Global Mobile Games Market

The global mobile games market, valued at USD 92 billion, is growing due to rising smartphone use, mobile internet, and popularity of casual and action games among young adults.

Region:Global

Author(s):Geetanshi

Product Code:KRAA1181

Pages:86

Published On:August 2025

About the Report

Base Year 2024

Global Mobile Games Market Overview

  • The Global Mobile Games Market is valued at USD 92 billion, based on a five-year historical analysis. This growth is primarily driven by the increasing penetration of smartphones, the rise of mobile internet accessibility, and the growing popularity of mobile gaming among diverse demographics. The market has seen a surge in user engagement, with more players turning to mobile platforms for entertainment, especially during the pandemic. Additional growth drivers include the widespread adoption of free-to-play models, the rollout of 5G networks enabling smoother gameplay, advances in mobile hardware, and the integration of social and community features that boost player retention and engagement .
  • Key players in this market include the United States, China, and Japan, which dominate due to their advanced technological infrastructure, high disposable incomes, and a strong culture of gaming. The United States leads in innovation and game development, while China has a massive user base and a thriving mobile gaming ecosystem. Japan's unique gaming culture also contributes significantly to its market presence .
  • In 2023, the European Union implemented regulations aimed at enhancing consumer protection in mobile gaming, particularly concerning in-game purchases and loot boxes. This regulation mandates that game developers disclose the odds of obtaining items in loot boxes, ensuring transparency and protecting younger audiences from potential gambling-related issues .
Global Mobile Games Market Size

Global Mobile Games Market Segmentation

By Game Type:The mobile games market is segmented into various game types, including Action Games, Puzzle Games, Role-Playing Games (RPG), Strategy Games, Simulation Games, Sports Games, Arcade & Hyper-Casual Games, Adventure Games, Card & Casino Games, and Others. Among these, Action Games have emerged as the dominant segment, driven by their engaging gameplay and the popularity of competitive gaming. The rise of esports and multiplayer features has further fueled the demand for action-oriented titles, making them a favorite among players .

Global Mobile Games Market segmentation by Game Type.

By Player Demographics:The mobile games market is also segmented by player demographics, including Children (Under 13), Teenagers (13-18), Young Adults (19-34), Adults (35-54), and Seniors (55+). Young Adults represent the largest demographic segment, driven by their familiarity with technology and a preference for mobile gaming as a primary entertainment source. This age group is particularly attracted to multiplayer and competitive games, which enhance social interaction and engagement. The demographic distribution aligns with industry data showing that the majority of mobile gamers are under 35, with a significant portion engaging in social and competitive gaming experiences .

Global Mobile Games Market segmentation by Player Demographics.

Global Mobile Games Market Competitive Landscape

The Global Mobile Games Market is characterized by a dynamic mix of regional and international players. Leading participants such as Tencent Games, Activision Blizzard, Inc., Electronic Arts Inc., Supercell Oy, Zynga Inc., Niantic, Inc., King Digital Entertainment, NetEase, Inc., Rovio Entertainment Corporation, Gameloft SE, Square Enix Holdings Co., Ltd., Bandai Namco Entertainment Inc., Ubisoft Entertainment S.A., Playtika Holding Corp., Glu Mobile Inc., Netmarble Corporation, GungHo Online Entertainment, Inc., Mixi, Inc., Scopely, Inc., DeNA Co., Ltd. contribute to innovation, geographic expansion, and service delivery in this space.

Tencent Games

1998

Shenzhen, China

Activision Blizzard, Inc.

2008

Santa Monica, California, USA

Electronic Arts Inc.

1982

Redwood City, California, USA

Supercell Oy

2010

Helsinki, Finland

Zynga Inc.

2007

San Francisco, California, USA

Company

Establishment Year

Headquarters

Group Size (Large, Medium, or Small as per industry convention)

Monthly Active Users (MAU)

Daily Active Users (DAU)

Average Revenue Per User (ARPU)

Customer Acquisition Cost (CAC)

Retention Rate (Day 1/Day 7/Day 30)

Global Mobile Games Market Industry Analysis

Growth Drivers

  • Increasing Smartphone Penetration:As of future, global smartphone users are projected to reach approximately 5.6 billion, up from 5.4 billion in the previous year, indicating a growth of 200 million users. This surge in smartphone adoption is crucial for the mobile gaming industry, as it directly correlates with increased access to mobile games. The World Bank reports that smartphone penetration in developing regions is expected to rise by 10% annually, further expanding the potential user base for mobile games.
  • Rise of Mobile Internet Connectivity:By future, the number of mobile internet users is anticipated to exceed 5.3 billion globally, reflecting a significant increase from 5.2 billion in the previous year. This growth is driven by improved infrastructure and lower data costs, particularly in emerging markets. According to the International Telecommunication Union, mobile broadband subscriptions are projected to grow by 15% in regions like Africa and Asia, enhancing the accessibility of mobile games and fostering user engagement.
  • Growing Popularity of Casual Gaming:The casual gaming segment is expected to attract over 2.7 billion players by future, up from 2.5 billion in the previous year. This trend is fueled by the increasing availability of simple, engaging games that appeal to a broad audience. Industry reports indicate that casual games account for nearly 50% of total mobile game downloads, highlighting their significance in driving market growth. The rise of social media platforms also contributes to the popularity of casual gaming, as users share experiences and recommendations.

Market Challenges

  • Intense Competition:The mobile gaming market is characterized by fierce competition, with over 1 million games available on major app stores as of future. This saturation makes it challenging for new entrants to gain visibility and attract users. According to App Annie, the top 100 games account for nearly 80% of total downloads, indicating a significant concentration of market share. Developers must invest heavily in marketing and user acquisition strategies to stand out in this crowded landscape.
  • User Retention Difficulties:Retaining users in the mobile gaming sector is increasingly challenging, with studies showing that 75% of users abandon an app after just one use. This high churn rate necessitates continuous engagement strategies, which can be resource-intensive. The average cost of acquiring a new user is estimated at $3.50, while retaining an existing user can cost up to 5 times less. Developers must innovate to enhance user experience and maintain player interest over time.

Global Mobile Games Market Future Outlook

The future of the mobile gaming industry appears promising, driven by technological advancements and evolving consumer preferences. The integration of augmented reality and artificial intelligence is expected to enhance gameplay experiences, attracting a broader audience. Additionally, the rise of subscription-based models is likely to reshape monetization strategies, providing developers with stable revenue streams. As emerging markets continue to expand their internet connectivity, the potential for user growth remains significant, paving the way for innovative gaming experiences and increased market engagement.

Market Opportunities

  • Emergence of Augmented Reality Games:The augmented reality (AR) gaming segment is projected to grow significantly, with revenues expected to reach $1.5 billion in future. This growth is driven by the success of AR titles like Pokémon GO, which demonstrated the potential for immersive gaming experiences. As technology advances, more developers are likely to invest in AR, creating unique gameplay that attracts diverse audiences.
  • Expansion into Emerging Markets:Emerging markets, particularly in Asia and Africa, present substantial growth opportunities for mobile gaming. With mobile internet penetration expected to increase by 15% in these regions in future, developers can tap into a vast, untapped user base. Localized content and culturally relevant games will be crucial in appealing to these new audiences, driving engagement and revenue growth.

Scope of the Report

SegmentSub-Segments
By Game Type

Action Games

Puzzle Games

Role-Playing Games (RPG)

Strategy Games

Simulation Games

Sports Games

Arcade & Hyper-Casual Games

Adventure Games

Card & Casino Games

Others

By Player Demographics

Children (Under 13)

Teenagers (13-18)

Young Adults (19-34)

Adults (35-54)

Seniors (55+)

By Distribution Channel

App Stores (Google Play, Apple App Store)

Third-Party App Stores

Direct Downloads

Social Media Platforms

Cloud Gaming Platforms

By Genre

Casual Games

Hardcore Games

Multiplayer Online Battle Arena (MOBA)

Battle Royale

Educational Games

By Monetization Model

Free-to-Play (F2P)

Pay-to-Play (P2P)

Freemium

Subscription-Based

Ad-Supported

By Device Type

Smartphones

Tablets

Wearable Devices

Feature Phones

By Region

North America

Europe

Asia-Pacific

Latin America

Middle East & Africa

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Federal Trade Commission, Federal Communications Commission)

Mobile Game Developers and Publishers

Telecommunication Companies

Advertising Agencies and Marketing Firms

Payment Processing Companies

Game Streaming Platforms

Content Creators and Influencers

Players Mentioned in the Report:

Tencent Games

Activision Blizzard, Inc.

Electronic Arts Inc.

Supercell Oy

Zynga Inc.

Niantic, Inc.

King Digital Entertainment

NetEase, Inc.

Rovio Entertainment Corporation

Gameloft SE

Square Enix Holdings Co., Ltd.

Bandai Namco Entertainment Inc.

Ubisoft Entertainment S.A.

Playtika Holding Corp.

Glu Mobile Inc.

Netmarble Corporation

GungHo Online Entertainment, Inc.

Mixi, Inc.

Scopely, Inc.

DeNA Co., Ltd.

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Global Mobile Games Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Global Mobile Games Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. Global Mobile Games Market Analysis

3.1 Growth Drivers

3.1.1 Increasing Smartphone Penetration
3.1.2 Rise of Mobile Internet Connectivity
3.1.3 Growing Popularity of Casual Gaming
3.1.4 Expansion of In-App Purchase Models

3.2 Market Challenges

3.2.1 Intense Competition
3.2.2 Regulatory Compliance Issues
3.2.3 User Retention Difficulties
3.2.4 Monetization Challenges

3.3 Market Opportunities

3.3.1 Emergence of Augmented Reality Games
3.3.2 Growth in Esports and Competitive Gaming
3.3.3 Expansion into Emerging Markets
3.3.4 Development of Cross-Platform Gaming

3.4 Market Trends

3.4.1 Increasing Use of Cloud Gaming
3.4.2 Rise of Subscription-Based Models
3.4.3 Integration of AI in Game Development
3.4.4 Focus on Social and Multiplayer Experiences

3.5 Government Regulation

3.5.1 Data Privacy Regulations
3.5.2 Age Rating and Content Regulation
3.5.3 Taxation Policies on Digital Goods
3.5.4 Consumer Protection Laws

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Global Mobile Games Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Global Mobile Games Market Segmentation

8.1 By Game Type

8.1.1 Action Games
8.1.2 Puzzle Games
8.1.3 Role-Playing Games (RPG)
8.1.4 Strategy Games
8.1.5 Simulation Games
8.1.6 Sports Games
8.1.7 Arcade & Hyper-Casual Games
8.1.8 Adventure Games
8.1.9 Card & Casino Games
8.1.10 Others

8.2 By Player Demographics

8.2.1 Children (Under 13)
8.2.2 Teenagers (13-18)
8.2.3 Young Adults (19-34)
8.2.4 Adults (35-54)
8.2.5 Seniors (55+)

8.3 By Distribution Channel

8.3.1 App Stores (Google Play, Apple App Store)
8.3.2 Third-Party App Stores
8.3.3 Direct Downloads
8.3.4 Social Media Platforms
8.3.5 Cloud Gaming Platforms

8.4 By Genre

8.4.1 Casual Games
8.4.2 Hardcore Games
8.4.3 Multiplayer Online Battle Arena (MOBA)
8.4.4 Battle Royale
8.4.5 Educational Games

8.5 By Monetization Model

8.5.1 Free-to-Play (F2P)
8.5.2 Pay-to-Play (P2P)
8.5.3 Freemium
8.5.4 Subscription-Based
8.5.5 Ad-Supported

8.6 By Device Type

8.6.1 Smartphones
8.6.2 Tablets
8.6.3 Wearable Devices
8.6.4 Feature Phones

8.7 By Region

8.7.1 North America
8.7.2 Europe
8.7.3 Asia-Pacific
8.7.4 Latin America
8.7.5 Middle East & Africa

9. Global Mobile Games Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Group Size (Large, Medium, or Small as per industry convention)
9.2.3 Monthly Active Users (MAU)
9.2.4 Daily Active Users (DAU)
9.2.5 Average Revenue Per User (ARPU)
9.2.6 Customer Acquisition Cost (CAC)
9.2.7 Retention Rate (Day 1/Day 7/Day 30)
9.2.8 Lifetime Value (LTV)
9.2.9 User Engagement Metrics (Session Length, Sessions per User, Churn Rate)
9.2.10 In-App Purchase Revenue
9.2.11 Ad Revenue
9.2.12 Regional Revenue Distribution
9.2.13 Top Grossing Titles
9.2.14 Portfolio Diversification (Genre/Platform)
9.2.15 User Acquisition Channels

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Tencent Games
9.5.2 Activision Blizzard, Inc.
9.5.3 Electronic Arts Inc.
9.5.4 Supercell Oy
9.5.5 Zynga Inc.
9.5.6 Niantic, Inc.
9.5.7 King Digital Entertainment
9.5.8 NetEase, Inc.
9.5.9 Rovio Entertainment Corporation
9.5.10 Gameloft SE
9.5.11 Square Enix Holdings Co., Ltd.
9.5.12 Bandai Namco Entertainment Inc.
9.5.13 Ubisoft Entertainment S.A.
9.5.14 Playtika Holding Corp.
9.5.15 Glu Mobile Inc.
9.5.16 Netmarble Corporation
9.5.17 GungHo Online Entertainment, Inc.
9.5.18 Mixi, Inc.
9.5.19 Scopely, Inc.
9.5.20 DeNA Co., Ltd.

10. Global Mobile Games Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Government Interest in Digital Entertainment
10.1.2 Funding for Educational Gaming Initiatives
10.1.3 Support for Local Game Development

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in Game Development Studios
10.2.2 Expenditure on Marketing and Promotion
10.2.3 Budget Allocation for User Acquisition

10.3 Pain Point Analysis by End-User Category

10.3.1 Accessibility Issues for Older Adults
10.3.2 Content Regulation Concerns for Minors
10.3.3 Monetization Frustrations Among Casual Gamers

10.4 User Readiness for Adoption

10.4.1 Familiarity with Mobile Gaming Platforms
10.4.2 Willingness to Spend on In-App Purchases
10.4.3 Interest in New Gaming Technologies

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Analysis of User Retention Strategies
10.5.2 Evaluation of Game Updates and Expansions
10.5.3 Impact of Community Engagement on ROI

11. Global Mobile Games Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Identification of Market Gaps

1.2 Business Model Framework


2. Marketing and Positioning Recommendations

2.1 Branding Strategies

2.2 Product USPs


3. Distribution Plan

3.1 Urban Retail Strategies

3.2 Rural NGO Tie-Ups


4. Channel & Pricing Gaps

4.1 Underserved Routes

4.2 Pricing Bands


5. Unmet Demand & Latent Needs

5.1 Category Gaps

5.2 Consumer Segments


6. Customer Relationship

6.1 Loyalty Programs

6.2 After-Sales Service


7. Value Proposition

7.1 Sustainability Initiatives

7.2 Integrated Supply Chains


8. Key Activities

8.1 Regulatory Compliance

8.2 Branding Efforts

8.3 Distribution Setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product Mix Considerations
9.1.2 Pricing Band Analysis
9.1.3 Packaging Strategies

9.2 Export Entry Strategy

9.2.1 Target Countries
9.2.2 Compliance Roadmap

10. Entry Mode Assessment

10.1 Joint Ventures

10.2 Greenfield Investments

10.3 Mergers & Acquisitions

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital Requirements

11.2 Timelines for Market Entry


12. Control vs Risk Trade-Off

12.1 Ownership Considerations

12.2 Partnerships Evaluation


13. Profitability Outlook

13.1 Breakeven Analysis

13.2 Long-Term Sustainability


14. Potential Partner List

14.1 Distributors

14.2 Joint Ventures

14.3 Acquisition Targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Milestone Planning
15.2.2 Activity Tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of industry reports from gaming associations and market research firms
  • Review of financial statements and annual reports from leading mobile game developers
  • Examination of consumer behavior studies and gaming trends published in academic journals

Primary Research

  • Interviews with game developers and publishers to understand market dynamics
  • Surveys targeting mobile gamers to gather insights on preferences and spending habits
  • Focus groups with industry experts to discuss emerging trends and technologies

Validation & Triangulation

  • Cross-validation of data from multiple sources, including sales data and user engagement metrics
  • Triangulation of findings from primary interviews and secondary research insights
  • Sanity checks through expert panel reviews to ensure data accuracy and relevance

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of total addressable market (TAM) based on global mobile device penetration rates
  • Segmentation of market size by game genre, including casual, action, and strategy games
  • Incorporation of regional growth rates and demographic trends influencing mobile gaming

Bottom-up Modeling

  • Collection of revenue data from top mobile game titles and platforms
  • Estimation of average revenue per user (ARPU) across different game categories
  • Analysis of in-app purchase trends and advertising revenue streams

Forecasting & Scenario Analysis

  • Multi-factor regression analysis incorporating factors such as smartphone adoption and internet accessibility
  • Scenario modeling based on potential regulatory changes and market disruptions
  • Development of baseline, optimistic, and pessimistic forecasts through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Casual Mobile Gamers120Frequent Players, Age 18-35
Mobile Game Developers60Product Managers, Game Designers
In-app Purchase Users90Active Gamers, Age 25-45
Mobile Advertising Executives40Marketing Directors, Ad Operations Managers
Esports Enthusiasts50Competitive Gamers, Age 16-30

Frequently Asked Questions

What is the current value of the Global Mobile Games Market?

The Global Mobile Games Market is valued at approximately USD 92 billion, reflecting significant growth driven by smartphone penetration, mobile internet accessibility, and the increasing popularity of mobile gaming across various demographics.

What factors are driving the growth of the mobile gaming market?

Which countries dominate the Global Mobile Games Market?

What regulations have been implemented in the mobile gaming sector?

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