Mobile Gaming Market Size & Share Analysis Research With Trends And Analysis (2025 - 2030)

Mobile Gaming Market Report is Segmented Into Monetization Type (5. 1. 1 In-App Purchases, Subscription and Season Passes, and More), Platform (Android, IOS, and Third-Party Android Stores), Device Type (Smartphones and Tablets), Game Genre (Casual and Hyper-Casual, Action/Adventure, and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).

Mobile Gaming Market Size and Share

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Compare market size and growth of Mobile Gaming Market with other markets in Technology, Media and Telecom Industry

Mobile Gaming Market Analysis by Mordor Intelligence

The mobile gaming market size is estimated at USD 135.06 billion in 2025 and is forecast to reach USD 229.56 billion by 2030, expanding at an 11.19% CAGR. Growth rests on deep smartphone penetration, improving network speeds, and diversified monetization mixes. Asia-Pacific leads with 54% revenue share and the region is expanding at 12% CAGR, indicating that scale and momentum now converge there. In-app purchases dominate 61% of global revenue, yet advertising income is gaining fastest with a 15% CAGR as privacy rules reshape targeting. Competitive pressure is edging up because established publishers widen their footprints while new studios adopt AI-assisted development to shorten release cycles. Telecom-driven cloud-gaming bundles, especially in Europe, demonstrate fresh partnership routes that raise ARPDAU and lengthen play sessions.

Key Report Takeaways

  • By monetization type, in-app purchases held 61% of the mobile gaming market share in 2024, while advertising is forecast to post the quickest 15% CAGR to 2030.
  • By platform, Android accounted for 65% of revenue in 2024, whereas iOS is projected to register the highest 11% CAGR through 2030.
  • By device type, smartphones commanded 92% share of the mobile gaming market size in 2024, and tablets are anticipated to advance at the fastest pace through 2030.
  • By game genre, casual and hyper-casual titles took a 34% revenue share in 2024; role-playing games are on track for a robust 14% CAGR to 2030.
  • By geography, Asia-Pacific led with 54% revenue share in 2024 and is also the quickest-growing region at 12% CAGR to 2030.

Segment Analysis

By Monetization Type: Diversified Revenue Mix Balances Growth and Risk

In-app purchases generated 61% of revenue in 2024, illustrating their continued dominance in the mobile gaming market size. Advertising, though, is expanding faster at 15% CAGR as reward-based and contextual formats improve engagement. Developers increasingly blend ads with purchases, capturing incremental value during non-spend sessions. Rewarded video now contributes 56% of casual-game revenue, showing that ads no longer imply lower player quality Unity. Subscriptions remain niche, but mature markets show promise despite Germany’s gaming subscription revenue softening 1% to EUR 860 million in 2023, Byshonkov.

The diversified mix shields studios from regulatory pressure specific to any single channel. While loot-box scrutiny slows gachabased spend, battle passes and direct cosmetics stabilise yields. Advertising serves as an entry point for non-payers, while item shops and season passes convert engaged users. This layered approach positions the mobile gaming market to absorb economic cycles and platform policy shifts.

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Note: Segment shares of all individual segments available upon report purchase

By Platform: Android Scale Meets iOS Spending Power

Android controlled 65% revenue in 2024, giving it the largest mobile gaming market share across devices. Its reach is strongest in India, Brazil, and Indonesia, fueling download volumes. iOS, however, is slated for an 11% CAGR through 2030, outpacing Android because of higher per-capita spend and a premium device base. Japan’s iOS users spend USD 10.76 monthly, whereas South Korea tops Android spending at USD 11.38 Byshonkov. The EU Digital Markets Act now enables alternative iOS stores, evidenced by Fortnite’s 2024 EU comeback Hern.

Developers tailor launch strategies: Android soft-launches for mass UA testing, then iOS rollouts for monetization. Platform dynamics will continue shifting as sideloading becomes viable in the EU and possibly elsewhere. These reforms could compress platform fees and open new payment experiments, energizing competition within the mobile gaming market.

By Device Type: Smartphones Ubiquitous, Tablets Premium

Smartphones represented 92% of 2024 revenue thanks to their omnipresence and constant connectivity. Tablets, only 8% yet expanding, attract mid-core and hardcore audiences seeking larger screens and longer sessions. The GSMA cites 1.8 billion mobile subscribers in Asia-Pacific by end-2023, underpinning the smartphone scale GSMA. Tablets deliver higher ARPDAU and support controller accessories, making them ideal for RPGs and simulation titles.

Usage patterns diverge. Smartphones dominate short bursts during commuting or breaks, prompting design for rapid engagement. Tablet play peaks evenings and weekends, favouring events and longer quest chains. Developers who optimise UI and control schemes by device will better capture both cohorts, further expanding the mobile gaming market size.

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Note: Segment shares of all individual segments available upon report purchase

By Game Genre: Casual Rules Reach, RPGs Propel Spend

Casual and hyper-casual games claimed 34% revenue in 2024, reflecting their low learning curves and viral appeal. Role-playing titles, however, are forecast to grow at 14% CAGR, driving premium spend and retention. Seven games cleared USD 1 billion in consumer spend during 2023, highlighting revenue concentration at the top SensorTower. Idle RPG “Legend of Mushroom” amassed USD 270 million soon after launch, with South Korea contributing 39.4% and Japan 30% Ma.

Hybrid-casual is an emerging middle ground blending simple mechanics with light progression, combating genre fatigue. Sports and simulation games also show regional uplift, such as a 39% revenue jump for sports titles in Southeast Asia during 2024 Ma. Genre diversification protects against saturation and extends the mobile gaming market opportunity.

Geography Analysis

Asia-Pacific’s 54% revenue share places it at the epicentre of the mobile gaming market while the region grows 12% CAGR through 2030. China remains the single largest market though regulatory reviews introduce periodic pauses in licence approvals. Japan and South Korea sustain the world’s highest per-capita mobile spend, at USD 10.76 on iOS and USD 11.38 on Google Play respectively Byshonkov. India drives volume growth, topping Google Play downloads but still lags monetization, offering upside as purchasing power rises. Mobile technologies contributed USD 880 billion to APAC GDP in 2023, 5.3% of total GSMA, reinforcing mobile’s economic weight.

North America ranks second by revenue. The United States produced USD 9.2 billion on Android and USD 14.8 billion on iOS in 2023 Byshonkov. The region excels at contextual advertising, mitigating IDFA-related headwinds. Nevertheless, iOS CPI inflation challenges smaller studios, reinforcing a consolidated landscape. Robust ROAS softens acquisition pain, and cross-promotion networks among AAA publishers secure economies of scale. Regulatory discourse on in-app payments and antitrust continues to influence store policies and fee structures that shape the mobile gaming market.

Europe presents mixed growth under heightened regulation. Germany approached EUR 10 billion in 2023 revenue, up 6% year-on-year, with in-game purchases reaching EUR 4.742 billion Byshonkov. Telecom-bundled cloud gaming trials illustrate synergy between 5G rollouts and content demand. Still, fragmented loot-box rules and the EU Consumer Protection guidelines force design changes. Mobile services added EUR 1.1 trillion to European GDP in 2023, or 5% of output GSMA, showing the sector’s macro importance. Success in Europe now hinges on compliance agility and tailored monetization.

Mobile Gaming Market
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Competitive Landscape

The competitive structure shows concentration at the top while a long tail of indie studios fight for discovery. Tencent and NetEase hold leading portfolios and invest aggressively overseas. Western incumbents such as Activision Blizzard and Electronic Arts extend console IPs into mobile, amplifying recognition. Sega’s USD 776 million purchase of Rovio and Savvy Games’ USD 4.9 billion acquisition of Scopely reflect a consolidating pipeline aimed at scale and cross-platform leverage NortonRoseFulbright.

Privacy-driven UA turbulence favors large publishers with first-party data. They cross-promote internally and rely less on paid UA. Smaller studios seek publishing or white-label partners to offset rising iOS CPIs. AI-assisted development compresses asset-creation time and enables quicker iteration cycles. Firms that couple analytics with procedural content gain speed and cost advantages, sharpening competition in the mobile gaming market.

Cloud partnerships add another dimension. Telecom operators, GPU vendors and streaming platforms court developers to populate subscription catalogues. Such alliances exchange guaranteed traffic for exclusivity windows or revenue-share terms. The interplay of infrastructure, IP strength and data science will decide positional shifts over the forecast horizon.

Mobile Gaming Industry Leaders

  1. Tencent Holdings Ltd.

  2. NetEase Inc.

  3. Activision Blizzard Inc.

  4. miHoYo Co., Ltd.

  5. Electronic Arts Inc.

  6. *Disclaimer: Major Players sorted in no particular order
Mobile Gaming Market Concentration
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Recent Industry Developments

  • April 2025: The EU Consumer Protection Cooperation Network issued key principles on virtual-currency pricing, mandating transparent dual-price display for mobile games
  • December 2024: okémon Trading Card Game Pocket reached 60 million downloads and USD 180 million revenue in six weeks post-launch
  • October 2024: Deutsche Telekom introduced “5G+ Gaming” bundle giving six-month access to 100 premium games
  • August 2024: Fortnite re-entered EU mobile storefronts through Digital Markets Act provisions

Table of Contents for Mobile Gaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 5G Roll-outs Lowering Latency
    • 4.2.2 Contextual-First Advertising Revenues Surging Post-IDFA in North America
    • 4.2.3 Telco-Led Cloud Gaming Bundles in Europe Stimulating ARPDAU
    • 4.2.4 Gen-Z Preference for Hyper-Casual Gameplay
  • 4.3 Market Restraints
    • 4.3.1 Country-level Loot-Box Regulations in Europe Dampening IAP
    • 4.3.2 Rising User Acquisition CPI on iOS in North America
  • 4.4 Technological Outlook
  • 4.5 Porters Five Forces
    • 4.5.1 Bargaining Power of Suppliers
    • 4.5.2 Bargaining Power of Buyers
    • 4.5.3 Threat of New Entrants
    • 4.5.4 Threat of Substitutes
    • 4.5.5 Intensity of Competitive Rivalry
  • 4.6 Macro-Economic Assessment(Geopolitical Supply-Chain Disruptions (China-US))

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Monetization Type
    • 5.1.1 In-app Purchases
    • 5.1.2 Subscription and Season Passes
    • 5.1.3 Advertising (Rewarded Video, Interstitial, Native)
    • 5.1.4 Premium Paid Downloads
  • 5.2 By Platform
    • 5.2.1 Android
    • 5.2.2 iOS
    • 5.2.3 Third-Party Android Stores
  • 5.3 By Device Type
    • 5.3.1 Smartphones
    • 5.3.2 Tablets
  • 5.4 By Game Genre
    • 5.4.1 Casual and Hyper-Casual
    • 5.4.2 Action/Adventure
    • 5.4.3 Strategy and MOBA
    • 5.4.4 Role-Playing (RPG)
    • 5.4.5 Sports and Racing
    • 5.4.6 Casino and Card
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Rest of Asia-Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 South Africa
    • 5.5.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 Tencent Holdings Ltd.
    • 6.3.2 NetEase Inc.
    • 6.3.3 Activision Blizzard Inc.
    • 6.3.4 Electronic Arts Inc.
    • 6.3.5 Nintendo Co., Ltd.
    • 6.3.6 Sony Interactive Entertainment
    • 6.3.7 Sea Ltd. (Garena)
    • 6.3.8 Zynga Inc. (Take-Two)
    • 6.3.9 Krafton Inc.
    • 6.3.10 Supercell Oy
    • 6.3.11 GungHo Online Entertainment Inc.
    • 6.3.12 miHoYo Co., Ltd.
    • 6.3.13 Rovio Entertainment Group
    • 6.3.14 King Digital Entertainment PLC
    • 6.3.15 Kabam Games Inc.
    • 6.3.16 Scopely Inc.
    • 6.3.17 Glu Mobile LLC
    • 6.3.18 Playrix Holding Ltd.
    • 6.3.19 NCSoft Corporation
    • 6.3.20 DeNA Co., Ltd.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
**Subject to Availability
***The final report will include the following sections in the Geography segment: Rest of Europe (Russia, Nordics, etc.), Rest of Asia Pacific (Australia, New Zealand, Pakistan, SEA), Rest of Latin America (Columbia, etc.), Rest of Middle East and Africa
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Global Mobile Gaming Market Report Scope

Mobile games are video games designed for electronic devices like smartphones. Consumers access these mobile games through popular platforms like Amazon App Store, Google Play, and Apple's App Store, or opt for direct online streaming.

The mobile gaming market is segmented by monetization type (in-app purchases, paid apps, and advertising), platform (android and iOS), and geography (North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa).

The report offers the market size in value terms in USD for all the abovementioned segments.

By Monetization Type In-app Purchases
Subscription and Season Passes
Advertising (Rewarded Video, Interstitial, Native)
Premium Paid Downloads
By Platform Android
iOS
Third-Party Android Stores
By Device Type Smartphones
Tablets
By Game Genre Casual and Hyper-Casual
Action/Adventure
Strategy and MOBA
Role-Playing (RPG)
Sports and Racing
Casino and Card
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
By Monetization Type
In-app Purchases
Subscription and Season Passes
Advertising (Rewarded Video, Interstitial, Native)
Premium Paid Downloads
By Platform
Android
iOS
Third-Party Android Stores
By Device Type
Smartphones
Tablets
By Game Genre
Casual and Hyper-Casual
Action/Adventure
Strategy and MOBA
Role-Playing (RPG)
Sports and Racing
Casino and Card
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
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Key Questions Answered in the Report

What is the current Mobile Gaming Market size?

In 2025, the Mobile Gaming Market size is expected to reach USD 135.06 billion.

Who are the key players in Mobile Gaming Market?

Tencent Holdings Limited, Nintendo Co. Ltd, Activision Blizzard Inc., Zynga Inc. and GungHo Online Entertainment Inc. ( SoftBank Group) are the major companies operating in the Mobile Gaming Market.

Which is the fastest growing region in Mobile Gaming Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Mobile Gaming Market?

In 2025, the North America accounts for the largest market share in Mobile Gaming Market.

What years does this Mobile Gaming Market cover, and what was the market size in 2024?

In 2024, the Mobile Gaming Market size was estimated at USD 99.46 billion. The report covers the Mobile Gaming Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Mobile Gaming Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Page last updated on: July 7, 2025

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