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Mobile Games - Worldwide

Worldwide
  • Revenue in the Mobile Games market worldwide is projected to reach US$126.06bn in 2025.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 5.57%, leading to a projected market volume of US$156.58bn by 2029.
  • In the Mobile Games market, the number of users worldwide is anticipated to reach 2.4bn users by 2029.
  • User penetration will be 26.6% in 2025 and is forecasted to increase to 29.8% by 2029.
  • In a global context, the majority of revenue will be generated United States, amounting to US$36.64bn in 2025.
  • The average revenue per user (ARPU) in the Mobile Games market worldwide is projected to be US$60.58 in 2025.
  • The global mobile gaming market continues to thrive as developers increasingly prioritize immersive experiences and social connectivity to engage diverse audiences worldwide.

Definition:

The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.

In-Scope
  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases) such as Minecraft
  • Freemium games that are free to download, but allow in-app-purchases such as Candy Crush Saga and Subway Surfers
Out-Of-Scope
  • Physical video games for mobile consoles/handhelds
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Mobile Games Market within the global Media Market is witnessing moderate growth, influenced by factors like the increasing smartphone penetration, evolving gaming technologies, and the rising popularity of casual gaming among diverse demographics.

    Customer preferences:
    Consumers are increasingly gravitating towards immersive mobile gaming experiences that offer social connectivity and interactive gameplay. This shift is particularly pronounced among younger demographics, who prioritize multiplayer features and community engagement within games. Additionally, the rise of cloud gaming technology is transforming how players access content, enabling them to seamlessly switch between devices. Cultural preferences also play a role, as regional gaming trends influence the types of games that gain popularity, reflecting local narratives and artistic styles.

    Trends in the market:
    Globally, the Mobile Games Market is experiencing a surge in augmented reality (AR) and virtual reality (VR) integrations, enhancing user engagement through immersive environments. In Southeast Asia, there is a notable increase in localized content that resonates with cultural narratives, driving player retention. Meanwhile, in North America, the popularity of subscription models is growing, allowing gamers to access diverse titles without high upfront costs. These trends indicate a shift towards more interactive and community-driven experiences, suggesting significant opportunities for developers and marketers to innovate and tailor offerings to meet evolving consumer preferences.

    Local special circumstances:
    In the United States, the Mobile Games Market is significantly influenced by the diverse demographic landscape, leading to a variety of game genres that cater to different cultural backgrounds. Meanwhile, Mainland China’s stringent regulatory environment shapes the market, with heavy scrutiny on game content and a focus on promoting educational themes. Japan’s rich gaming culture fosters a strong affinity for mobile adaptations of popular franchises, while South Korea’s fast internet infrastructure and eSports popularity drive competitive gaming, creating a vibrant community around mobile titles.

    Underlying macroeconomic factors:
    The Mobile Games Market is significantly influenced by macroeconomic factors such as disposable income levels, technological advancements, and consumer spending trends. In countries with robust economic growth, increased disposable income enables consumers to invest in mobile games, driving market expansion. Additionally, advancements in mobile technology and internet accessibility enhance gaming experiences, further stimulating demand. Conversely, economic downturns may lead to reduced spending on non-essential entertainment. Furthermore, fiscal policies, including taxation on digital goods and investment in technology infrastructure, play a critical role in shaping market dynamics across different regions.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    NOTES: Based on data from IMF, World Bank, UN and Eurostat

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

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