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Scope of the Report

The report titled “Global Mobile Game Market: Trends and Opportunities (2016-2020)” provides detailed analysis of global mobile game market with explanation of market overview, market sizing & growth, volume of mobile game players, top players and regional market of mobile games etc. The report also evaluates the opportunities of the market and sum up the major factors that will be responsible for growth in the market in coming years. The market size and forecast in terms of US$ for the market has been provided for the period 2016 to 2019 considering 2015 as the base year. The report also provides the compound annual growth rate (%CAGR) for the forecasted period 2016 to 2020. In the forecasted period global mobile game market is expected to grow at a rapid pace for the next few years. Primary reasons for growth in the market will be technological advancements and innovation in gaming industry, increasing expenditure on mobile games, economic development in emerging countries and increasing use of smartphones & tablets etc.

The report provides an in depth analysis of the global mobile game market in terms of revenue, top market players, number of mobile gamers and exports value etc. The report also summarizes the detailed information regarding the recent trends of the market, challenges faced by global mobile game market and the primary growth drivers of the market.

The report also provides detailed country analysis of Japan, Korea, China and the US with their actual and forecasted market size. Asian countries have the largest stake in the global mobile game market. Three Asian countries namely Japan, Korea and China captured more than half of global market share. Among these three Asian countries, Japan is the biggest market for mobile games with the highest revenue followed by Korea and China. In North American countries, the US is the biggest market for mobile game market.

Furthermore, report also profiles key market player such as NetEase Inc., Tencent Holdings Ltd., WeMade Entertainment and Activision Blizzard Inc. on the basis of attributes such as company overview, recent developments, strategies adopted by the market leaders to ensure growth, sustainability, financial overview and recent developments.

Country Coverage

Japan
Korea
China
The US

Company Coverage

NetEase Inc.
Tencent Holdings Ltd.
WeMade Entertainment
Activision Blizzard Inc.

Table Of Contents

Global Mobile Game Market: Trends and Opportunities (2016-2020)
1. Executive Summary

2. Mobile Game Market

2.1 An Overview
2.2 Game Mobile Market: History
2.3 Types of Mobile Games
2.4 Online Mobile Games

3. Global Mobile Game Market: An Analysis

3.1 Mobile Game Market: Sizing and Growth
3.1.1 Mobile Game Market by Value: Actual and Forecast
3.2 Global Mobile Game Market by Volume
3.2.1 Global Mobile Game Market by Number of Gamers
3.3 Global Mobile Game Market by Region
3.4 Global Mobile Game Market Share by Region
3.5 Global Mobile Game Market Share by Top 10 Country
3.6 Global Mobile Game Market by Exports
3.7 Global Mobile Game Market Share by Players

4. Country Analysis

4.1 Japan Mobile Game Market: Sizing and Growth

4.1.1 Japan Mobile Game Market by Value: Actual and Forecast
4.1.2 Japan Mobile Game Market Segmentation by Spending
4.1.3 Japan Mobile Game Market Segmentation by Demography
4.1.4 Japan Mobile Game Market by Genres

4.2 Korea Mobile Game Market: Sizing and Growth

4.2.1 Korea Mobile Game Market by Value: Actual and Forecast
4.2.2 Korea Mobile Game Market by Exports
4.2.3 Korea Mobile Game Market by Imports
4.2.4 Korea Mobile Market Segmentation by Spending
4.2.5 Korea Mobile Game Market Segmentation by Demography
4.2.6 Korea Mobile Game Market by Genres

4.3 China Mobile Game Market: Sizing and Growth

4.3.1 China Mobile Game Market by Value: Actual and Forecast
4.3.2 China Mobile Game Market Segmentation by Spending
4.3.3 China Mobile Game Market by Genres

4.4 The US Mobile Game Market: Sizing and Growth

4.4.1 The US Mobile Game Market by Value: Actual and Forecast
4.4.2 The US Mobile Game Market Segmentation by Spending
4.4.3 The US Mobile Game Market Revenue by Category

5. Market Dynamics

5.1 Growth Drivers

5.1.1 Rising Usage of Smartphones and Tablets
5.1.2 Proliferation of Smartphones and Tablet PCs
5.1.3 Rising Popularity of Social Media Networks
5.1.4 Increasing Demand for Wireless Gaming
5.1.5 Transition from 3G to 4G/5G Networks
5.1.6 Word of Mouth

5.2 Challenges

5.2.1 ‘Cost per Install' User Calculations
5.2.2 High Developing Costs
5.2.3 Fickle Users
5.2.4 Diversification
5.2.5 Difficult to Hold Increasing Number of Users
5.2.6 Financial Problems

5.3 Market Trends

5.3.1 Rise of Mini Games
5.3.2 Mobile Games for All Ages
5.3.3 Competition for Users
5.3.4 Virtual Reality gets More Realistic
5.3.5 Freemium Model of Mobile Gaming
5.3.6 Companion Apps

6. Competitive Landscape

7. Company Profiles

7.1 NetEase Inc.
7.1.1 Business Overview
7.1.2 Financial Overview
7.1.3 Business Strategy

7.2 Tencent Holdings Limited
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy

7.3 WeMade Entertainment
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy

7.4 Activision Blizzard Inc.
7.4.2 Financial Overview
7.4.3 Business Strategy

List of Figures

Figure 1: History of Mobile Games
Figure 2: Global Mobile Game Market by Value; 2012-2015 (US$ Billion)
Figure 3: Global Mobile Game Market by Value; 2016-2020E (US$ Billion)
Figure 4: Global Mobile Market by Number of Users; 2014 (Million)
Figure 5: Global Mobile Market by Region; 2015 (US$ Billion)
Figure 6: Global Mobile Market Share by Region; 2015
Figure 7: Global Mobile Market Share by Top 10 Country; 2014
Figure 8: Global Mobile Game Market by Exports; 2013-2014 (US$ Million)
Figure 9: Global Mobile Market Share by Players; 2015
Table 1: Global Ranking for Mobile Game Sales; 2015
Figure 10: Japan Mobile Game Market by Value; 2012-2015 (US$ Billion)
Figure 11: Japan Mobile Game Market by Value; 2016-2020E (US$ Billion)
Figure 12: Japan Mobile Market Segmentation by Spending; 2015
Figure 13: Japan Mobile Game Market Segmentation by Demography; 2014
Figure 14: Japan Mobile Game Market by Genres; 2014
Figure 15: Korea Mobile Game Market by Value; 2013-2015 (US$ Billion)
Figure 16: Korea Mobile Game Market by Value; 2016-2020E (US$ Billion)
Figure 17: Korea Mobile Game Market by Exports; 2013-2014 (US$ Million)
Figure 18: Korea Mobile Game Market by Imports; 2013-2014 (US$ Million)
Figure 19: Korea Mobile Market Segmentation by Spending; 2015
Figure 20: Korea Mobile Game Market Segmentation by Demography; 2014
Figure 21: Korea Mobile Game Market by Genres; 2014
Figure 22: China Mobile Game Market by Value; 2012-2015 (US$ Billion)
Figure 23: China Mobile Game Market by Value; 2016-2020E (US$ Billion)
Figure 24: China Mobile Game Market Segmentation by Spending; 2015
Figure 25: China Mobile Game Market by Genres; 2014
Figure 26: The US Mobile Game Market by Value; 2013-2015 (US$ Million)
Figure 27: The US Mobile Game Market by Value; 2016-2020E (US$ Million)
Figure 28: The US Mobile Game Market by Spending; 2015 31
Figure 29: The US Mobile Game Market Revenue by Category; 2012-2015 (US$ Billion)
Figure 30: Smartphone User Penetration; 2013-2018E
Figure 31: Social Media Sites; 2012-2014
Figure 32: Global Mobile Game Market by Top Players; 2015
Figure 33: Revenue of Top Market Players; 2014
Figure 34: NetEase Inc. Revenue; 2011-2015 (US$ Billion)
Figure 35: Tencent Holdings Limited Revenue; 2010-1H15 (US$ Billion)
Figure 36: WeMade Entertainment Revenue; 2013-2017E (US$ Million)
Figure 37: Activision Blizzard Inc. Revenue; 2010-2015 (US$ Billion)

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