Global Mobile Gaming Industry

New York, Nov. 19, 2020 (GLOBE NEWSWIRE) -- announces the release of the report "Global Mobile Gaming Industry" -
5% over the analysis period 2020 to 2027. The COVID-19 outbreak has enabled the gaming industry to post massive gains by increasing user engagement. While there is gloom across several industries, the current scenario has turned out into major opportunity for change for the gaming sector. With millions of people on furlough, video games are rising in popularity as a favorite leisure activity. With lockdowns & social distancing measures putting an end to conventional socializing practices, indulgence in social gaming is increasing. Easy & cost effective access to high-speed home internet & bandwidth is resulting in live-streaming of video games, giving cloud video games a significant boost. The stress of having to live with the virus is pushing people to seek more distractions and virtual entertainment. User engagement with video games has seen a significant growth during the first two quarters of 2020. As compared to pre-lockdown months, the industry witnessed a dramatic 40% increase in the time spent on online games on mobile devices. Devoid of outdoor activities such as travel, sports, and social interactions, video gaming provides users an engaging distraction to pass time. The industry witnessed a significant rise in mobile game downloads, lower CPIs, and unprecedented increase in traffic to video game recommendation lists during the first few months of 2020. It is estimated that on an average people spend around three hours every day with their smartphones.

Video games played on PlayStation, Xbox, and smartphones give users a number of other options in the form of in-game purchases. Weekly downloads of mobile games in March 2020 increase by 30% compared to weekly average previous year. In total, about 13 billion games were downloaded by mobile users during the first quarter of 2020. Other factors driving mobile gaming include rise in usage of usage of smart phones and availability of high-speed internet. The gaming industry is strongly influenced by societal and social trends, offering an activity that engages and entertains users. As more and more people self
isolate, online games are providing an ideal means to socialize. Games represent the ideal platform by connecting individuals through the lens of enjoyment, meaning, and purpose. For this purpose, a campaign called "Play Apart Together" is being promoted by 18 video game companies including Activision Blizzard and Twitch, the live-streaming major. As part of this campaign, the companies are utilizing guidelines from the WHO to underscore the inherent capacity of gaming for physical distancing. Gaming is recommended to help people cope with anxiety and depression due to lack of socialization amid the pandemic. The proliferation of advanced mobile phones with sophisticated features is encouraging people to enjoy games on their mobile devices. Online games have significantly high engagement rates with sessions that more longer than conventional videos.

Several online multiplayer games such as PUBG, Call of Duty Mobile and Fortnite, have a social element as players can team up with others and work in a larger group and also has an option to chat with each other while gaming. In addition, the free time is expected to drive people to explore new gaming platforms, offering new opportunities for participants in the mobile gaming market. The scenario enabled Asian giants including Ten cent and Nintendo to record notable growth in sales during the initial quarter of 2020. Both platforms have witnessed significant gains from online sales of their games. New gaming apps are expected to be more in demand with people seeking out innovative adventures. Cancellations of sporting events have led to increase in gamers playing online basketball & baseball games such as NBA 2K17 and Major League Baseball (MBL).With education migrating online, demand for mobile apps edutainment and gamification on student smartphones is witnessing a marked spike. The gaming industry remains resilient, although not completely insulated from the challenges presented by coronavirus outbreak. Nintendo is one of the first entities to face challenges early, with inevitable disruption of manufacturing in China. Subsequently, the company witnessed cancellation of key events, for example the Electronic Entertainment Expo and the Game Developers Conference. In the U.K., the National Videogame Museum is at the risk of a permanent closure. China will continue its dominance over the global gaming market, in the years ahead, both in revenue terms and in terms of player numbers. Currently, mobile is the major segment in the Chinese gaming market generating around 57% of the overall revenues. China’s influence on global gaming business is evident from the fact, that in January 2020 leading video games with highest revenue rankings worldwide were developed in China. In contrast to January 2019, PUBG Mobile, a prevalent video game developed in China, generated four times the revenue in a month. A major share of the revenue came from China followed by the US and other nations.

Competitors identified in this market include, among others,

  • Activision Blizzard, Inc.
  • Electronic Arts, Inc.
  • Gameloft
  • Glu Mobile, Inc.
  • GungHo Online Entertainment, Inc.
  • Kabam, Inc.
  • Rovio Entertainment Corporation
  • Supercell Oy
  • The Walt Disney Company
  • Zynga, Inc.

Read the full report:



Impact of Covid-19 and a Looming Global Recession II-1
Exhibit 1: Mobile Game Downloads from App Store and Google Play
in billion: H12020 Vs H12019 II-2
World Witnesses an Increase in Mobile Playtime During the Lockdown II-2
Exhibit 2: Percentage of Internet Users Playing Video Games by
Device: April 2020 II-3
Exhibit 3: To Cope With the Pandemic, Sequestered People Around
the Globe Escape to Gaming: Average Increase in Time Spent on
Video Games (In %) Feb-to-Apr-2020 II-3
Amidst COVID-19 Crisis, Gaming Industry Adapts to Remote
Working Approach II-4
Long-Term Implications for Gaming Industry II-4
Mobile Gaming: A High Growth Market II-5
Exhibit 4: Gaming Industry by Segment: 2020E II-6
Outlook II-6
Chinese Influence on Global Gaming Market II-7
Demographic Profile of Mobile Gamers II-7
Exhibit 5: Global Mobile Gaming Market: Percentage Breakdown of
Gamers by Gender for 2019 II-8
Exhibit 6: Global Mobile Gaming Market: Percentage Breakdown of
Number of Gamers by Age Group for 2019 II-9
Mobile Gaming Market: A Competitive Perspective II-9
Comparatively Low Entry Barriers Invite Scores of New Companies II-9
Consolidation of Mobile Game Publishers II-10
Leading Companies in the Global Mobile Games Market II-11
Top Mobile Games Ranked by Revenues for January 2020 II-11
Recent Market Activity II-12
World Brands II-15


Augmented Reality Enters the Mobile Gaming Space II-19
Exhibit 7: Leading AR Categories on iOS: 2019 II-20
Exhibit 8: VR Gaming Market: % of Consumers Wanting Application
of VR to Games by Generation for 2019 II-20
Exhibit 9: VR Solutions Market in Gaming Sector: Percentage
Share Breakdown of Revenue by Device Platform for 2015 and
2019 II-21
Mobile Cloud Gaming: The New Paradigm II-21
Monetization of Mobile Games II-22
Cross-Platform Gaming Gains Traction II-23
Growing Interest in Online Gambling Triggers Rapid Growth in
Mobile Casino Apps II-23
?Hyper-Casual? Games Gain Popularity II-24
Other Popular Trends in Mobile Gaming II-25
Mobile/Wireless Gaming Software Downloads: A High Growth Market
Segment II-25
5G: Game-Changer for Mobile Gaming Industry II-26
Exhibit 10: 5G Smartphone Sales in Million Units: 2019-2021 II-27
Exhibit 11: Global Smartphone Subscription Breakdown by
Technology: 2019 and 2025 II-28
Micro Gaming Studios & Independent Developers Gain Presence II-28
Continued Rise in Mobile Phone Users Drives Mobile Gaming II-29
Consumer Mobile Usage Habits Foster Growth in Mobile Gaming Market II-29
Opportunity Indicators II-30
Exhibit 12: Global Market for Smartphones in Billions: 2016-2021 II-30
Exhibit 13: Smartphone Penetration Rate as Share of Total
Population: 2016-2020 II-31
Exhibit 14: Share of Mobile Phones of the Total Internet Time:

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