How Big Is The Global Mobile Gaming Industry?

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Mobile gaming industry size

  • Mobile gaming revenue for 2020 is estimated at $85 billion, more than half of the sector’s estimated $165 billion
  • Despite the launch of high-profile consoles, most gaming companies are focusing on platform-agnostic subscription services that can penetrate mobile

The Mobile Gaming Takeover

While the gaming market spotlight is focused on new consoles and games this holiday season, the bigger focus for insiders continues to be the mobile sector.

Over the last 20 years, mobile gaming has gone from the industry’s entertaining afterthought to its largest source of revenue—in 2020, the sector is estimated to have generated around $85 billion.

In light of COVID-19 keeping many consumers at home, gaming companies like Electronic Arts and Activision Blizzard have reported higher year-over-year revenues and greater market penetration than ever before.

Companies Race to Capitalize on Mobile Gaming

The massive industry growth hasn’t gone unnoticed by companies outside of the gaming sector. In fact, it has emboldened many to make billion-dollar entries into the gaming market that failed to pan out in the early 2000s.

In the bid to capture the cloud-service sphere and become the “Netflix” of gaming, major services have been launched by Microsoft, Sony, Nokia, Amazon, and Google.

At the same time, publishers have been racing to consolidate gaming franchises on the path towards building massive recurring revenue streams.

Date Acquirer Target and Sector Deal Value (US$)
Apr. 2014 Facebook Oculus - VR $3.0 Billion
Aug. 2014 Amazon Twitch - Streaming $1.0 Billion
Nov. 2014 Microsoft Mojang - Games $2.5 Billion
Feb. 2016 Activision Blizzard King - Games $5.9 Billion
Jun. 2016 Tencent Supercell - Games $8.6 Billion
Feb. 2020 Embracer Group Saber Interactive - Games $0.5 Billion
Sep. 2020 Microsoft ZeniMax Media - Games $7.5 Billion
Nov. 2020 Take-Two Interactive Codemasters - Games $1.0 Billion
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