As per Market Research Future’s studies, the global mobile gaming market is rising at an exponential rate in this age of digitalization. It has grown from the smallest segment to a multi-billion-dollar industry. Half of the global video game revenue is generated from mobile gaming and are the fastest growing source of income in the video game industry.
The market is enduring an exacting period with its robust growth coming to an abrupt halt in light of the COVID-19 pandemic. MRFR report on market highlights the future prediction and the growth alternatives that can be created.
The Asia Pacific is the largest and fastest growing Mobile Gaming Market Covid 19 globally, due to the merge between entertainment and computing communications. A significant factor is also the rapid digitalization of lifestyles in the middle-class population. The number of smartphone users is overgrowing in India and China, subsequently increasing the mobile gaming market. Japan has the highest in-game paying population, so the revenue generation is highest globally, followed by China and North America. Other factors affecting the market steady GDP gains, rising income levels, growing employment opportunities, development in 3G-4G technology and cellular market.
North America is the second-largest region of the mobile gaming market, both in terms of players and payers, and significant growth is estimated in the mobile gaming market from this region in the forecast period. The European market is expected to show moderate growth due to the unwillingness of the population to pay for in-game purchases.
The major players in the market of mobile gaming are Apple, Inc. (US), Google (US), Activision Blizzard, Inc. (US), Electronic Arts Inc. (US), MocoSpace (US). Glu Mobile Inc (US) Sony Corporation (Japan), Nintendo Co. Ltd. (Japan Tencent Holdings Ltd. (China),), Ubisoft Entertainment SA (France), and Gameloft SE (France).
Others players include Niantic (US), King Digital Entertainment (US), Jam City (US), Machine Zone (US), Supercell (Finland), Rovio (Finland), NetEase (China), Netmarble (South Korea), Playrix (Russia), and Miniclip (Switzerland).
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