertainment Corp. - Business segments
    • Rovio Entertainment Corp. - Key offerings
    • Rovio Entertainment Corp. - Segment focus
    • SWOT
  • 15.16 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 15.17 Voodoo SAS
    • Voodoo SAS - Overview
    • Voodoo SAS - Product / Service
    • Voodoo SAS - Key offerings
    • SWOT
  • 15.18 Zynga Inc.
    • Zynga Inc. - Overview
    • Zynga Inc. - Product / Service
    • Zynga Inc. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제
문의
원하시는 정보를
찾아 드릴까요?
문의주시면 필요한 정보를
신속하게 찾아드릴게요.
02-2025-2992
kr-info@giikorea.co.kr
문의하기