Gaming
Outlook on the Mobile Gaming Global Market to 2027 – Players Include Apple, Electronic Arts, Gameloft and Games Inc
The “Global Mobile Gaming Market by Technologies, Platforms, Connectivity Types and Ecosystem Stakeholders 2022 – 2027” report has been added to ResearchAndMarkets’ offering.
This report represents a comprehensive analysis of global mobile gaming opportunities. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile gaming technologies, new media, and its dynamics with the mobile gaming business.
The report includes mobile game development studios, publishing companies including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, global and gaming business prospects, and mobile network operators.
The report includes extensive user analysis including demographics and preference analysis by game type, device type, connection type and more. It includes comparative analysis by age, gender, income, and spending habits.
Select Report Findings:
- Mobile social game will hold highest market share
- Retail industry will be the fast adopter in branded game segment
- Consumer payment will be the highest market share within gaming service segment
- Gaming Management provider will experience highest CAGR during forecasted period
Today smartphones lead the mobile gaming platform by users but tablets generate higher rates across paid monetization, micro transactions, and advertising. Tablets have started competing substantively with console devices and may overtake them in the near future. Tablets now represent an attractive mid-core gaming platform.
The proliferation of app store and social networking site portals has greatly contributed to the development of the mobile gaming market. Developers can now sell games directly through the app store and can build social communities that lead to greater scope for monetization. Cloud-based publishing has enabled multi-screen publishing and seamless game play across mobile, console and mobile devices that fostered mobile gaming greatly.
Key Topics Covered:
1.0 Executive Summary
2.0 Introduction
2.1 Defining Mobile Gaming
2.2 Mobile Gaming App Development
2.3 Gaming Platform Analysis
2.4 Strategic Market Impact Analysis
2.5 Mobile Gaming Apps Types
2.5.1 Multiplayer Mobile Gaming
2.5.2 Mobile Social Gaming
2.5.3 Mobile Location Based Gaming
2.5.4 Mobile Video Gaming
2.5.5 Mobile Cloud Gaming
2.5.6 Mobile Casual Gaming
2.5.7 Free-to-Play App
2.5.8 Mobile Casino Gaming
2.5.9 Gamification App
2.6 Market Dynamic Analysis
2.6.1 Market Growth Driver Analysis
2.6.2 Market Limitation Analysis
2.7 Regulation and Fraud Analysis
2.7.1 Mobile Game Piracy and Virtual Currency Scam
2.7.2 Mobile Social Gambling Ban in Japan
2.7.3 Geographic Implication of Antipiracy Law
2.7.3.1 Japan
2.7.3.2 Russia
2.7.3.3 China
2.7.4 Zynga with PrivacyVille
2.7.5 Cyber Criminal Attack on Mobile Social Game
2.7.6 In-Game Scam Debate in Mobile Social Game
2.7.7 Open Web to Save DMCA: MiniMega vs. TomKid Game
2.7.8 RMT and Gold Farming Regulation
2.7.9 Offshore Opportunity in Asia
2.8 Value Chain Analysis
2.8.1 Mobile Game Developer
2.8.2 Mobile Game Publisher and Service Aggregators
2.8.3 Sales Channel and Platform Providers
2.8.4 Telecom Operators
2.8.5 Hardware Manufacturer
2.8.6 New Entrants Role
2.8.6.1 Technical and Legal Role of Technology Provider
2.8.6.2 Virtual Goods and Currency Provider Role
2.8.6.3 Micro Transaction Solution Provider Role
2.9 Cross Platform OTI vs. OTA Distribution and Fragmentation
2.9.1 Major Challenges in Fragmented Distribution
2.10 Monetization Metrics Analysis
2.10.1 Converting Mobile Gaming Metrics to Conversion Funnel
2.10.2 Game Life Cycle and KPI
2.10.3 Gaming Analytics
2.10.4 Viral vs. Retention
2.10.5 Business Monetization Metrics
2.10.6 Brand Monetization Metrics
2.10.7 Game Monetization
2.10.7.1 Crowded Game Store
2.10.7.2 Player retention and Engagement
2.10.7.3 Premium Model
2.10.7.4 Opportunity for Game Maker
2.11 Mobile Social Game Design Framework
2.11.1 F2P Mobile Social Game Design Framework
2.11.2 Benefits for using framework
2.11.3 Nine Dimensions of the Framework
2.11.4 Adding Fun in Game Design
2.11.5 Game Marketing: Role of Apps, Video, Smart TV, and Viral
2.11.5.1 Gaming Apps Marketing
2.11.5.2 Video Marketing
2.11.6 Role of Smart TV and Location Targeting
2.11.7 Importance of Viral
2.12 Mobile Social Gamer Engagement Panorama
2.12.1 First 3 Days Dilemma
2.12.2 7 day + Dilemma
2.12.3 Rising Mobile Gaming Engagement
2.12.4 Blending game science with art
2.12.5 Empathy Game: New Wave of Engagement
2.13 Business Model Analysis
2.13.1 Key Mobile Gaming Strategies
2.13.2 Revenue Sources and Cost Items
2.13.3 Trendy Business Model
2.13.3.1 Virtual Items and Micro Transaction
2.13.3.2 In-Game Ad / Branded Games
2.13.3.3 Subscription/Bundle Pack with Virtual Items Trading
2.13.3.4 In-Game Ad / Branded Game with In-Store Benefits
2.13.3.5 Premium Game with In-Store Benefits
2.13.3.6 Casino / Club Gambling Model
2.13.3.7 User Generated Model
2.13.3.8 Gamification Centric Model
2.13.4 Tips for Economic and Gamification in Business Model
2.13.4.1 Free entertainment illusion
2.13.4.2 Never set payment limit for user
2.13.4.3 Focus on detail activities
2.13.4.4 Recruit more players
2.13.4.5 Current Trend in Pricing Model
2.13.5 Advertising Model
2.13.5.1 CPC Advertising Model
2.13.5.2 CPI Advertising Model
2.13.5.3 Profitable CPI
2.13.5.4 Pricing of Virtual Goods
2.13.6 Building Mathematical Model to Set Price
2.13.7 Market Challenge and Game Balancing Method
3.0 Technology and Application Analysis
3.1 Gaming Hardware Analysis
3.2 Gaming Software Analysis
3.3 Gaming Service Analysis
3.4 Gaming Management Provider
3.5 Gaming Technology
3.5.1 Action and Adventure
3.5.2 Social Casino
3.5.3 Sports and Role Playing
3.5.4 Strategy and Brain
3.5.5 Arcade
3.5.6 Other Technologies
3.6 Connectivity Analysis
3.6.1 WiFi
3.6.2 Cellular (4G LTE/5G)
3.6.3 Wimax
3.6.4 Bluetooth/BLE
3.6.5 LPWAN Connectivity
3.7 Mobile Gaming Success Strategy Analysis
3.7.1 Features to Incorporate in Game
3.7.2 Popular vs. New Gaming IP
3.7.3 Mobile Game Production Cost
3.7.4 Successful Gaming IP line Creation
3.7.5 Minimize Marketing and User Acquisition Cost
3.7.6 Use of Monetization Strategies
3.8 Investment Trend Analysis
3.8.1 Second Screen including Mobile Devices and TV
3.8.2 Social vs. Game Network
3.8.3 Gaming Industry Transition and Fragmentation
3.8.4 Gaming Sector and Business Model
3.8.5 Value vs. Volume Regions
3.9 Wearable Gaming
3.9.1 Smartwatch as Wearable Gaming Platform
3.9.1.1 Pervasiveness
3.9.1.2 Interface
3.9.2 Potential Platform Analysis
3.9.2.1 Mind Pirate
3.9.2.2 OBJE (Obscene Interactive)
3.9.2.3 Oculus Rift
3.9.2.4 Sony
3.9.3 Privacy concerns
4.0 Company Analysis
4.1 Mobile Game Developer and Publisher
4.1.1 Activision Blizzard
4.1.2 Alphabet (Google)
4.1.3 Apple
4.1.4 Electronic Arts
4.1.5 Gameloft SE
4.1.6 Games Inc.
4.1.7 Take-Two Interactive Software
4.1.8 Glu Mobile
4.1.9 GungHo Online Entertainment
4.1.10 IBM corporation
4.1.11 InMobi
4.1.12 Kabam Games
4.1.13 MocoSpace
4.1.14 NetEase
4.1.15 Nintendo
4.1.16 Oracle corporation
4.1.17 Rovio Entertainment
4.1.18 Sony Interactive Entertainment
4.1.19 Supercell Oy
4.1.20 Tencent Holdings
4.1.21 The Walt Disney Company
4.1.22 Ubisoft Entertainment SA
4.1.23 Zynga
4.1.24 Halfbrick
4.1.25 Capcom
4.1.26 Namco Bandai
4.1.27 Gamevil (Com2uS)
4.1.28 Zeptolab
4.1.29 Square Enix
4.1.30 Gameprom
4.1.31 Kairosoft
4.1.32 Konami
4.1.33 GREE
4.1.34 DeNA
4.1.35 Sina Weibo
4.1.36 Papaya Mobile
4.1.37 Hungama Games
4.1.38 Anino mobile
4.1.39 Socialpoint
4.1.40 Agate Studio
4.1.41 Renren
4.1.42 Kaixin001
4.1.43 51.Com
4.1.44 Mixi
4.1.45 Cyworld
4.1.46 Bebo
4.1.47 Amazon
4.1.48 Gaia Online
4.1.49 Badoo
4.1.50 Chillingo
4.1.51 KakaoTalk
4.1.52 Line
4.1.53 Wandoujia
4.1.54 Baidu App store
4.1.55 Facebook Games
4.1.56 Slide ME
4.1.57 GetJar
4.1.58 CodeNgo
4.1.59 Apps UK Ltd.
4.1.60 Anzhi
4.1.61 F-Droid
4.1.62 Cydia
4.1.63 Nvidia (Geoforce)
4.1.64 Nook App Store
4.1.65 Taobao App Market
4.1.66 Bemobi International
4.1.67 Mobango
4.1.68 Appitalism
4.1.69 Kongregate
4.1.70 Maopao
4.1.71 Alternative.To
4.1.72 360 Market
4.1.73 Xiaomi App store
4.1.74 One Store Corp.
4.1.75 MTNPlay
4.2 Gaming Service Management Provider
4.2.1 WildTangent
4.2.2 iWin
4.2.3 Twitch.TV
4.2.4 Appia
4.2.5 XSplit
4.3 Carrier Analysis
4.3.1 AT&T
4.3.2 Verizon
4.3.3 T-Mobile USA
4.3.4 Vodafone
4.3.5 EE
4.3.6 Telenor
4.3.7 NTT DoCoMo
4.3.8 KDDI au
4.3.9 China Mobile
4.3.10 China Unicom
4.3.11 China Telecom
4.3.12 Airtel (Bharti)
4.3.13 Vodafone Idea
4.3.14 SK Telecom
4.3.15 Telstra Mobile
4.3.16 Optus Mobile
4.3.17 MTS
4.3.18 Telkomsel
4.3.19 Indosat
4.3.20 Viettel
4.3.21 Globe Telecom
4.3.22 Maxis
4.3.23 SingTel Mobile
4.3.24 AIS
4.3.25 DTAC
4.3.26 Etisalat
4.3.27 Cellcom
5.0 Market Analysis and Forecasts 2022 – 2027
5.1 Mobile Gaming Market 2022 – 2027
5.2 Mobile Gamer 2022 – 2027
5.3 Mobile Gamer: Demography Analysis 2022 – 2027
6.0 Conclusions and Recommendations
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Gaming
Investment Opportunities in the Multi-billion-dollar Gaming Sector

The Gaming industry is growing day by day. It has already become a global entertainment giant. From sweeping open-world quests to quick, addictive mobile games, the industry has expanded into a multi-billion-dollar giant.
The global gaming industry was valued at over £135 billion ($184 billion) in 2023 and is projected to reach £184 billion ($250 billion) in 2030. It is driven by cloud gaming, which eliminates the need for costly consoles, high-speed internet, and immersive technologies like VR and AR. Revenues from VR gaming alone in 2023 exceeded £1.9 billion ($2.6 billion), and the AR gaming business is set to grow at a pace of over 30% annually.
The transition from physical to digital is virtually complete: in large markets, over 90% of games sold today are digital, with downloads, live services, and subscriptions replacing cartridges and discs.
Alternative Ways to Invest in Gaming
The gaming industry is not merely a business of copying the most recent blockbusting release; it’s a rich, diverse ecosystem with several streams of revenue, from historic game publishing to aggressive esports and the burgeoning betting and online gambling sector. Today’s investors are able to access entertainment-oriented and wagering-led segments, each with their distinct risk and reward profiles.
Video Game Development & Publishing
Envision house brands behind the mega-franchises of Call of Duty, FIFA or The Legend of Zelda. These brands have enormous fan bases and generate revenue that stretches far past the initial buy, with in-game purchases, downloadable packs and subscription content keeping gamers engaged and expenditures year-round.
Esports
Esports have now evolved from casual living-room games to multi-million-dollar tournaments streamed live in front of a global audience. Internet gambling on esports competitions is also becoming a niche but growing market, offering a new source of revenue for both organisers and financiers.
Online Betting & Casinos
This segment is focused on convenience, accessibility and growing demand for real-money play. Online gaming sites and casinos are taking advantage of more lenient rules in key markets, so that they now represent a more mainstream and profitable part of the gaming economy.
Spotlight on Online Gambling
Online casinos are no longer merely whirring slot machines; they’re pushing boundaries. Some of the top 20 online casinos have gone beyond traditional slots and table games, incorporating esports betting, skill-based game challenges and interactive live dealer games.
Why does that matter to investors? Easy. It signals flexibility. These platforms are captivating players where they are: at their phones, on streaming websites, and in hybrid entertainment spaces that blur the line between socialising and gaming. This flexibility is what can keep revenue streams consistent even when trends shift.
Why Investors are Paying Attention
The gaming market has something that a lot of others envy: loyal consumers who are spenders on a regular basis. It’s £3 ($5) on a character skin or £36 ($50) on a new game, but the spend is cumulative, and it doesn’t evaporate during poor economies.
And gaming pervades everywhere. A hit title in Japan can find fans in Brazil in days. And for companies, that global reach means multiple streams of revenue and endless room to grow.
Risks in Investment
There is no investment without risk. Regulations change overnight, especially in online gaming. Game developers also come and go with their biggest hit; one flop can jerk their stock price. And in this competitive environment, being new is a never-ending struggle.
Gaming Investment Strategies
Diversify among multiple corners of the sector. That way, you’re not betting everything on one game or one trend. Gaming-focused ETFs deserve a look as well if you enjoy a pre-packaged solution that spreads the risk.
The post Investment Opportunities in the Multi-billion-dollar Gaming Sector appeared first on European Gaming Industry News.
Gaming
German Games Market Grows in the First Half of 2025

The German games market has returned to growth: following a year in which revenue from games, games hardware and online gaming services declined for the first time after many years of growth, the first six months of 2025 have once again seen an increase in sales revenue. 4.6 billion euros in revenue was generated, which equates to an increase of 4% compared to the same period in the previous year.
This was announced by game – The German Games Industry Association at a press conference in advance of the opening of gamescom next week. The sources of this data are the market research firm YouGov and data.ai (a Sensor Tower company). Games hardware enjoyed the biggest increase during the first half of 2025. Propelled among other things by the launch of the Nintendo Switch 2, revenues in this area grew by 17%. The online gaming services market segment also increased, by 4%. Games, on the other hand, experienced a small decline of 2%, to 2.7 billion euros.
“The German games market’s growth in the first six months of 2025 sends a powerful signal for the start of gamescom. This year’s event has also set a new record for the number of exhibitors. Combined with the increase in exhibition space and the many top companies expected to attend this year’s event, gamescom is set to drive even more growth in the German and international games market. This year’s theme – ‘Games – perfect entertainment’ – is fully in keeping with this boost, as 44 million Germans view games as the entertainment of our age. And not just for themselves: the vast majority of video game players believe that games are particularly good for bringing people of all ages together. It is yet another way that gamescom will be the perfect place to be,” said Felix Falk, Managing Director of game – The German Games Industry Association, which is a co-organiser of gamescom.
The theme of gamescom 2025 – “Games – perfect entertainment” – reflects the reality in Germany, as was underscored by the findings of a representative survey conducted by the market research company YouGov: some two thirds of Germans consider video games to be the entertainment of our age. This equates to around 44 million people. It is a finding that is also supported by the experiences of the people playing video games. Nearly all of them say that they enjoy playing games (94%), find them entertaining (93%), and see them as a good way to relax (91%). In fact, 86% of video game players say that games put them in a good mood, and 8 in 10 players spend less time thinking about crises or worries thanks to games.
The average age of video game players in Germany is now nearly 40 – and it is continuing to rise. This is because the largest increases in the number of players are in the older age groups. Games have long since established themselves as a medium for all generations. The video game players think so, too: 85% of them say that games offer something for every age group, while 88% enjoy playing with other family members. 79% of players in Germany believe that games can help to bring younger and older people together, and three quarters of players think that playing games together as a family can help people to gain a better understanding of digital media.
The post German Games Market Grows in the First Half of 2025 appeared first on European Gaming Industry News.
Anton Umnov
Avalanche and Helika Launch New Gaming Accelerator – Applications Now Open

The Avalanche Foundation and Helika, a leading provider of technical and creative solutions for the video games industry, have officially launched their joint video game accelerator program and opened applications for the first cohort.
The newly announced strategic partnership is designed to engage both Web3-native studios and traditional game developers exploring blockchain integration. The accelerator aims to identify and support the next generation of studios building at the frontier of blockchain-based gaming.
The program is focused on product interaction and is designed to discover, support, and fast-track promising studios and projects building on the Avalanche blockchain. It will provide selected projects with unparalleled access to resources, mentorship from industry leaders, technical support, activations, and funding opportunities for qualifying or top-performing teams.
The accelerator is open to seasoned teams building high-quality, engaging experiences across platforms, from mobile to desktop and everything in between. Projects with prior traction or cross-platform aspirations are especially encouraged to apply.
The program will run for 3 months, with virtual onboarding and IRL showcases planned across major gaming and blockchain events.
What selected teams get:
Funding & Resources: $25,000 in initial support and up to $125,000 in additional funding for qualifying or top-performing teams.
Expert Guidance: Mentorship from game veterans, blockchain experts, and industry leaders through group sessions and 1:1 consultations.
Analytics Support: Comprehensive analytics solutions to track performance, improve retention, and optimize monetization strategies.
Blockchain Integration: Dedicated assistance for integrating with the Avalanche blockchain and optimizing technical performance.
Community & Growth: Activations with partner communities and platforms and support in player acquisition, community building, go-to-market strategies.
Helika Advisory Access: Access to specialized experts from Helika’s network for tailored support.
Ecosystem Access: Direct connection to a vibrant network of developers, investors, publishers, and Web3 enthusiasts.
Showcase Opportunities: A final Demo Day event to present games to investors, publishers, and ecosystem partners.
“We are excited to partner with the Avalanche Foundation to create a world-class accelerator for Web3 gaming. Avalanche’s robust and scalable infrastructure makes it an ideal environment for innovative game development. Studios need tools that work, data that matter, and real support from people who understand what it means to build in this space — this accelerator provides all of that, plus a direct line into a powerful Web3 ecosystem,” said Anton Umnov, Founder and CEO of Helika.
“Avalanche is focused on the long game. There’s no shortage of flashy ideas. What’s missing is the support that helps studios turn those ideas into real, playable, scalable games. Avalanche has long been the go-to chain for speed and innovation, and now we’re channeling that energy into the future of gaming, supporting teams who understand the nuance of player experience, community building, and long-term value creation,” said Parker Heath, Ava Labs Gaming Partnerships Lead.
Avalanche plays host to a vibrant lineup of video games, including Off The Grid and Maple Story Universe, all pushing the boundaries of what’s possible in blockchain-powered play. Thanks to its customizable Avalanche L1s, lightning-fast transaction speeds and low fees, developers can tailor unique environments for their games without compromising on user experience.
Helika has become a cornerstone for modern game studios, equipping developers with real-time insights into player behavior, on-chain economies, and engagement metrics. From Proof of Play and Parallel to Nexon, Ubisoft, and Com2Us, Helika’s platform is shaping how developers build, balance, and scale their games in real-time. This accelerator takes that impact further by embedding support into the earliest stages of development when it matters most.
The post Avalanche and Helika Launch New Gaming Accelerator – Applications Now Open appeared first on Gaming and Gambling Industry in the Americas.
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