Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024

SKU ID : TNV-14208385

No. of pages : 146

Publishing Date : 23-Nov-2019

Detailed TOC of Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
• 2.1 Preface
• 2.2 Preface
• 2.3 Currency conversion rates for US$
PART 03: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Value chain analysis
• Market segmentation analysis
PART 04: MARKET SIZING
• Market definition
• Market sizing 2019
• Market outlook
• Market size and forecast 2019-2024
PART 05: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 06: MARKET SEGMENTATION BY PLATFORM
• Market segmentation by platform
• Comparison by platform
• Online - Market size and forecast 2019-2024
• Offline - Market size and forecast 2019-2024
• Market opportunity by platform
PART 07: CUSTOMER LANDSCAPE
PART 08: GEOGRAPHIC LANDSCAPE
• Geographic segmentation
• Geographic comparison
• APAC - Market size and forecast 2019-2024
• North America - Market size and forecast 2019-2024
• Europe - Market size and forecast 2019-2024
• MEA - Market size and forecast 2019-2024
• South America - Market size and forecast 2019-2024
• Key leading countries
• Market opportunity
PART 09: DECISION FRAMEWORK
PART 10: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 11: MARKET TRENDS
• Growth of free-to-play mobile games
• Popularity of e-sports
• Emergence of mobile cloud video gaming
PART 12: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive scenario
PART 13: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Activision Blizzard Inc.
• CyberAgent Inc.
• Electronic Arts Inc.
• GungHo Online Entertainment Inc.
• Microsoft Corp.
• NetEase Inc.
• Niantic Inc.
• Tencent Holdings Ltd.
• The Walt Disney Co.
• Ubisoft Entertainment
PART 14: APPENDIX
• Research methodology
• List of abbreviations
• Definition of market positioning of vendors
PART 15: EXPLORE TECHNAVIO


Exhibit 01: Global interactive home entertainment market
Exhibit 02: Segments of global interactive home entertainment market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Vendors: Key offerings
Exhibit 06: Market definition - Inclusions and exclusions checklist
Exhibit 07: Market size 2019
Exhibit 08: Global market: Size and forecast 2019-2024 ($ billions)
Exhibit 09: Global market: Year-over-year growth 2020-2024 (%)
Exhibit 10: Five forces analysis 2019
Exhibit 11: Five forces analysis 2024
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2019
Exhibit 18: Platform - Market share 2019-2024 (%)
Exhibit 19: Comparison by platform
Exhibit 20: Online - Market size and forecast 2019-2024 ($ billions)
Exhibit 21: Online - Year-over-year growth 2020-2024 (%)
Exhibit 22: Offline - Market size and forecast 2019-2024 ($ billions)
Exhibit 23: Offline - Year-over-year growth 2020-2024 (%)
Exhibit 24: Market opportunity by platform
Exhibit 25: Customer landscape
Exhibit 26: Market share by geography 2019-2024 (%)
Exhibit 27: Geographic comparison
Exhibit 28: APAC - Market size and forecast 2019-2024 ($ billions)
Exhibit 29: APAC - Year-over-year growth 2020-2024 (%)
Exhibit 30: North America - Market size and forecast 2019-2024 ($ billions)
Exhibit 31: North America - Year-over-year growth 2020-2024 (%)
Exhibit 32: Europe - Market size and forecast 2019-2024 ($ billions)
Exhibit 33: Europe - Year-over-year growth 2020-2024 (%)
Exhibit 34: MEA - Market size and forecast 2019-2024 ($ billions)
Exhibit 35: MEA - Year-over-year growth 2020-2024 (%)
Exhibit 36: South America - Market size and forecast 2019-2024 ($ billions)
Exhibit 37: South America - Year-over-year growth 2020-2024 (%)
Exhibit 38: Key leading countries
Exhibit 39: Market opportunity
Exhibit 40: Impact of drivers and challenges
Exhibit 41: Vendor landscape
Exhibit 42: Landscape disruption
Exhibit 43: Vendors covered
Exhibit 44: Vendor classification
Exhibit 45: Market positioning of vendors
Exhibit 46: Activision Blizzard Inc. - Vendor overview
Exhibit 47: Activision Blizzard Inc. - Business segments
Exhibit 48: Activision Blizzard Inc. - Organizational developments
Exhibit 49: Activision Blizzard Inc. - Geographic focus
Exhibit 50: Activision Blizzard Inc. - Segment focus
Exhibit 51: Activision Blizzard Inc. - Key offerings
Exhibit 52: CyberAgent Inc. - Vendor overview
Exhibit 53: CyberAgent Inc. - Business segments
Exhibit 54: CyberAgent Inc. - Organizational developments
Exhibit 55: CyberAgent Inc. - Geographic focus
Exhibit 56: CyberAgent Inc. - Segment focus
Exhibit 57: CyberAgent Inc. - Key offerings
Exhibit 58: Electronic Arts Inc. - Vendor overview
Exhibit 59: Electronic Arts Inc. - Organizational developments
Exhibit 60: Electronic Arts Inc. - Geographic focus
Exhibit 61: Electronic Arts Inc. - Key offerings
Exhibit 62: GungHo Online Entertainment Inc. - Vendor overview
Exhibit 63: GungHo Online Entertainment Inc. - Geographic focus
Exhibit 64: GungHo Online Entertainment Inc. - Key offerings
Exhibit 65: Microsoft Corp. - Vendor overview
Exhibit 66: Microsoft Corp. - Business segments
Exhibit 67: Microsoft Corp. - Organizational developments
Exhibit 68: Microsoft Corp. - Geographic focus
Exhibit 69: Microsoft Corp. - Segment focus
Exhibit 70: Microsoft Corp. - Key offerings
Exhibit 71: NetEase Inc. - Vendor overview
Exhibit 72: NetEase Inc. - Business segments
Exhibit 73: NetEase Inc. - Organizational developments
Exhibit 74: NetEase Inc. - Segment focus
Exhibit 75: NetEase Inc. - Key offerings
Exhibit 76: Niantic Inc. - Vendor overview
Exhibit 77: Niantic Inc. - Product segments
Exhibit 78: Niantic Inc. - Organizational developments
Exhibit 79: Niantic Inc. - Key offerings
Exhibit 80: Tencent Holdings Ltd. - Vendor overview
Exhibit 81: Tencent Holdings Ltd. - Business segments
Exhibit 82: Tencent Holdings Ltd. - Organizational developments
Exhibit 83: Tencent Holdings Ltd. - Geographic focus
Exhibit 84: Tencent Holdings Ltd. - Segment focus
Exhibit 85: Tencent Holdings Ltd. - Key offerings
Exhibit 86: The Walt Disney Co. - Vendor overview
Exhibit 87: The Walt Disney Co. - Business segments
Exhibit 88: The Walt Disney Co. - Organizational developments
Exhibit 89: The Walt Disney Co. - Geographic focus
Exhibit 90: The Walt Disney Co. - Segment focus
Exhibit 91: The Walt Disney Co. - Key offerings
Exhibit 92: Ubisoft Entertainment - Vendor overview
Exhibit 93: Ubisoft Entertainment - Business segments
Exhibit 94: Ubisoft Entertainment - Organizational developments
Exhibit 95: Ubisoft Entertainment - Geographic focus
Exhibit 96: Ubisoft Entertainment - Segment focus
Exhibit 97: Ubisoft Entertainment - Key offerings
Exhibit 98: Validation techniques employed for market sizing
Exhibit 99: Definition of market positioning of vendors

Keyplayers in Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024

Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Niantic Inc., Tencent Holdings Ltd., The Walt Disney Co., and Ubisoft Entertainment.
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