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COVID-19 Outbreak-Global Mobile Gaming Industry Market Report-Development Trends, Threats, Opportunities and Competitive Landscape in 2020

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Published on 11/03/2020| Code: MAR41115D| Category: Utilities| Total Pages: 113

The Mobile Gaming market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.

Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.

In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Mobile Gaming industry.

Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.

In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.

The Mobile Gaming market can be split based on product types, major applications, and important countries as follows:

Key players in the global Mobile Gaming market covered in Chapter 12:

SleeeeepFly
Playrix
Voodoo
Tencent
Joyfort
Zynga
Epic Games, Inc.
Good Job Games
Lion Studios
Azur Interactive Games
Ubisoft
Garena
Kiloo
Outfit7
King
Activision
X.D. Network
Nintendo
Zenjoy
Peak Games
MASK
Niantic
Voodoo
Kunpo

In Chapter 4 and 14.1, on the basis of types, the Mobile Gaming market from 2015 to 2025 is primarily split into:

MOBAs
Battle Royale
MMORPG
Digital Card Games
Puzzle Games
Others

In Chapter 5 and 14.2, on the basis of applications, the Mobile Gaming market from 2015 to 2025 covers:

Console devices
PC devices
Mobile devices

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:

North America (Covered in Chapter 7 and 14)

United States

Canada

Mexico

Europe (Covered in Chapter 8 and 14)

Germany

UK

France

Italy

Spain

Russia

Others

Asia-Pacific (Covered in Chapter 9 and 14)

China

Japan

South Korea

Australia

India

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 10 and 14)

Saudi Arabia

UAE

Egypt

Nigeria

South Africa

Others

South America (Covered in Chapter 11 and 14)

Brazil

Argentina

Columbia

Chile

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Mobile Gaming Introduction and Market Overview

1.1 Objectives of the Study

1.2 Overview of Mobile Gaming

1.3 Scope of The Study

1.3.1 Key Market Segments

1.3.2 Players Covered

1.3.3 COVID-19's impact on the Mobile Gaming industry

1.4 Methodology of The Study

1.5 Research Data Source

2 Executive Summary

2.1 Market Overview

2.1.1 Global Mobile Gaming Market Size, 2015 – 2020

2.1.2 Global Mobile Gaming Market Size by Type, 2015 – 2020

2.1.3 Global Mobile Gaming Market Size by Application, 2015 – 2020

2.1.4 Global Mobile Gaming Market Size by Region, 2015 - 2025

2.2 Business Environment Analysis

2.2.1 Global COVID-19 Status and Economic Overview

2.2.2 Influence of COVID-19 Outbreak on Mobile Gaming Industry Development

3 Industry Chain Analysis

3.1 Upstream Raw Material Suppliers of Mobile Gaming Analysis

3.2 Major Players of Mobile Gaming

3.3 Mobile Gaming Manufacturing Cost Structure Analysis

3.3.1 Production Process Analysis

3.3.2 Manufacturing Cost Structure of Mobile Gaming

3.3.3 Labor Cost of Mobile Gaming

3.4 Market Distributors of Mobile Gaming

3.5 Major Downstream Buyers of Mobile Gaming Analysis

3.6 The Impact of Covid-19 From the Perspective of Industry Chain

3.7 Regional Import and Export Controls Will Exist for a Long Time

3.8 Continued downward PMI Spreads Globally

4 Global Mobile Gaming Market, by Type

4.1 Global Mobile Gaming Value and Market Share by Type (2015-2020)

4.2 Global Mobile Gaming Production and Market Share by Type (2015-2020)

4.3 Global Mobile Gaming Value and Growth Rate by Type (2015-2020)

4.3.1 Global Mobile Gaming Value and Growth Rate of MOBAs
4.3.2 Global Mobile Gaming Value and Growth Rate of Battle Royale
4.3.3 Global Mobile Gaming Value and Growth Rate of MMORPG
4.3.4 Global Mobile Gaming Value and Growth Rate of Digital Card Games
4.3.5 Global Mobile Gaming Value and Growth Rate of Puzzle Games
4.3.6 Global Mobile Gaming Value and Growth Rate of Others
4.4 Global Mobile Gaming Price Analysis by Type (2015-2020)

5 Mobile Gaming Market, by Application

5.1 Downstream Market Overview

5.2 Global Mobile Gaming Consumption and Market Share by Application (2015-2020)

5.3 Global Mobile Gaming Consumption and Growth Rate by Application (2015-2020)

5.3.1 Global Mobile Gaming Consumption and Growth Rate of Console devices (2015-2020)
5.3.2 Global Mobile Gaming Consumption and Growth Rate of PC devices (2015-2020)
5.3.3 Global Mobile Gaming Consumption and Growth Rate of Mobile devices (2015-2020)

6 Global Mobile Gaming Market Analysis by Regions

6.1 Global Mobile Gaming Sales, Revenue and Market Share by Regions

6.1.1 Global Mobile Gaming Sales by Regions (2015-2020)

6.1.2 Global Mobile Gaming Revenue by Regions (2015-2020)

6.2 North America Mobile Gaming Sales and Growth Rate (2015-2020)

6.3 Europe Mobile Gaming Sales and Growth Rate (2015-2020)

6.4 Asia-Pacific Mobile Gaming Sales and Growth Rate (2015-2020)

6.5 Middle East and Africa Mobile Gaming Sales and Growth Rate (2015-2020)

6.6 South America Mobile Gaming Sales and Growth Rate (2015-2020)

7 North America Mobile Gaming Market Analysis by Countries

7.1 The Influence of COVID-19 on North America Market

7.2 North America Mobile Gaming Sales, Revenue and Market Share by Countries

7.2.1 North America Mobile Gaming Sales by Countries (2015-2020)

7.2.2 North America Mobile Gaming Revenue by Countries (2015-2020)

7.3 United States Mobile Gaming Sales and Growth Rate (2015-2020)

7.4 Canada Mobile Gaming Sales and Growth Rate (2015-2020)

7.5 Mexico Mobile Gaming Sales and Growth Rate (2015-2020)

8 Europe Mobile Gaming Market Analysis by Countries

8.1 The Influence of COVID-19 on Europe Market

8.2 Europe Mobile Gaming Sales, Revenue and Market Share by Countries

8.2.1 Europe Mobile Gaming Sales by Countries (2015-2020)

8.2.2 Europe Mobile Gaming Revenue by Countries (2015-2020)

8.3 Germany Mobile Gaming Sales and Growth Rate (2015-2020)

8.4 UK Mobile Gaming Sales and Growth Rate (2015-2020)

8.5 France Mobile Gaming Sales and Growth Rate (2015-2020)

8.6 Italy Mobile Gaming Sales and Growth Rate (2015-2020)

8.7 Spain Mobile Gaming Sales and Growth Rate (2015-2020)

8.8 Russia Mobile Gaming Sales and Growth Rate (2015-2020)

9 Asia Pacific Mobile Gaming Market Analysis by Countries

9.1 The Influence of COVID-19 on Asia Pacific Market

9.2 Asia Pacific Mobile Gaming Sales, Revenue and Market Share by Countries

9.2.1 Asia Pacific Mobile Gaming Sales by Countries (2015-2020)

9.2.2 Asia Pacific Mobile Gaming Revenue by Countries (2015-2020)

9.3 China Mobile Gaming Sales and Growth Rate (2015-2020)

9.4 Japan Mobile Gaming Sales and Growth Rate (2015-2020)

9.5 South Korea Mobile Gaming Sales and Growth Rate (2015-2020)

9.6 India Mobile Gaming Sales and Growth Rate (2015-2020)

9.7 Southeast Asia Mobile Gaming Sales and Growth Rate (2015-2020)

9.8 Australia Mobile Gaming Sales and Growth Rate (2015-2020)

10 Middle East and Africa Mobile Gaming Market Analysis by Countries

10.1 The Influence of COVID-19 on Middle East and Africa Market

10.2 Middle East and Africa Mobile Gaming Sales, Revenue and Market Share by Countries

10.2.1 Middle East and Africa Mobile Gaming Sales by Countries (2015-2020)

10.2.2 Middle East and Africa Mobile Gaming Revenue by Countries (2015-2020)

10.3 Saudi Arabia Mobile Gaming Sales and Growth Rate (2015-2020)

10.4 UAE Mobile Gaming Sales and Growth Rate (2015-2020)

10.5 Egypt Mobile Gaming Sales and Growth Rate (2015-2020)

10.6 Nigeria Mobile Gaming Sales and Growth Rate (2015-2020)

10.7 South Africa Mobile Gaming Sales and Growth Rate (2015-2020)

11 South America Mobile Gaming Market Analysis by Countries

11.1 The Influence of COVID-19 on Middle East and Africa Market

11.2 South America Mobile Gaming Sales, Revenue and Market Share by Countries

11.2.1 South America Mobile Gaming Sales by Countries (2015-2020)

11.2.2 South America Mobile Gaming Revenue by Countries (2015-2020)

11.3 Brazil Mobile Gaming Sales and Growth Rate (2015-2020)

11.4 Argentina Mobile Gaming Sales and Growth Rate (2015-2020)

11.5 Columbia Mobile Gaming Sales and Growth Rate (2015-2020)

11.6 Chile Mobile Gaming Sales and Growth Rate (2015-2020)

12 Competitive Landscape

12.1 SleeeeepFly
12.1.1 SleeeeepFly Basic Information
12.1.2 Mobile Gaming Product Introduction
12.1.3 SleeeeepFly Production, Value, Price, Gross Margin 2015-2020
12.2 Playrix
12.2.1 Playrix Basic Information
12.2.2 Mobile Gaming Product Introduction
12.2.3 Playrix Production, Value, Price, Gross Margin 2015-2020
12.3 Voodoo
12.3.1 Voodoo Basic Information
12.3.2 Mobile Gaming Product Introduction
12.3.3 Voodoo Production, Value, Price, Gross Margin 2015-2020
12.4 Tencent
12.4.1 Tencent Basic Information
12.4.2 Mobile Gaming Product Introduction
12.4.3 Tencent Production, Value, Price, Gross Margin 2015-2020
12.5 Joyfort
12.5.1 Joyfort Basic Information
12.5.2 Mobile Gaming Product Introduction
12.5.3 Joyfort Production, Value, Price, Gross Margin 2015-2020
12.6 Zynga
12.6.1 Zynga Basic Information
12.6.2 Mobile Gaming Product Introduction
12.6.3 Zynga Production, Value, Price, Gross Margin 2015-2020
12.7 Epic Games, Inc.
12.7.1 Epic Games, Inc. Basic Information
12.7.2 Mobile Gaming Product Introduction
12.7.3 Epic Games, Inc. Production, Value, Price, Gross Margin 2015-2020
12.8 Good Job Games
12.8.1 Good Job Games Basic Information
12.8.2 Mobile Gaming Product Introduction
12.8.3 Good Job Games Production, Value, Price, Gross Margin 2015-2020
12.9 Lion Studios
12.9.1 Lion Studios Basic Information
12.9.2 Mobile Gaming Product Introduction
12.9.3 Lion Studios Production, Value, Price, Gross Margin 2015-2020
12.10 Azur Interactive Games
12.10.1 Azur Interactive Games Basic Information
12.10.2 Mobile Gaming Product Introduction
12.10.3 Azur Interactive Games Production, Value, Price, Gross Margin 2015-2020
12.11 Ubisoft
12.11.1 Ubisoft Basic Information
12.11.2 Mobile Gaming Product Introduction
12.11.3 Ubisoft Production, Value, Price, Gross Margin 2015-2020
12.12 Garena
12.12.1 Garena Basic Information
12.12.2 Mobile Gaming Product Introduction
12.12.3 Garena Production, Value, Price, Gross Margin 2015-2020
12.13 Kiloo
12.13.1 Kiloo Basic Information
12.13.2 Mobile Gaming Product Introduction
12.13.3 Kiloo Production, Value, Price, Gross Margin 2015-2020
12.14 Outfit7
12.14.1 Outfit7 Basic Information
12.14.2 Mobile Gaming Product Introduction
12.14.3 Outfit7 Production, Value, Price, Gross Margin 2015-2020
12.15 King
12.15.1 King Basic Information
12.15.2 Mobile Gaming Product Introduction
12.15.3 King Production, Value, Price, Gross Margin 2015-2020
12.16 Activision
12.16.1 Activision Basic Information
12.16.2 Mobile Gaming Product Introduction
12.16.3 Activision Production, Value, Price, Gross Margin 2015-2020
12.17 X.D. Network
12.17.1 X.D. Network Basic Information
12.17.2 Mobile Gaming Product Introduction
12.17.3 X.D. Network Production, Value, Price, Gross Margin 2015-2020
12.18 Nintendo
12.18.1 Nintendo Basic Information
12.18.2 Mobile Gaming Product Introduction
12.18.3 Nintendo Production, Value, Price, Gross Margin 2015-2020
12.19 Zenjoy
12.19.1 Zenjoy Basic Information
12.19.2 Mobile Gaming Product Introduction
12.19.3 Zenjoy Production, Value, Price, Gross Margin 2015-2020
12.20 Peak Games
12.20.1 Peak Games Basic Information
12.20.2 Mobile Gaming Product Introduction
12.20.3 Peak Games Production, Value, Price, Gross Margin 2015-2020
12.21 MASK
12.21.1 MASK Basic Information
12.21.2 Mobile Gaming Product Introduction
12.21.3 MASK Production, Value, Price, Gross Margin 2015-2020
12.22 Niantic
12.22.1 Niantic Basic Information
12.22.2 Mobile Gaming Product Introduction
12.22.3 Niantic Production, Value, Price, Gross Margin 2015-2020
12.23 Voodoo
12.23.1 Voodoo Basic Information
12.23.2 Mobile Gaming Product Introduction
12.23.3 Voodoo Production, Value, Price, Gross Margin 2015-2020
12.24 Kunpo
12.24.1 Kunpo Basic Information
12.24.2 Mobile Gaming Product Introduction
12.24.3 Kunpo Production, Value, Price, Gross Margin 2015-2020

13 Industry Outlook

13.1 Market Driver Analysis

13.1.2 Market Restraints Analysis

13.1.3 Market Trends Analysis

13.2 Merger, Acquisition and New Investment

13.3 News of Product Release

14 Global Mobile Gaming Market Forecast

14.1 Global Mobile Gaming Market Value & Volume Forecast, by Type (2020-2025)

14.1.1 MOBAs Market Value and Volume Forecast (2020-2025)
14.1.2 Battle Royale Market Value and Volume Forecast (2020-2025)
14.1.3 MMORPG Market Value and Volume Forecast (2020-2025)
14.1.4 Digital Card Games Market Value and Volume Forecast (2020-2025)
14.1.5 Puzzle Games Market Value and Volume Forecast (2020-2025)
14.1.6 Others Market Value and Volume Forecast (2020-2025)
14.2 Global Mobile Gaming Market Value & Volume Forecast, by Application (2020-2025)

14.2.1 Console devices Market Value and Volume Forecast (2020-2025)
14.2.2 PC devices Market Value and Volume Forecast (2020-2025)
14.2.3 Mobile devices Market Value and Volume Forecast (2020-2025)
14.3 Mobile Gaming Market Analysis and Forecast by Region

14.3.1 North America Market Value and Consumption Forecast (2020-2025)

14.3.2 Europe Market Value and Consumption Forecast (2020-2025)

14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)

14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)

14.3.5 South America Market Value and Consumption Forecast (2020-2025)

15 New Project Feasibility Analysis

15.1 Industry Barriers and New Entrants SWOT Analysis

15.1.1 Porter’s Five Forces Analysis

15.1.2 New Entrants SWOT Analysis

15.2 Analysis and Suggestions on New Project Investment

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