Asia Mobile Gaming Market (2022 to 2027) – by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Country –


This report is a necessary study for those who focus on VAS mobile entertainment and / or applications in Asia. This report is a full assessment of the potential of mobile gaming in Asia. It provides an understanding of the mobile gaming business and an analysis of current constraints, challenges and opportunities.

The report also examines various demand factors, including: demographic analysis of Asian mobile games, behavior of Asian mobile games, game benefits, and projection analysis. In addition, the report provides a comparative analysis of the Asian demographics of mobile gaming and benefits, including: men vs. women, casual vs. core, “Freemium” against premium, social vs. traditional, tablet vs. mobile, smartphone vs. web-enabled Standard phone, ordinary versus irregular, the dynamics of spending time and money.

Mentioned companies

  • Market 360

  • 51.Com

  • Activision Blizzard

  • Agate Studio

  • Airtel (Bharzi)

  • AIS

  • Alphabet (Google)

  • Alternative.Who

  • Amazon

  • Anino is mobile

  • Angers

  • Opium

  • Capitalism

  • Apple

  • Apps UK Ltd.

  • AT&T

  • Badoo

  • Baidu App Store

  • Baby

  • Bemobi International

  • Capcom

  • Cellcom

  • Chilling

  • China Mobile

  • China Telecom

  • China Unicom

  • CodeNgo

  • Cydia

  • Cyworld

  • DeNA

  • DTAC

  • Among others

Select Report Results:

  • The mobile gaming market in the Asian region as a whole will reach $ 86.6 billion by 2027

  • The market for mobile game publishers and service aggregators in Asia will reach $ 35.9 billion by 2027

  • Wi-Fi will remain the widest means of connectivity, followed by LTE and 5G until 2027

  • While male gamers continue to dominate usage, female gamers are growing 60% faster, ready to reach parity in ten years

  • Mobile gaming business models have moved from free gaming to Freemium and also focused on very successful categories

  • Smartphones have the largest number of users, but tablets provide the best user experience that competes well with the console market

  • In mobile games, the type of device is dominated by the use of smartphones, as other devices are growing much slower, and tablets are losing ground.

  • The main drivers of growth are the explosion of mobile devices with data support, the F2P revenue model and in-game advertising, which includes display banners, interactivity, video advertising and “advertising”

Mobile games are the fastest growing segment of digital entertainment, which is associated with the era of the console platform, which is based on lessons learned from games such as the Nintendo DS and PlayStation Portable. Initially, adaptive versions of popular console names were offered for mobile devices. Entertainment focused on smartphones and tablets, gradually broke through, especially in the segment of casual games. Today, smartphone-based games are leading the mobile gaming industry in terms of the number of users, but tablets are generating higher rates for paid monetization, microtransactions and advertising.

On the platforms of smartphones are popular mostly casual and simple genres, while tablets provide better use due to greater hardware capabilities and excellent user interface. Tablets are now an attractive mid-core gaming platform as they have started to seriously compete with console devices and may overtake them in the near future.

The mobile gaming business has also exploded with new revenue models such as free gaming (F2P), “advertising”, etc. Social and community dynamics are also a revolutionary factor contributing to virus growth, user orientation, customer engagement and monetization, providing a significant average daily income per solvent user. The main growth factors are many and varied, including the growth of data-enabled mobile devices, the F2P revenue model and in-game advertising that includes display banners, interactive, video and “advertising” (brand sponsorship).

After acquiring millions of mobile users, gaming companies realized that the focus should be on user retention, not innovation. Thus, the gaming industry is mainly focused on improving the gaming experience on a periodic basis, rather than on creating entirely new games that have been shown to cause a drop in loyal users. In addition, gaming business models have moved from free gaming to freemium, and have focused on highly successful categories such as social casino-style gaming and real money gaming.

The main topics covered:

1.0 Summary

2.0 Introduction

3.0 Technology and Application Analysis

4.0 Mobile Gaming Company Analysis

5.0 Country Analysis

6.0 Mobile Gaming Market Analysis and Asian Market Forecasts for 2022 – 2027

7.0 Conclusions and Recommendations

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