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

SKU ID :TNV-14208385 | Published Date: 23-Nov-2019 | No. of pages: 146
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
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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