Global Mobile Gaming Market 2015-2019 is the latest addition to Sandlerresearch.org industry research reports collection. The report is about 111 pages published in Apr-2015. Global Mobile Gaming Market 2015-2019 has been prepared based on an in-depth market analysis with inputs from industry experts.
The analysts forecast Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019. Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device’s platform to run the gaming software.
Covered in this Report This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games. The report consolidates revenues generated from the following major regions: APAC, North America, EMEA, and Latin America. The report, Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market. Buy Report @ http://www.sandlerresearch.org/purchase?rname=34617 .
Key Regions APAC EMEA Latin America
North America
Key Vendors Activision Blizzard Electronic Arts Gameloft Glu Mobile GungHo Online Entertainment Kabam King Digital Entertainment Rovio Entertainment Supercell Zynga
Other Prominent Vendors CJ E&M Netmarble Colopl CyberAgent DeNa Disney Interactive Facebook Gamevil GREE IGG
Kiloo Konami Digital Locojoy Machine Zone MindJolt SEGA Square Enix Storm8 Tencent Ubisoft Entertainment Warner Bros. Entertainment WeMade Entertainment Inquire before Buying @ http://www.sandlerresearch.org/inquire-before-buying?rname=34617 .
Market Driver Increased Adoption of Smartphones and Tablets
Market Challenge Presence of Alternative Gaming Devices
Market Trend Changing Demographics of Gamers
Key Questions Answered in this Report
What will the market size be in 2018 and what will the growth rate be? What are the key market trends? What is driving this market? What are the challenges to market growth? Who are the key vendors in this market space? What are the market opportunities and threats faced by the key vendors? What are the strengths and weaknesses of the key vendors? Inquire for Discount @ http://www.sandlerresearch.org/discount?rname=34617 .
List of Exhibits: Exhibit 1: Market Research Methodology Exhibit 2: Segmentation of Video Games Exhibit 3: Value Chain of the Global Online Gaming Market Exhibit 4: Video Games by Types Exhibit 5: Product Lifecycle of Mobile Games Exhibit 6: Global Video Game Market 2013-2018 (US$ billion) Exhibit 7: Share of Mobile Games in Global Video Game Market 2014 and 2019 Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion) Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014 Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014 Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019 Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion) Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion) Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion)
Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion) Exhibit 16: Market Attractiveness by Geography Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013 Exhibit 18: Activision Blizzard: Product Segmentation Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014 Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion) Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014 Exhibit 22: Gameloft: Business Segmentation by Revenue 2013 Exhibit 23: Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013 Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013 Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 27: Glu Mobile: Exhibit 1: Market Research Methodology Exhibit 2: Segmentation of Video Games Exhibit 3: Value Chain of the Global Online Gaming Market Exhibit 4: Video Games by Types Exhibit 5: Product Lifecycle of Mobile Games Exhibit 6: Global Video Game Market 2013-2018 (US$ billion) Exhibit 7: Share of Mobile Games in Global Video Game Market 2014 and 2019 Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion) Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014 Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014 Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019 Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion)
Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion) Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion) Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion) Exhibit 16: Market Attractiveness by Geography Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013 Exhibit 18: Activision Blizzard: Product Segmentation Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014 Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion) Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014 Exhibit 22: Gameloft: Business Segmentation by Revenue 2013 Exhibit 23: Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013 Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013 Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 27: Glu Mobile: Geographical Segmentation by Revenue 2013 Exhibit 28: GungHo Online: Business Segmentation 2013 Exhibit 29: King: Business Segmentation 2013 Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 31: King: Geographical Segmentation by Revenue 2013 Exhibit 32: Rovio Entertainment: Product Segmentation Exhibit 33: Rovio Entertainment: Geographical Presence Exhibit 34: Supercell: Geographical Segmentation Exhibit 35: Zynga: Business Segmentation by Revenue 2013 Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013 Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014 Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014 Geographical Segmentation by Revenue 2013 Exhibit 28: GungHo Online : Business Segmentation 2013 Exhibit 29: King: Business Segmentation 2013 Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 31: King: Geographical Segmentation by Revenue 2013 Exhibit 32: Rovio Entertainment: Product Segmentation Exhibit 33: Rovio Entertainment: Geographical Presence Exhibit 34: Supercell: Geographical Segmentation Exhibit 35: Zynga: Business Segmentation by Revenue 2013 Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million) Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013 Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014 Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014
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