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Mobile and Wearable Gaming Technologies: Global Markets

Published By :

BCC Research

Published Date : Sep 2017

Category :

ICT

No. of Pages : 143 Pages


The global market for quantum cascade lasers reached $5.6 billion in 2015. This market is expected to increase from $6.1 billion in 2016 to $9.7 billion in 2021 at a compound annual growth rate (CAGR) of 9.7% for 2016-2021.
Communications application market is expected to grow from $2.0 billion in 2016 to $3.2 billion in 2021 at a CAGR of 9.3% from 2016 through 2021.
Defense application market is expected to grow from $631 million in 2016 to $1.0 billion in 2021 at a CAGR of 10.7% from 2016 through 2021.
Table of Contents Table of Contents Table of Contents Table of Contents Table of Contents Table of Contents
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
Analyst's 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 Table

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 Chart

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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