Mobile Gaming Market Size and Share

Mobile Gaming Market (2025 - 2030)
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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.

Mobile Gaming Market
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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.

Mobile Gaming Market
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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 moderately concentratedat 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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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the mobile games market as all gross consumer and advertising revenues earned by games purpose-built for smartphones and tablets, whether acquired through official app stores or sanctioned third-party Android stores. Revenues include in-app purchases, rewarded or interstitial ads, season passes, premium downloads, and game-linked subscriptions; they are recorded in US dollars at the point of spend and allocated to the geography where the user transacts.

Scope Exclusions: Hardware sales, console/PC editions, real-money gambling apps, esports media rights, and cloud-gaming fees billed outside a mobile storefront are excluded.

Segmentation Overview

  • 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

Detailed Research Methodology and Data Validation

Primary Research

Mordor analysts conduct structured calls with game publishers, ad-monetization networks, telecom operators, and payment-gateway integrators across Asia-Pacific, North America, Europe, and key emerging markets. These discussions validate pay-rate ranges, ad-load ceilings, and forecast sentiment, and they clarify gray-channel download volumes that public data ignore.

Desk Research

We screen open datasets from bodies such as the GSMA, national telecom regulators, and UN Comtrade for smartphone penetration, mobile broadband tariffs, and handset imports. App usage and payment ratios are benchmarked with quarterly dashboards from sources such as Data.ai, Statista Digital Economy, and national game trade associations, while publisher earnings are tracked through SEC 10-Ks and regional exchange filings. Complementary insight is drawn from news archives on Dow Jones Factiva and company intelligence on D&B Hoovers. The sources listed illustrate, not exhaust, the reference pool consulted by analysts.

A second sweep gathers policy notes (app-store fee rulings, loot-box directives), patent abstracts from Questel, and advertising CPM series released by the Interactive Advertising Bureau, giving context for pricing and risk assumptions.

Market-Sizing & Forecasting

A top-down model starts with active smartphone counts, applies observed gamer penetration and payer ratios, and multiplies by average spend per payer plus ad ARPU to reconstruct 2024 revenue. Selective bottom-up checks, publisher roll-ups, and sampled average selling price times volume stress-test totals before finalizing. Variables tracked include 5G user share, average mobile data cost, genre-level session length, exchange-rate shifts, and regulatory fee caps, each forecast through multivariate regression supported by expert consensus. Scenario analysis handles gaps in emerging markets where official spend data lag.

Data Validation & Update Cycle

Outputs pass variance checks against third-party billings and historical CAGR envelopes, then undergo a two-step peer review. We refresh models annually, triggering mid-cycle updates when platform-fee or currency shocks exceed predefined thresholds so clients always receive a current baseline.

Why Mordor's Mobile Gaming Baseline Commands Reliability

Published estimates often differ because firms pick distinct revenue buckets, convert currencies on varied dates, or stretch forecasts without revisiting pay-rate realities.

Key gap drivers include (a) inclusion of hybrid streaming or PC cross-play revenues outside our mobile scope, (b) use of gross store billings before platform fees, and (c) sporadic refresh cadences that miss post-pandemic demand resets.

By centering on device-level spend signals and re-checking each major variable yearly, Mordor delivers a balanced, transparent figure that decision-makers can retrace.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 135.06 B (2025) Mordor Intelligence -
USD 157.60 B (2025) Global Consultancy A Counts all advertising linked to cloud and console companion apps
USD 100.58 B (2024) Industry Publisher B Excludes rewarded-video ad revenue and third-party Android stores
USD 194.14 B (2021) Trade Journal C Blends mobile games with wider digital entertainment streams

In sum, the disciplined variable selection, annual refresh, and dual validation steps used by Mordor Intelligence yield a dependable starting point that avoids scope creep while staying attuned to fast-shifting mobile gamer behavior.

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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.

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