Mobile and Wearable Gaming Technologies: Global Markets

Report Code: IFT122A

Publish Date: Oct 2017

Publisher: BCC Publishing

Category: Information Technology

Customize This Report

Single User License: $2500

Member Price: FREE

Explore Our Services

Already a member? Login to access this report free.

Report Highlights

The global market for Mobile and Wearable Gaming will grow from $39.0 billion in 2016 to $65.4 billion by 2021 with a compound annual growth rate (CAGR) of 10.9% for the period of 2016-2021.

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

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.

Analyst Credentials

Anand Bhandari is a market research analyst and graduate in marketing management with more than five years of experience in the market research Industry. Anand has strong knowledge and expertise in the healthcare, ICT and pharmaceutical markets. He has conducted extensive research for varied domains, and is proficient in market estimation and data validation. He also has experience in leading teams and training subordinates in his previous organization.

Need a custom data table, graph, region, segment, companies or complete report? CUSTOMIZE NOW
Let us assist you! Our analysts are ready to tailor this report to your specific need. REACH OUT TO US TODAY

Table of Contents

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesMember Price
Full Report: Mobile and Wearable Gaming Technologies: Global Markets143Free
Chapter- 1: INTRODUCTION7Free
Chapter- 2: Summary and Highlights3Free
Chapter- 3: Market and Technology Background20Free
Chapter- 4: Market Breakdown by Mobile Gaming Technologies 23Free
Chapter- 5: Market Breakdown by Wearable Gaming18Free
Chapter- 6: Market Breakdown by Region24Free
Chapter- 7: Opportunity Analysis7Free
Chapter- 8: C. CRAMER & CO. GMBH41Free

Related Reports

Virtual Reality Technologies: Global Markets

Published - Nov 2023 | Publisher - Saransh Parmar | Code - IFT154B

The global market for virtual reality (VR) technologies is expected to grow from $21.1 billion in 2023 to $66.9 billion by the end of 2028, at a compound annual growth rate (CAGR) of 26.0% from 2023 to 2028.

Global Anime Market: Industry Trends and Forecast

Published - Nov 2023 | Publisher - BCC Publishing | Code - IFT291A

This report provides an overview of the global anime market size analysis and a detailed analysis of the market player’s products and strategies. Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography.

Video On Demand: Solutions and Global Markets

Published - Jun 2023 | Publisher - Saransh Parmar | Code - IFT213B

The global market for video-on-demand (VoD) is estimated to increase from $80.6 billion in 2022 to reach $170.9 billion by 2027, at a compound annual growth rate (CAGR) of 16.2% from 2022 through 2027.

Self-Service Markets: ATMs, Kiosks, Vending Machines

Published - May 2023 | Publisher - BCC Publishing | Code - IFT047D

The global market for self-service is estimated to increase from $40.3 billion in 2022 to reach $63.0 billion by 2027, at a compound annual growth rate (CAGR) of 9.4% from 2022 through 2027.

Recent Reports

Industrial IoT (IIoT): Global Markets

Published - May 2024 | Publisher - Masaratjahan Kudle | Code - IFT299A

The global market for IIoT is estimated to increase from $147.2 billion in 2023 to reach $391.8 billion by 2028, at a compound annual growth rate (CAGR) of 21.6% from 2023 through 2028.

Smart Home Technologies: Global Markets

Published - Feb 2024 | Publisher - Austin Samuel | Code - IFT151B

The global market for smart home technologies is expected to increase from $102.3 billion in 2023 to $166.7 billion by the end of 2028, with a compound annual growth rate (CAGR) of 10.3% during the forecast period of 2023-2028.

Global AI Camera Market

Published - Feb 2024 | Publisher - BCC Publishing | Code - IFT303A

This report provides an understanding of the artificial intelligence (AI) camera market and the driving factors behind its adoption. It identifies the potential areas of growth and obstacles related to AI cameras, as well as to highlights the areas that require improvement within the AI camera industry. In this report, the global market of AI cameras has been segmented based on offerings, product type, technology, end users, and geographical region.

Medical Kiosks: Global Market and Forecasts

Published - Jan 2024 | Publisher - BCC Publishing | Code - IFT302A

This report provides an outlook of the global medical kiosks market. It highlights the current and future market potential for global medical kiosks and provides a detailed analysis of the competitive environment, regulatory scenario, drivers, restraints, opportunities and trends in the market, emerging technologies, future analysis and impact of wars on the market. The report covers market projections through 2028 and an analysis of company product portfolios of the key market players.

Global Spatial Computing Market

Published - Jan 2024 | Publisher - BCC Publishing | Code - IFT300A

This report provides an overview of the global spatial computing market size analysis and a detailed analysis of the market player’s products and strategies. Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on component, technology, industry, and geography.

Top Trending Reports

Cell and Gene Therapy Tools, and Reagents: Global Markets

Published - Nov 2022 | Publisher - BCC Publishing | Code - BIO208B

The global market for cell and gene therapy tools and reagents is estimated to grow from $8.3 billion in 2022 to $13.7 billion in 2027, with a compound annual growth rate (CAGR) of 10.6% for the period of 2022-2027.

Flame Retardant Chemicals: Technologies and Global Markets

Published - Nov 2022 | Publisher - BCC Publishing | Code - CHM014Q

The global consumption of flame retardant chemicals is estimated to grow from 6.0 billion pounds in 2022 to 7.5 billion pounds in 2027, at a compound annual growth rate (CAGR) of 4.4% for the period of 2022-2027.

Biorefinery Products: Global Markets

Published - Nov 2022 | Publisher - BCC Publishing | Code - EGY117D

The global market for biorefinery products is estimated to increase from $624.7 billion in 2022 to $920.0 billion by 2027, at a compound annual growth rate (CAGR) of 8.0% from 2022 through 2027.

Electric Vehicle Charging: Infrastructure and Global Markets

Published - Nov 2022 | Publisher - BCC Publishing | Code - FCB045B

The global market for wired electric vehicle charging infrastructure is estimated to grow from $24.1 billion in 2022 to $81.1 billion in 2027, at a compound annual growth rate (CAGR) of 27.4% for the period of 2022-2027.

Digital Pathology: Technologies and Global Markets

Published - Dec 2022 | Publisher - BCC Publishing | Code - HLC161D

The global digital pathology market is estimated to increase from $5.9 billion in 2022 to reach $10.7 billion by 2027, at a compound annual growth rate (CAGR) of 12.5% from 2022 through 2027.

Become A Member

BCC Research offers a comprehensive library of reports, granting members unlimited access to data, insights, and market intelligence for informed business decisions, while actively supporting members in their evolving journeys and prioritizing high-quality, relevant topics based on continuous engagement with the research community.

Find Out More

Custom Consulting

BCC Research emphasizes the importance of organizations leveraging highly customized market insights aligned with specific strategic business objectives through direct engagement with primary sources and proprietary forecasting models for profitable decision-making in maximizing growth opportunities and minimizing risks.

Customize Now

Scorecard

The Venture Scorecard provides commercialization offices and decision makers with expert analysis, offering strategic insights crucial for aligning objectives with market realities at various stages of commercializing new products or evaluating investment opportunities, from opportunity assessment to growth planning.

Find Out More

Innovation Spotlight

Our industry experts offer strategic guidance to maximize the market potential of commercialized products, patents, and IP by providing insights into market trends, competitive dynamics, and effective positioning, using the Innovation Spotlight service for enhanced exposure to thought leaders and the wider community.

Find Out More
Mobile and Wearable Gaming Technologies: Global Markets
Customize Report