DOUBLE, August 4, 2021 / PRNewswire / – The report “Report on the global smartphone / tablet game market 2021: impact and recovery of COVID-19 to 2030” has been added to ResearchAndMarkets.com offering.
The main players in the gaming market for smartphones or tablets are Tencent Hold, Sony, Electronic Arts, Nintendo and Netmarble.
The global smartphone / tablet game market is expected to grow $ 64,228 million in 2020 at $ 68.34 billion in 2021 at a compound annual growth rate (CAGR) of 6.3%.
The growth is mainly due to companies reorganizing their operations and recovering from the COVID-19 impact, which had previously led to restrictive containment measures involving social distancing, remote work and closure of activities. commercial challenges that posed operational challenges.
It is expected to hit the market $ 116,722 million in 2025 with a CAGR of 14%.
The market for smartphone / tablet games consists of the sale of video games played on smartphones / tablets. Income from these companies is generated from in-app purchases, in-game advertising (such as Google AdSense, Ad-Mob, Media.net), sponsorships, and merchandise sales. The market is divided into various game genres, such as shooting, action, sports, role-playing games, adventure, racing, wrestling, strategy and more.
The main hurdle in this booming industry is illegal downloads and pirated versions of the games, which causes serious concerns for the original game developers. Loss of revenue is significantly high due to illegal downloads, as people never pay the original developers of the game. For example, Subway Surfers, one of the most popular games, has perhaps lost close $ 91 million due to pirated versions.
Augmented reality (AG) and virtual reality (VR) are the two new technologies that positively affect the smartphone / tablet game market. Both technologies offer exciting gaming experiences to the users. Augmented reality games combine visual and audio content with the user’s current real-time environment, making them enjoy this unique gaming experience.
While virtual reality games apply a three-dimensional artificial environment (3-D) to computer games. These two technologies have been appreciated by the video game community, demonstrated by the increase in downloads of games based on virtual reality and virtual reality.
Due to the growing emergence of affordable smartphones / gaming tablets in the market, the smartphone / tablet gaming industry is growing rapidly. New affordable mobile devices / gaming tablets are better than previous generation devices in terms of cost and performance, making games run at better FRP (Frames per Second), offering an enhanced gaming experience. For example, many Chinese smartphones have entered the market below $ 500 range that offers a technologically advanced gaming experience like Xiomi Mi 8 Pro ($ 469), Xiomi Mi 8 ($ 389), Xiomi Pocophone F1 ($ 319), Honor 9 ($ 320) And others.
Due to the growing concern of parents about their children’s exposure to inappropriate content in video games and games, UK regulatory bodies have developed age restriction policies. Pan European Game Information (PEGI) is a European legal system for classifying video game content Europe.
The gaming industry is required to comply with new European privacy rules, such as the General Data Protection Regulation (GDPR). This regulation would allow users to gain more knowledge about the type of information collected while playing online or while purchasing products and services. From China now the gaming industry is being regulated by the Central Propaganda Department. The department has slowed the entry of new foreign game publishers China. Now it can only be done with prior permission.
Key topics covered:
1. Executive summary
2. Features of the smartphone / tablet game market
3. Trends and strategies in the smartphone / tablet game market
4. Impact of COVID-19 on smartphone / tablet games
5. Size and growth of the smartphone / tablet game market
5.1. Global market for smartphone / tablet games, 2015-2020, $ 1 billion
5.1.1. Market drivers
5.1.2. Market restrictions
5.2. Global smartphone / tablet game forecast market, 2020-2025F, 2030F, $ 1 billion
5.2.1. Market drivers
5.2.2. Market restrictions
6. Segmentation of the smartphone / tablet game market
6.1. Global smartphone / tablet game market, segmentation by game type, history and forecast, 2015-2020, 2020-2025F, 2030F, billion dollars
- Door handle
- Sports Games
- Role-playing games
6.2. Global smartphone / tablet game market, application segmentation, history and forecast, 2015-2020, 2020-2025F, 2030F, $ 1 billion
6.3. Global market for smartphone / tablet games, segmentation by device, history and forecast, 2015-2020, 2020-2025F, 2030F, billion dollars
7. Regional and national analysis of the smartphone / tablet game market
7.1. Global smartphone / tablet game market, broken down by region, history and forecast, 2015-2020, 2020-2025F, 2030F, $ 1 billion
7.2. Global smartphone / tablet game market, broken down by country, historical and forecast, 2015-2020, 2020-2025F, 2030F, $ 1 billion
- Tencent Just wait
- Electronic arts
- To walk
- Machine area
- King Digital Entertainment
- Bandai Namco
- Square Enix
- Warner Bros.
- Pocket games
- Peak Games
- Jam City
- Glu Mobile
- Epic games
For more information on this report, visit https://www.researchandmarkets.com/r/wpr6fb
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SOURCE Research and markets