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Outlook on the Mobile Gaming Global Market to 2027 – Players Include Apple, Electronic Arts, Gameloft and Games Inc

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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

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Gaming Corps partners with Slots Temple to power UK operator arm with exciting new content

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Gaming Corps – a publicly-listed game development company based in Sweden, is pleased to announce a new strategic partnership with UK operator and affiliate brand Slots Temple.

This partnership sees Gaming Corps become a key content supplier to Slots Temple’s licensed UK platform, significantly expanding the reach of its growing portfolio in one of Europe’s most mature and regulated markets.

Originally launched as a free-play site, Slots Temple has evolved into a multi-dimensional gaming platform, offering real-money casino play, industry-first tournaments, and a socially engaging player experience. With its UK Gambling Commission (UKGC) licence acquired in 2022, the brand now operates as a fully licensed online casino – while continuing to innovate around responsible play and transparency.

Through this new deal, Gaming Corps’ diverse and engaging portfolio – including hit titles across its Slots, Plinko and Smash4Cash categories – will be made available to Slots Temple’s growing player base. The agreement also supports Slots Temple’s ambition to lead the next wave of competitive, socially-driven casino experiences, underpinned by trusted, top-tier game content.

Danielle Calafato, CCO at Gaming Corps, said: “We’re delighted to partner with Slots Temple as they continue their exciting journey from affiliate to operator. Their player-first mindset, commitment to social responsibility, and unique approach to gamification aligns perfectly with our own ambitions. This partnership is another strong step forward for Gaming Corps in the UK, and we’re looking forward to seeing our games reach new audiences through such an innovative platform.”

Fraser Linkleter, CEO of Slots Temple, said: “Our mission has always been to bring something genuinely different to the online casino space, and Gaming Corps fits that vision perfectly. Their content is original, engaging, and ideal for the competitive formats our players love. This partnership will help us deliver even more value to our community as we expand our real-money offerings in the UK market.”

The partnership is now live, with Gaming Corps titles rolling out to Slots Temple players in the coming weeks.

 

The post Gaming Corps partners with Slots Temple to power UK operator arm with exciting new content appeared first on European Gaming Industry News.

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Casino Guru makes finalist list for 2025 Global Regulatory Awards

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Casino Guru has made the finalist list for the upcoming 2025 Global Regulatory Awards, organized by VIXIO, a leading provider of regulatory intelligence solutions.

Casino Guru has earned a place at the final table in the “Outstanding Contribution to Safer Gambling” and is part of a list of 12 companies that have secured a spot before the winner is finally announced during the official ceremony on WednesdayNovember 192025.

Simon Vincze, Head of Sustainable and Safer Gambling, had this to say, commenting on the nomination:

“Casino Guru has always been dedicated to giving players real choice and agency when selecting their favorite casino.

We believe responsible gambling can and should be at the heart of a successful business, and we’ve built our casino database with great care, using dozens of criteria to ensure players are fully informed.

We have consistently worked to reduce gambling-related harm in the industry, using our influence and reputation as a trusted affiliate to show that meaningful change is both possible and sustainable

This nomination is a recognition of our ongoing mission to make gambling safer and more enjoyable for everyone: a mission that continues to guide us well beyond any single award.”

Casino Guru has launched a number of projects similarly committed to highlighting the importance of sustainable and responsible gambling at the core of everything operators ought to be doing to provide players with a safe and enjoyable experience.

Through the Online Casino Complaint Resolution Center, Casino Guru has been able to not only mediate in player disputes with operators but to collect actionable data as to why these incidents continue to happen.

As a result, Casino Guru has put forward its unique expertise to provide operators with advice on how to make their offers clearer, fairer, and more transparent.

Apart from this, Casino Guru has launched the Casino Guru Academy, dedicated to training industry professionals about how to adopt safer gambling practices and also recognize gambling-related issues in their jobs.

Notably, Casino Guru has also launched the Casino Guru Awards, an unprecedented awards format, which has brought together 32 gambling and industry experts, combining Casino Guru’s team expertise and actionable knowledge with the expertise of responsible gambling specialists who have dedicated their careers to strengthening the industry’s understanding of gambling-related harm.

Commenting on the reveal of finalists, VIXIO CEO Mike Woolfrey wrapped up: “Congratulations to all of this year’s finalists. Achieving a place on the shortlist is no small feat, especially in our most competitive year yet. The continued growth of the GRAs reflects how seriously the industry takes compliance and the ongoing drive for excellence in this field.”

The post Casino Guru makes finalist list for 2025 Global Regulatory Awards appeared first on European Gaming Industry News.

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EveryMatrix live with Ken Howells in full turnkey Sports and Casino launch

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UK independent bookmaker Ken Howells is live with EveryMatrix’s full turnkey platform, adding to the tier-1 technology provider’s growing list of UK customers.

The long-established brand has migrated from its previous platform provider to the full EveryMatrix tech stack to grow its digital presence and future-proof its operations.

EveryMatrix now powers Ken Howells with a comprehensive sports and casino turnkey solution tailored for the UK, integrating its leading player account management, payments, bonusing, and affiliate platforms.

By equipping Ken Howells with a bespoke, full turnkey platform, EveryMatrix further strengthens its retail and digital position among traditional UK bookmakers.

Established in Wales, Ken Howells is best known for its trusted betting and telebetting services, with a focus on horse racing, football, and rugby.

This launch is part of EveryMatrix’s growing momentum in the UK, with more operators choosing its turnkey technology and increasing its regulated market footprint.

Ebbe Groes, Group CEO and Co-Founder, EveryMatrix, said: “We’re excited to welcome Ken Howells as part of our growing roster of UK partners. This is a brand with deep roots in British betting culture, and we’re proud they’ve chosen our proven platform technology to boost their digital presence.”

Grant Howells, Director at Ken Howells, added: “As a third-generation family-run bookmaker established back in 1963, our partnership with EveryMatrix marks a major milestone for us.”

“With deep roots in Welsh betting culture, we’re proud to take the trusted, personal service our customers know us for into the digital space. The new platform allows us to offer a much wider range of sports and casino products while staying true to the values that have guided our business for more than 60 years.”

The post EveryMatrix live with Ken Howells in full turnkey Sports and Casino launch appeared first on European Gaming Industry News.

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