The global smartphone/tablet games market is expected to grow from $58.3 billion in 2019 to about $97 billion in 2020. The Covid-19 pandemic is providing an opportunity for mobile gaming and app stores to launch new games as people stay home and spend more time on their smartphones and tablets. Game downloads have increased in the last few months. Along with the young users, the technology adoption has increased even in senior citizens, which is another reason for an increased demand for games during the COVID-19 pandemic. The market is expected to stabilize and reach $130.7 billion at a CAGR of 22.4% through 2023.
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The smartphone/tablet games market consists of sales of video games played on smart phones/tablets. The revenue for these companies is generated from the in-app-purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net etc.), sponsorships and sales of merchandise. The market is segmented into various gaming genres such as shooting, action, sports, role-playing, adventure, racing, fighting, strategy and others.
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The smartphone/tablet games market report also gives in-depth analysis of the impact of COVID-19 on the market. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. A highly experienced and expert team of analysts and modelers provides market analysis and forecasts. The reports identify top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.
Some of the major players of the smartphone/tablet games market are Tencent Hold, Sony, Electronic Arts, Nintendo, Netmarble, CyberAgent, Mixi, Zynga, Supercell, Machine Zone, King Digital Entertainment, Com2uS, Niantic, Bandai Namco, Nexon, Square Enix, Warner Bros, Pocket Games, Playrix, IGG, Miniclip, NCSOFT, Peak Games, Jam City, NetEase, Glu Mobile, Gameloft, Rovia, Ubisoft, Epic Games
The global smartphone/tablet games market is segmented:
1) By Game Type: Shooter, Action, Sports Games, Role-Playing, Adventure, Racing, Fighting, Strategy, Others
2) By Application: iOS User, Android User
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The smartphone/tablet games market report describes and explains the global smartphone/tablet games market and covers 2015 to 2020, termed the historic period, and 2020 to 2025 termed the forecast period, along with further forecasts for the period 2025-2030. The smartphone/tablet games report evaluates the market across each region and for the major economies within each region.
The countries covered in the global smartphone/tablet games market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, Vietnam.
The regions covered in the global smartphone/tablet games market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The Full Report Includes
- Executive Summary
- Report Structure
- Smartphone/Tablet Games Market Characteristics
- Smartphone/Tablet Games Market Product Analysis
- Smartphone/Tablet Games Market Supply Chain
- Key Mergers And Acquisitions In The Smartphone/Tablet Games Market
- Market Background: Machinery Manufacturing Market
- Copyright And Disclaimer
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