The Global Mobile and Wearable Gaming Market size was valued at USD 71.6 billion in 2022 and is projected to reach USD 171.05 billion by 2030, growing at a CAGR of 11.50% from 2023 to 2030.
Mobile And Wearable Gaming Technologies Market Overview
The global mobile and wearable gaming technology market was valued at USD 71.6 billion in 2022. Games such as BGMI, PUBG Mobile, Call of Duty Mobile, etc. are very popular on mobile devices these days. With the increasing popularity of smartphones, the global gaming market will grow in value: increasing global Internet service penetration combined with easy availability and access to online gaming will keep the growth prospects positive over the coming years. Focus on efficiency: Free2Play (F2P), massively multiplayer online (MMO) and multiplayer games have all gained popularity over the past eight years and this trend is expected to continue.
Virtual reality and augmented reality provide gamers with realistic and immersive simulations of three-dimensional environments. As digitization grows rapidly, virtual reality is gaining momentum in the gaming industry, allowing developers and manufacturers to maximize revenue and significantly improve the customer experience. As a result, most large game development companies are leveraging virtual reality to transform user experiences and create business value. Most virtual reality games available on the market are online, individual or multiplayer virtual reality games. Growing demand for online video games is expected to drive market growth. Virtual reality games can be played on a variety of computing devices, including professional gaming consoles, standalone systems, or high-end laptops and PCs, which is an advanced opportunity for market participants to develop high-end VR headsets to provide gamers with a more immersive experience. Open it up
The Mobile And Wearable Gaming Technologies Market has been recently published by Contrive Datum Insights to its huge database which helps to shape the future of businesses by making well-informed business decisions. It offers a comprehensive analysis of various business aspects such as global market trends, recent technological advancements, market size, shares, and new innovations. Furthermore, this analytical data has been compiled through data exploratory techniques such as primary and secondary research. Moreover, an expert team of researchers throws light on various static as well as dynamic aspects of the global Mobile And Wearable Gaming Technologies market.
Some of the key players profiled in the study are:
Different leading key players have been profiled to get better insights into the businesses. It offers detailed elaboration on different top-level industries which are functioning in global regions. It includes informative data such as company overview, contact information, and some significant strategies followed by key players: Sony Corporation, Ubisoft Entertainment, COLOPL, Inc., CD PROJEKT S.A., Glu Mobile Inc., DeNA Co., Ltd., Netease Inc., Microsoft, King.com Ltd., Everywear Games, Machine Zone Inc., Gameloft, Electronic Arts Inc., CyberAgent, Inc., Gungho Online Entertainment, Inc., Com2Us, Activision Blizzard, Inc., Capcom Co.,Ltd., KABAM GAMES, INC., Tencent, Nintendo, and others.
- In May 2021, HTC Corporation announced the launch of the HTC Vive Pro2 and HTC Vive Focus 3, a new generation of VR headsets. The new premium headsets will provide a 5K resolution display and a 120-degree field of view to enable users to gain a more natural and immersive experience.
What are the major Applications, Types, and Regions for the Mobile And Wearable Gaming Technologies Market?
On the Basis of Type:
- Virtual Reality
- Facial Recognition
- Voice Recognition
- High-Def Displays
- Wearable Gaming
- Gesture Control
On the Basis of Application:
On the Basis of Age Group
- Handheld Console
On the Basis of User Type
- Below 15 Years
- 15-30 Years
- 30-45 Years
- Above 45 Years
Mobile And Wearable Gaming Technologies Market Regional Insights:
North America accounted for a relatively larger revenue share than other regional markets in the global mobile and wearable gaming market in 2022. North America is expected to continue to account for a larger revenue share among other regional markets during the forecast period due to increasing demand for wearable gaming accessories, the presence of a major consumer base, the rising popularity of video games and online games and the increasing demand for wireless VR headsets. In addition, the increasing adoption of cloud computing in the gaming sector and rising popularity of VR cloud games, and the rising adoption of 5G-enabled VR headsets in countries in the region are some factors contributing to the revenue growth of the market.
Asia Pacific is expected to register the fastest growth in terms of revenue during the forecast period due to rising popularity of casual and hyper-casual games, increasing Internet penetration and number of smartphones and connected device users, and rising popularity of e-sports in the region. In addition, increasing investment to develop 5G infrastructure and rising demand for 5G connectivity, rapid adoption of smartphone-connected headsets, and growing interest in VR/AR-enabled games are expected to continue to support revenue growth of the Asia Pacific market.
Geographically, the global Mobile And Wearable Gaming Technologies market have been analyzed in various regions such as North America, Europe, Asia-Pacific, Latin America, Middle East, and India. The global region is dominating this market in the upcoming future.
- North America
- Rest of North America
- Nordic Countries
- Benelux Union
- The Netherlands
- Rest of Europe
- South Korea
- Southeast Asia
- Rest of Southeast Asia
- Rest of Asia-Pacific
- The Middle East & Africa
- Saudi Arabia
- South Africa
- Rest of the Middle East & Africa
- Latin America
- Rest of Latin America
Mobile And Wearable Gaming Technologies Market Report Scope:
CAGR of 11.5% from 2022 to 2030.
Virtual Reality, Facial Recognition, Voice Recognition, High-Def Displays, Wearable Gaming, Gesture Control, Others
Tablets, Smartphones, Handheld Console, Others
By Age Group
Below 15 Years,15-30 Years,30-45 Years,Above 45 Years
By User Type
Sony Corporation, Ubisoft Entertainment, COLOPL, Inc., CD PROJEKT S.A., Glu Mobile Inc., DeNA Co., Ltd., Netease Inc., Microsoft, King.com Ltd., Everywear Games, Machine Zone Inc., Gameloft, Electronic Arts Inc., CyberAgent, Inc., Gungho Online Entertainment, Inc., Com2Us, Activision Blizzard, Inc., Capcom Co.,Ltd., KABAM GAMES, INC., Tencent, Nintendo, and others.
Regions and Countries Covered
- North America: (US, Canada, Mexico, Rest of North America)
- Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
- Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
- The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
- Latin America(Brazil, Argentina, Rest of Latin America)
- Rest Of the World
2017 to 2022
2023 to 2030
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