Mobile and Wearable Gaming Technologies: Global Markets

Report Scope:

The global mobile and wearable gaming market is a lucrative market that is being driven by the availability of a wide range of games, a rising number of smartphone users, and technological advancement and innovation. The future of the gaming market looks promising due to the introduction of VR technology and smartwatch gaming applications across the globe. Involvement of key players such as Apple, Samsung, Facebook, Google, HTC, and other key players has created significant scope for the market. Rising smartphone industries and rising demand for a variety of games across the globe have boosted the market considerably. Gaming market players collaborate, make alliances, merge with other gaming companies, invest in R&D, and regularly launch new gaming products for various genres to stay competitive. The rising entry of new players and rising number of start-ups in the gaming industry will create considerable opportunity for mobile and wearable gaming due to introduction of innovative games and mobile applications. The rising popularity of series games, VR-based games and increasing number of mobile games players across the globe create significant scope for the market. Smartphone users and broadband/internet adoption will boost mobile and wearable gaming across the globe. Promotion and advertisement of movies through games is a key business strategy to reach a wide market.

To provide a better understanding of the market, in this report the market is segmented by platform, operating system, genre, age group, and region. The new technologies and gaming applications which are widely adopted across the globe are also covered at length.
 
The major geographic regions covered in the report are North America (the U.S., Canada, and Mexico), Europe (U.K., Italy, France, Germany, and Spain), Asia-Pacific (China, Japan, Taiwan, South Korea, Indonesia, India) and the rest of world (RoW) (Russia, Brazil, Middle East, Africa). Estimated values used are based on manufacturers’ total revenues. Projected and forecasted revenue values are in constant U.S. dollars, unadjusted for inflation. The study covers the global market for mobile and wearable gaming. The selection of the countries which are included in this report was mainly based on the total revenue generated. Major countries included in the report are the U.S., Canada, Germany, the U.K., Spain, Italy, France, China, Japan, and India.

The competitive landscape of the global market for mobile and wearable gaming is discussed at length. Major companies involved in mobile and wearable gaming are profiled in the report, with a description of their product portfolios and recent developments. All categories are discussed in detail, describing each segment, identifying current popular games in the market, measuring market size, identifying market drivers, forecasting for 2016 to 2021, and assessing the competitors and competitor market shares.

Report Includes:

- An overview of the global mobile and wearable gaming market
- Analyses of global market trends, with data from 2015 and 2016, and projections of compound annual growth rates (CAGRs) through 2021
- A look at market driving factors, such as the emergence of low-cost smartphones with high-end features, more gaming startups focused on wearable technology, and rapid growth of the smartphone and tablets markets
- Breakdowns of the market by platform, region, operating system, age group, and genre
- Coverage of the recent developments in mobile and wearable gaming, and market trends, including growth drivers, restraints, and opportunities
Profiles of major players in the industry


Chapter 1: Introduction ......................................................................................... 1
Study Goals and Objectives........................................................................................................................... 1
Reasons for Doing This Study ........................................................................................................................ 2
Scope of Report ............................................................................................................................................. 2
Information Sources ...................................................................................................................................... 3
Methodology ................................................................................................................................................. 3
Geographic Breakdown ................................................................................................................................. 4
Analysts Credentials ..................................................................................................................................... 8
Related BCC Research Reports...................................................................................................................... 8
Chapter 2: Summary and Highlights ..................................................................... 10
Chapter 3: Market and Technology Background .................................................. 13
Technological Advancement and Innovation in the Mobile and Wearable Gaming Industry .................... 13
Virtual Reality .......................................................................................................................................... 13
Augmented Reality .................................................................................................................................. 13
Cloud Computing ..................................................................................................................................... 13
Wearable Technology .............................................................................................................................. 14
Adoption of Virtual Reality Technology in Gaming ..................................................................................... 14
Rising Global Adoption of Smart Phones and Mobile Devices ................................................................... 16
Increased Global Adoption of Broadband Internet Services ...................................................................... 18
Global Distribution of Freemium Services to Attract Gamers .................................................................... 19
Health-Related Concerns ............................................................................................................................ 21
Confusion Between Virtual and Actual Reality ....................................................................................... 21
Obesity .................................................................................................................................................... 21
Gaming Thumb ........................................................................................................................................ 22
Aggressive Behavior ................................................................................................................................ 22
Backaches ................................................................................................................................................ 22
Migraines ................................................................................................................................................. 22
Vision Complications ............................................................................................................................... 22
Eating Irregularities ................................................................................................................................. 23
Carpal Tunnel Syndrome ......................................................................................................................... 23
Sleep Disturbances .................................................................................................................................. 23
Death ....................................................................................................................................................... 23
High Cost of Gaming Development ............................................................................................................. 24
Piracy ........................................................................................................................................................... 25
The Switch to Freemium Model .............................................................................................................. 25
Remote Server Connections .................................................................................................................... 25
Social Consequences ............................................................................................................................... 26
Global Promotion of Movies Through Animation ....................................................................................... 26
Increasing Use of Cloud Services for Gaming ............................................................................................. 27
Emerging Areas in Gaming Market ............................................................................................................. 27
Health Games .......................................................................................................................................... 28
Learning Games ....................................................................................................................................... 28
Return of Cult Games .................................................................................................................................. 29
Super Mario ............................................................................................................................................. 29
Futurama World of Tomorrow ................................................................................................................ 29
Live Casino Gaming ................................................................................................................................. 29
New Players and Sequels......................................................................................................................... 30
Chapter 4: Market Breakdown by Mobile Gaming Technologies ........................ 32
Mobile Gaming Market by Operating System ............................................................................................ 32
Android .................................................................................................................................................... 34
iOS ........................................................................................................................................................... 36
Windows .................................................................................................................................................. 41
Others ...................................................................................................................................................... 42
Mobile Gaming Market by Device Type ...................................................................................................... 43
Smartphones ........................................................................................................................................... 44
Tablets ..................................................................................................................................................... 45
Mobile Gaming Market by Age Group ........................................................................................................ 46
Below 12 Years ........................................................................................................................................ 47
12-25 Years .............................................................................................................................................. 47
25-40 Years .............................................................................................................................................. 48
Above 40 Years ........................................................................................................................................ 49
Mobile Gaming Market by Genre ............................................................................................................... 49
Action ...................................................................................................................................................... 49
Role Play .................................................................................................................................................. 50
Puzzle ....................................................................................................................................................... 51
Strategy ................................................................................................................................................... 52
Racing ...................................................................................................................................................... 52
Sports....................................................................................................................................................... 53
Education ................................................................................................................................................. 54
Others ...................................................................................................................................................... 55
Chapter 5: Market Breakdown by Wearable Gaming .......................................... 57
Wearable Gaming Market by Component .................................................................................................. 57
Hardware ................................................................................................................................................. 58
Software .................................................................................................................................................. 58
Wearable Gaming Market by Hardware ..................................................................................................... 60
Headgear/head-Mounted Displays ......................................................................................................... 61
Eyewear and Smart Glasses..................................................................................................................... 62
Handwear ................................................................................................................................................ 63
Bodywear................................................................................................................................................. 64
Others ...................................................................................................................................................... 66
Wearable Gaming Market by Operating System ........................................................................................ 67
Android .................................................................................................................................................... 67
Windows .................................................................................................................................................. 68
iOS/Mac ................................................................................................................................................... 68
Linux/Unix-like ......................................................................................................................................... 69
Hyper-V/Windows ................................................................................................................................... 70
Wii U ........................................................................................................................................................ 71
Wearable Gaming Market by Gaming Device ............................................................................................. 72
Mobile ..................................................................................................................................................... 72
Console .................................................................................................................................................... 72
Other ....................................................................................................................................................... 73
Chapter 6: Market Breakdown by Region ............................................................ 75
North America ............................................................................................................................................. 76
United States ........................................................................................................................................... 77
Canada ..................................................................................................................................................... 79
Rest of North America ............................................................................................................................. 80
Europe ......................................................................................................................................................... 81
United Kingdom ....................................................................................................................................... 82
France ...................................................................................................................................................... 83
Germany .................................................................................................................................................. 84
Italy .......................................................................................................................................................... 85
Spain ........................................................................................................................................................ 86
Rest of Europe ......................................................................................................................................... 87
Asia-Pacific .................................................................................................................................................. 88
India ......................................................................................................................................................... 89
China ........................................................................................................................................................ 91
Japan ........................................................................................................................................................ 92
Taiwan ..................................................................................................................................................... 93
South Korea ............................................................................................................................................. 94
Rest of Asia-Pacific (Indonesia) ............................................................................................................... 95
Rest of the World ........................................................................................................................................ 96
Mobile and Wearable Gaming Market in Russia and Africa ................................................................... 96
Chapter 7: Opportunity Analysis .......................................................................... 98
Key Opportunities Available in the Market................................................................................................. 99
Limited Entry Barriers .............................................................................................................................. 99
Partnerships ............................................................................................................................................ 99
Startups and Funding .............................................................................................................................. 99
Product Launches .................................................................................................................................. 101
Emerging Markets ................................................................................................................................. 101
Market Share Analysis............................................................................................................................... 102
Chapter 8: Company Profiles ............................................................................. 106
About BCC Research ......................................................................................... 144
About BCC Research.................................................................................................................................. 145
BCC Membership ...................................................................................................................................... 145
BCC Custom Research ............................................................................................................................... 145


List Of Tables


Summary Table: Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions) .................................................................................................................................................................... 11
Table 1 Popular Virtual Reality Games to Experience on Mobile Devices .................................................. 15
Table 2 Top Grossing Freemium Games, 2015-2017 ................................................................................. 20
Table 3 Projected Development Costs of Mobile Games, 2017 ................................................................ 24
Table 4 Key Facts Related to Popular and Successful Mobile Game Sequels ............................................ 30
Table 5 Global Market for Mobile Gaming, by Operating System, Through 2021 ($ Millions) ................. 32
Table 6 Global Market Share for Mobile Gaming by Operating System, 2015 (%) .................................... 33
Table 7 Mobile Brand and Popular User Interfaces ................................................................................... 34
Table 8 Global Market for Android Mobile Gaming, by Region, Through 2021 ($ Millions) .................... 35
Table 9 Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units) ...... 37
Table 10 Number of Applications Available in Apple App Store, 2010-2016 (Millions) .......................... 38
Table 11 Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions) ............................. 39
Table 12 Global Market for IOS Mobile Gaming, by Region, Through 2021 ($ Millions) ........................... 40
Table 13 Global Market for iOS Mobile Gaming, by Region, 2015 (%) ...................................................... 40
Table 14 Global Market for Windows Mobile Gaming, by Region, Through 2021 ($ Millions) ................. 42
Table 15 Global Market for Other OS in Mobile Gaming, by Region, Through 2021 ($ Millions) ............. 43
Table 16 Global Market for Mobile Gaming, by Device Type, Through 2021 ($ Millions) ......................... 43
Table 17 Global Market for Smartphone Mobile Gaming, by Region, Through 2021 ($ Millions) ............ 45
Table 18 Global Market for Tablet Mobile Gaming, by Region, Through 2021 ($ Millions) ...................... 46
Table 19 Global Market for Mobile Gaming, by Age Group, Through 2021 ($ Millions) ........................... 46
Table 20 Global Market for Mobile Gaming (Below 12 years), by Region, Through 2021 ($ Millions) ..... 47
Table 21 Global Market for Mobile Gaming (12 to 25 years), by Region, Through 2021 ($ Millions) ....... 48
Table 22 Global Market for Mobile Gaming (25-40 years), by Region, Through 2021 ($ Millions) ........... 48
Table 23 Global Market for Mobile Gaming (above 40 years), by Region, Through 2021 ($ Millions) ..... 49
Table 24 Global Market for Mobile Action Games, by Region, Through 2021 ($ Millions) ....................... 50
Table 25 Global Market for Mobile RPG Games, by Region, Through 2021 ($ Millions) ........................... 51
Table 26 Global Market for Mobile Puzzle Games, by Region, Through 2021 ($ Millions) ....................... 52
Table 27 Global Market for Mobile Racing Games, by Region, Through 2021 ($ Millions) ....................... 53
Table 28 Global Market for Mobile Sports Games by Region, Through 2021 ($ Millions) ........................ 54
Table 29 Global Market for Mobile Education Games by Region, Through 2021 ($ Millions) .................. 54
Table 30 Global Market for Mobile Gaming (Other), by Region, Through 2021 ($ Millions) .................... 55
Table 31 Global Market for Wearable Gaming, by Component, Through2021 ($ Millions) ...................... 57
Table 32 Global Wearable Games Market, by Operating System, Through 2021 ($ Millions) .................. 59
Table 33 Global Market for Wearable Games (Operating Systems), by Region, Through 2021 ($ Millions) .................................................................................................................................................................... 60
Table 34 Global Market for Wearable Gaming, by Hardware, Through 2021 ($ Millions) ........................ 61
Table 35 Global Market for Wearable Gaming Headgear/Head-Mounted Displays, by Region, Through 2021 ($ Millions) ........................................................................................................................................ 61
Table 36 Global Market for Wearable Smart Glasses, by Region, Through 2021 ($ Millions) ................... 63
Table 37 Global Market for Wearable Gaming Handwear, by Region, Through 2021 ($ Millions) ........... 64
Table 38 Global Market for Bodywear Wearable Gaming, by Region, Through 2021 ($ Millions) ........... 66
Table 39 Global Market for Other Wearable Gaming Hardware, by Region, Through 2021 ($ Millions) . 66
Table 40 Global Android-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions) ...................................................................................................................................................... 67
Table 41 Global Windows-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions) ...................................................................................................................................................... 68
Table 42 Global iOS/Mac-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions) ...................................................................................................................................................... 69
Table 43 Global Linux/Unix-like Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions) .......................................................................................................................... 70
Table 44 Global Hyper-V/Windows Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions) ............................................................................................................. 70
Table 45 Global Wii U-based Wearable Gaming Software, by Region, Through 2021 ($ Millions) ........... 71
Table 46 Global Other Operating System-based Wearable Gaming Market, 2015-2021 ($ Millions) ....... 71
Table 47 Global Mobile Wearable Gaming Market, by Region, Through 2021 ($ Millions) ...................... 72
Table 48 Global Console Wearable Gaming Market, Through 2021 ($ Millions) ...................................... 73
Table 49 Global Other Device Wearable Gaming Market, by Region, Through 2021 ($ Millions) ............ 73
Table 50 Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions) ......... 75
Table 51 Global Market for Mobile Gaming, by Region, Through 2021 ($ Millions) ................................. 75
Table 52 Global Market for Wearable Gaming, by Region, Through 2021 ($ Millions) ............................. 76
Table 53 North American Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions) ...................................................................................................................................................... 77
Table 54 Top Grossing iPhone Games in the U.S., 2016-2017 .................................................................... 78
Table 55 European Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions) .. 81
Table 56 Asia-Pacific Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions) 88
Table 57 Mobile Games Made in India ....................................................................................................... 90
Table 58 Top Mobile Games Made in China ............................................................................................... 92
Table 59 Popular Mobile Games Made in South Korea .............................................................................. 95
Table 60 Key Funding for Startups in 2016-2017 ...................................................................................... 100
Table 61 Global Mobile and Wearable Gaming Market Share, by Companies, 2016 ($ Billions/%) ........ 103
Table 62 Activision Blizzard Products ....................................................................................................... 106
Table 63 Activision Blizzard Recent Developments .................................................................................. 107
Table 64 Capcom Products ....................................................................................................................... 108
Table 65 CD PROJEKT SA Products ............................................................................................................ 108
Table 66 Colopl Products .......................................................................................................................... 109
Table 67 Colopl Recent Developments ..................................................................................................... 109
Table 68 Com2us Products ....................................................................................................................... 110
Table 69 CyberAgent Products .................................................................................................................. 111
Table 70 Cyberagent Recent Developments ............................................................................................. 111
Table 71 Dena Co. Ltd. Products ............................................................................................................... 112
Table 72 Dena Co. Ltd. Recent Developments .......................................................................................... 112
Table 73 Electronic Arts Products ............................................................................................................. 113
Table 74 Electronic Arts Recent Developments ........................................................................................ 113
Table 75 Elex Technology Co. Ltd. Products ............................................................................................. 114
Table 76 EveryWear Games Products ....................................................................................................... 115
Table 77 Gameloft SE Products ................................................................................................................. 116
Table 78 Gameloft SE Recent Developments ........................................................................................... 116
Table 79 Gameloft SE Recent Developments ........................................................................................... 117
Table 80 Glu Mobile Inc. Products ............................................................................................................ 118
Table 81 GREE Products ............................................................................................................................ 119
Table 82 GungHo Online Entertainment Products ................................................................................... 119
Table 83 Kabam Products ......................................................................................................................... 120
Table 84 Kabam Recent Developments .................................................................................................... 120
Table 85 KetchApp Products ..................................................................................................................... 121
Table 86 Konami Products ........................................................................................................................ 122
Table 87 Machine Zone Products ............................................................................................................. 122
Table 88 Meta Company Product Portfolio .............................................................................................. 123
Table 89 Microsoft Products ..................................................................................................................... 124
Table 90 NetEase Products ....................................................................................................................... 124
Table 91 Nexon Product Portfolio ............................................................................................................. 125
Table 92 Nintendo Products ..................................................................................................................... 126
Table 93 Oculus VR Product Portfolio ....................................................................................................... 126
Table 94 Pocket Gems Product Portfolio .................................................................................................. 127
Table 95 Rovio Product Portfolio .............................................................................................................. 128
Table 96 Rovio Recent Activities ............................................................................................................... 128
Table 97 Samsung Product........................................................................................................................ 129
Table 98 Samsung Recent Developments ................................................................................................. 129
Table 99 Scopely Product .......................................................................................................................... 130
Table 100 Scopely Recent Developments ................................................................................................. 130
Table 101 Sega Products ........................................................................................................................... 131
Table 102 Sony Products ........................................................................................................................... 132
Table 103 Sony Recent Developments ..................................................................................................... 132
Table 104 Square Enix Products ................................................................................................................ 133
Table 105 Square Enix Recent Developments .......................................................................................... 133
Table 106 Supercell Products .................................................................................................................... 134
Table 107 Tactical Haptics Products ......................................................................................................... 135
Table 108 Tencent Products ..................................................................................................................... 135
Table 109 Tencent Recent Developments ................................................................................................ 136
Table 110 Walt Disney Products ............................................................................................................... 136
Table 111 Warner Bros. Products ............................................................................................................. 137
Table 112 Ubisoft Products ....................................................................................................................... 138
Table 113 Ubisoft Recent Developments ................................................................................................. 139
Table 114 Virtuix Products ........................................................................................................................ 139
Table 115 Vuzix Products .......................................................................................................................... 140
Table 116 Vuzix Recent Developments ..................................................................................................... 141
Table 117 Carl Zeiss Products ................................................................................................................... 142
Table 118 Carl Zeiss Recent Developments .............................................................................................. 142
Table 119 Zynga Products ......................................................................................................................... 143
Table 120 Zynga Recent Developments .................................................................................................... 143


List Of Figures


Summary Figure: Global Market for Mobile and Wearable Gaming, by Region, 2015-2021 ($ Millions) 11
Figure 1 Smartphone Users Worldwide, 2014-2020 (Billions) .................................................................. 17
Figure 2 Global Market for Mobile Gaming by Operating System, 2015 (%) ............................................ 33
Figure 3 Smartphones and Tablets Shipped with Android Operating Systems, 2010-2016 (Million Units) .................................................................................................................................................................... 35
Figure 4 Global Market for Android Mobile Gaming, by Region, 2015 (%) ............................................... 36
Figure 5 Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units)...... 37
Figure 6 Number of Applications Available in Apple App Store, 2010-2016 (Millions) ............................. 38
Figure 7 Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions)............................... 39
Figure 8 Global Market for iOS Mobile Gaming, by Region, 2015 (%) ....................................................... 41
Figure 9 Number of Smartphone Users Across the Globe, 2014-2020 (Billions) ....................................... 44
Figure 10 Number of Tablet Users Across the Globe, 2014-2020 .............................................................. 45
(Billions) ...................................................................................................................................................... 45
Figure 11 Global Mobile and Wearable Gaming Market Share, by Company, 2016 (%) ......................... 104


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