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Smart Phone/Tablet Games Global Market Report 2022

Smart Phone/Tablet Games Global Market Report 2022

  • March 2022
  • 175 pages
  • ID: 6246446
  • Format: PDF
  • The Business Research Company


Table of Contents

Major players in 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 and Epic Games.

The global smart phone/tablet games market is expected to grow from $53.20 billion in 2021 to $65.17 billion in 2022 at a compound annual growth rate (CAGR) of 22.5%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $138.29 billion in 2026 at a CAGR of 20.7%.

The smartphone/tablet games market consists of sales of video games played on smartphones/tablets. The revenue for these companies is generated from the in-app-purchases, in-game advertisements (such as google AdSense, Ad-Mob, Media.net), sponsorships, and sales of merchandise. Only goods and services traded between entities or sold to end consumers are included.

The main types of smartphone/tablet games are shooter, action, sports games, role-playing, adventure, racing, fighting, strategy and others.A shooter game are the action video games where the focus is almost entirely on the defeat of the character’s enemies using the weapons given to the player.

The devices used include smartphone and tablet and used by iOS user and android user.

The regions covered in the smartphone/tablet games market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

Due to an increased emergence of affordable gaming smartphone/tablets in the market, the smartphones/tablet gaming industry is rapidly increasing.The new affordable gaming mobile/tablet devices are better than the previous generation devices in terms of cost and performance that makes the games run in better FRP (Frames per Second) providing an enhanced gaming experience.

For example, many Chinese smartphones have entered into the market under $500 range which is offering technologically advanced gaming experience like Xiomi Mi 8 Pro ($469), Xiomi Mi 8 ($389), Xiomi Pocophone F1 ($319), Honor 9 ($320) and others.

The major roadblock to this booming industry is the illegal downloads and pirated versions of the games, thereby causing serious concerns for the original developers of the game.The revenue loss 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 may have lost close to $91 million due to pirated versions. Thus, rising illegal downloads and pirated versions limited market growth.

Augmented Reality (AG) and Virtual Reality (VR) are the two new technologies that are positively impacting the smartphone/tablet games market.Both technologies offer exciting gaming experiences to users.

Augmented reality gaming combines visual and audio content with the user’s current environment in real time, thereby making them enjoy the unique gaming experience.Whereas Virtual reality games apply a three-dimensional (3-D) artificial environment to the computer games.

These two technologies have been appreciated by the gaming community, proven by the rise in AR and VR based games downloads.For example, Pokemon Go, an AR game has been downloaded more than 800 million times, making it the most downloaded game.

Niantic Labs, developer of the Pokemon Go game announced their intention to create an augmented reality map of public spaces using the help of players and startup Escher Reality. The company has also raised $225 million in the funding round and is now focused on developing more AR based games.

Due to the rising concerns from parents about their children being exposed to inappropriate content on video and games, regulatory bodies in the UK have come up with age restriction policies.Pan European Game Information (PEGI) is a statutory European video game content rating system in Europe.

The gaming industry is bound to comply with new European privacy rules such as the General Data Protection Regulation (GDPR).This regulation would allow the users to gain more knowledge on the type of information collected while playing online, or while purchasing products and services.

China’s gaming industry is now being regulated by the Central Propaganda Department.The department has curbed the entry of new foreign gaming publishers into China.

It can now only be done through prior permission.

In April 2021, Mobile Premier League (MPL), an Esports gaming platform acquired GamingMonk for an undisclosed deal amount.Through this acquisition, MPL will be able to quickly bring national, regional, and global IPs to the market as well as develop a full suite of esports and broadcasting capabilities.

GamingMonk will augment MPL efforts in reaching the target audience and engaging them effectively. GamingMonk is an Indian-based esports company that hosts tournaments across multiple platforms such as PC, Consoles, and mobile phones.,

The countries covered in the smartphone/tablet games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.

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