Mobile Games

in-scope

  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases)
  • Freemium games that are free to download, but allow in-app-purchases

out-of-scope

  • Physical video games for mobile consoles/handhelds
Market definition

Highlights

worldwide

  • Revenue in the "Mobile Games" segment amounts to US$28,150m in 2017.
  • Revenue is expected to show an annual growth rate (CAGR 2017-2021) of 6.6 % resulting in a market volume of US$36,318m in 2021.
  • User penetration is at 28.4 % in 2017 and is expected to hit 35.0 % in 2021.
  • The average revenue per user (ARPU) currently amounts to US$25.26.
  • From a global comparison perspective it is shown that most revenue is generated in China (US$8,222m in 2017).
Outlook Report: Video Games

Trends, Insights & Top Players

Revenue Revenue Growth

in the Mobile Games market in million US$ in percent

Reading Support Revenue in the "Mobile Games" segment amounts to US$28,150m in 2017. Reading Support The "Mobile Games" segment is expected to show a revenue growth of 8.3 % in 2018.

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  • Absolute
  • Growth
Info

Revenue:

The “Revenue” box shows the forecasted revenue development of the selected market (market segment, region) in million US dollars for each year.


Revenue Growth:

The “Revenue Growth” box shows the year-over-year revenue development of the selected market (market segment, region) in percentage terms.

A definition and detailed explanation of the displayed markets can be found here.
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User Penetration Rate

in the Mobile Games market in millions in percent

Reading Support In the "Mobile Games" segment, the number of users is expected to amount to 1,420.3m by 2021. Reading Support User penetration in the "Mobile Games" segment is at 28.4 % in 2017.

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  • Absolute
  • Penetration
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User:

The “User” box shows the number of active paying customers (or accounts) of the selected market (market segment, region) in millions for each year.


Penetration Rate:

The “Penetration Rate” box shows the share of active paying customers (or accounts) from the total population (adults aged 16 and older) of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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ARPU

in the Mobile Games market in US$

Reading Support The average revenue per user (ARPU) in the "Mobile Games" segment amounts to US$25.26 in 2017.

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ARPU:

The “ARPU” box shows the average annual revenue per paying user in US dollars of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Global Comparison - Revenue Global Comparison - User Penetration

in the Mobile Games market in million US$ in 2017 in percent in 2017

Reading Support With a market volume of US$8,222m in 2017, most revenue is generated in China. Reading Support With a rate of 62.8 %, the user penetration in the "Mobile Games" segment is highest in Japan.

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  • Global revenue
  • Global penetration
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Global Comparison – Revenue:

The “Revenue” tab shows a comparison of revenues for the leading economies in the selected market (market segment, region) and year.


Global Comparison – User Penetration:

The “User Penetration” tab shows a comparison of user penetration rates for 50 of the world’s leading digital economies in the selected market (market segment, region) and year.

A definition and detailed explanation of the displayed markets can be found here.
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Key Market Indicators

The following Key Market Indicators give an overview of the demographic, economic and technological development of the selected region on the basis of general KPIs. The calculation of Statista’s Market Outlook is based on a complex market-driver logic including over 400 region-specific data sets.

2015201620172018201920202021 CAGR
(2015-2021)
Smartphone Penetrationin percent
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Internet Penetrationin percent
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GDP / Capitain US$
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Householdsin millions
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x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
Populationin millions
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x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
Source: Statista, September 2016; Selected region only includes countries listed in the Digital Market Outlook
Source: Statista, September 2016, based on IMF, World Bank, UN and Eurostat
Selected region only includes countries listed in the Digital Market Outlook
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