Hotline: +86-18022463983    020-85206863

Global PC and Mobile Gaming Market Research Report 2026

Published Date: 2026-02-06   |   Pages: 107   |   Tables: 110   |  Service & Software

The global PC and Mobile Gaming market was valued at US$ million in 2025 and is anticipated to reach US$ million by 2032, at a CAGR of %from 2026 to 2032.
PC gaming refers to playing video games on a personal computer, utilizing hardware like graphics cards, processors, and monitors to deliver high-quality graphics and performance. This platform often supports a wide range of genres and allows for extensive customization and modding. Mobile gaming involves playing video games on portable devices such as smartphones and tablets. This format often features touch controls and is designed for shorter, more casual gaming sessions. Mobile games can range from simple puzzles to complex multiplayer experiences. This report mainly focuses on PC and mobile gaming market.
With the improvement of people's living standards and the diversification of entertainment methods, more and more people are beginning to pay attention to games as a form of entertainment. In particular, the younger generation has a higher degree of acceptance and participation in games, and they have become the main consumer group in the game market. The continuous innovation and enrichment of game types, themes and gameplay meet the needs and preferences of different players. From traditional role-playing, shooting, strategy and other game types to emerging new game forms such as VR/AR games and cloud games, game content is becoming increasingly diversified. Game developers and publishers conduct marketing and promotion through various channels such as social media, short video platforms, and game live broadcasts, attracting more attention and participation from potential players. At the same time, the establishment of platforms such as game communities and forums has also promoted communication and interaction between players. The game industry has high profitability and commercial value. Game developers and publishers can obtain considerable benefits through various means such as game sales, in-app purchases, and advertising revenue. This has led to more and more companies and capital entering the game industry, promoting the rapid development of the industry. As an important part of the game industry, e-sports has developed rapidly in recent years. With the increasing standardization and professionalization of e-sports competitions, more and more players have begun to pay attention to and participate in e-sports activities. This has brought new growth points and development opportunities to the game industry.
This report delivers a comprehensive overview of the global PC and Mobile Gaming market, with both quantitative and qualitative analyses, to help readers develop growth strategies, assess the competitive landscape, evaluate their position in the current market, and make informed business decisions regarding PC and Mobile Gaming. The PC and Mobile Gaming market size, estimates, and forecasts are provided in terms of revenue (US$ millions), with 2025 as the base year and historical and forecast data for 2021–2032.
The report segments the global PC and Mobile Gaming market comprehensively. Regional market sizes by Type, by Application, , and by player are also provided. For deeper insight, the report profiles the competitive landscape, key competitors, and their respective market rankings, and discusses technological trends and new product developments.
This report will assist PC and Mobile Gaming manufacturers, new entrants, and companies across the industry value chain with information on revenues, sales volume, and average prices for the overall market and its sub-segments, by company, by Type, by Application, and by region.
Market Segmentation
By Company
Microsoft Corporation
Sony Corporation
Nintendo
Tencent
NetEase, Inc.
Take-Tow Interactive Software Inc.
HoYoverse
Valve Corporation
Electronic Arts
Segment by Type
Real-time Strategy (RTS)
Role-playing (RPG)
Multiplayer Online Battle Arena (MOBA)
Shooter (FPS and TPS)
Others
Segment by Application
Casual Gamer
Professional Gamer
By Region
North America
U.S.
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia & New Zealand
Rest of Asia
Europe
Germany
France
U.K.
Italy
Ireland
Russia
Rest of Europe
Latin America
Mexico
Brazil
Argentina
Rest of Latin America
Middle East & Africa
Israel
United Arab Emirates (UAE)
Saudi Arabia
Rest of MEA
Chapter Outline
Chapter 1: Defines the scope of the report and presents an executive summary of market segments (by Type, by Application, , etc.), including the size of each segment and its future growth potential. It offers a high-level view of the current market and its likely evolution in the short, medium, and long term.
Chapter 2: Summarizes global and regional market size and outlines market dynamics and recent developments, including key drivers, restraints, challenges and risks for industry participants, and relevant policy analysis.
Chapter 3: Provides a detailed view of the competitive landscape for PC and Mobile Gaming companies, covering revenue share, development plans, and mergers and acquisitions.
Chapter 4: Analyzes segments by Type, detailing the size and growth potential of each segment to help readers identify blue-ocean opportunities.
Chapter 5: Analyzes segments by Application, detailing the size and growth potential of each downstream segment to help readers identify blue-ocean opportunities.
Chapter 6–10: Regional deep dives (North America, Europe, Asia Pacific, Latin America, Middle East & Africa) broken down by country. Each chapter quantifies market size and growth potential by region and key countries, and outlines market development, outlook, addressable space, and capacity.
Chapter 11: Profiles key players, presenting essential information on leading companies, including product/ service offerings, revenue, gross margin, product introductions/portfolios, recent developments, etc.
Chapter 12: Key findings and conclusions of the report.

Research Methodology

The research methodology employed has been subjected by numerous procedures in order to guarantee the quality and accuracy of the data contained within the reports. The analysts are employed full-time and received more than six months training to satisfy the standard of our company. Our methodology can be divided into five stages:


Stage 1 SECONDARY RESEARCH

The research team first collaborates with magazines, trade associations and administrative departments in the research field. The information provided by our internal documentation service is helpful for our further research. Our team has a wealth of experience and knowledge, and can effectively extract accurate information from existing resources.

 

Stage 2 PRIMARY RESEARCH:INTERVIEWS WITH TRADE SOURCES

After the first stage, the research team conducts a large number of face-to-face or telephone interviews with representative companies working in the research field. Analysts are trying to have an opportunity to talk to leading companies and small companies in the field. Upstream suppliers, manufacturers, distributors, importers, installers, wholesalers and consumers were included in the interview. The data collected during the interview were then carefully examined and compared with the secondary study.

 

Stage 3 ANALYSIS OF THE GATHERED DATA

The analysis team examines and synthesizes the data collected in the first two stages. In order to validate the data, a second round of interviews can be conducted.

 

Stage 4 QUANTITATIVE DATA

The quantitative data such as market estimates, production and capacity of manufacturer, market forecasts and investment feasibility is provided by our company. The data is based on the estimates obtained during stage 3.

 

Stage 5 QUALITY CONTROL

Before publishing, each report undergoes a rigorous review and editing process, which is done by the experience management team to ensure the reliability of the published data. Every analyst on the research team receives support and continuous training as part of our internal quality process.

 

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global PC and Mobile Gaming Market Size Growth Rate by Type: 2021 vs 2025 vs 2032
1.2.2 Real-time Strategy (RTS)
1.2.3 Role-playing (RPG)
1.2.4 Multiplayer Online Battle Arena (MOBA)
1.2.5 Shooter (FPS and TPS)
1.2.6 Others
1.3 Market by Application
1.3.1 Global PC and Mobile Gaming Market Growth by Application: 2021 vs 2025 vs 2032
1.3.2 Casual Gamer
1.3.3 Professional Gamer
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global PC and Mobile Gaming Market Perspective (2021–2032)
2.2 Global PC and Mobile Gaming Growth Trends by Region
2.2.1 Global PC and Mobile Gaming Market Size by Region: 2021 vs 2025 vs 2032
2.2.2 PC and Mobile Gaming Historic Market Size by Region (2021–2026)
2.2.3 PC and Mobile Gaming Forecasted Market Size by Region (2027–2032)
2.3 PC and Mobile Gaming Market Dynamics
2.3.1 PC and Mobile Gaming Industry Trends
2.3.2 PC and Mobile Gaming Market Drivers
2.3.3 PC and Mobile Gaming Market Challenges
2.3.4 PC and Mobile Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top PC and Mobile Gaming Players by Revenue
3.1.1 Global Top PC and Mobile Gaming Players by Revenue (2021–2026)
3.1.2 Global PC and Mobile Gaming Revenue Market Share by Players (2021–2026)
3.2 Global Top PC and Mobile Gaming Players Market Share by Company Tier (Tier 1, Tier 2, Tier 3)
3.3 Global Key Players Ranking by PC and Mobile Gaming Revenue
3.4 Global PC and Mobile Gaming Market Concentration Ratio
3.4.1 Global PC and Mobile Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by PC and Mobile Gaming Revenue in 2025
3.5 Global Key Players of PC and Mobile Gaming Head Offices and Areas Served
3.6 Global Key Players of PC and Mobile Gaming, Products and Applications
3.7 Global Key Players of PC and Mobile Gaming, Date of General Availability (GA)
3.8 Mergers and Acquisitions, Expansion Plans
4 PC and Mobile Gaming Breakdown Data by Type
4.1 Global PC and Mobile Gaming Historic Market Size by Type (2021–2026)
4.2 Global PC and Mobile Gaming Forecasted Market Size by Type (2027–2032)
5 PC and Mobile Gaming Breakdown Data by Application
5.1 Global PC and Mobile Gaming Historic Market Size by Application (2021–2026)
5.2 Global PC and Mobile Gaming Forecasted Market Size by Application (2027–2032)
6 North America
6.1 North America PC and Mobile Gaming Market Size (2021–2032)
6.2 North America PC and Mobile Gaming Market Growth Rate by Country: 2021 vs 2025 vs 2032
6.3 North America PC and Mobile Gaming Market Size by Country (2021–2026)
6.4 North America PC and Mobile Gaming Market Size by Country (2027–2032)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe PC and Mobile Gaming Market Size (2021–2032)
7.2 Europe PC and Mobile Gaming Market Growth Rate by Country: 2021 vs 2025 vs 2032
7.3 Europe PC and Mobile Gaming Market Size by Country (2021–2026)
7.4 Europe PC and Mobile Gaming Market Size by Country (2027–2032)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Ireland
8 Asia-Pacific
8.1 Asia-Pacific PC and Mobile Gaming Market Size (2021–2032)
8.2 Asia-Pacific PC and Mobile Gaming Market Growth Rate by Region: 2021 vs 2025 vs 2032
8.3 Asia-Pacific PC and Mobile Gaming Market Size by Region (2021–2026)
8.4 Asia-Pacific PC and Mobile Gaming Market Size by Region (2027–2032)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia & New Zealand
9 Latin America
9.1 Latin America PC and Mobile Gaming Market Size (2021–2032)
9.2 Latin America PC and Mobile Gaming Market Growth Rate by Country: 2021 vs 2025 vs 2032
9.3 Latin America PC and Mobile Gaming Market Size by Country (2021–2026)
9.4 Latin America PC and Mobile Gaming Market Size by Country (2027–2032)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa PC and Mobile Gaming Market Size (2021–2032)
10.2 Middle East & Africa PC and Mobile Gaming Market Growth Rate by Country: 2021 vs 2025 vs 2032
10.3 Middle East & Africa PC and Mobile Gaming Market Size by Country (2021–2026)
10.4 Middle East & Africa PC and Mobile Gaming Market Size by Country (2027–2032)
10.5 Israel
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Microsoft Corporation
11.1.1 Microsoft Corporation Company Details
11.1.2 Microsoft Corporation Business Overview
11.1.3 Microsoft Corporation PC and Mobile Gaming Introduction
11.1.4 Microsoft Corporation Revenue in PC and Mobile Gaming Business (2021–2026)
11.1.5 Microsoft Corporation Recent Development
11.2 Sony Corporation
11.2.1 Sony Corporation Company Details
11.2.2 Sony Corporation Business Overview
11.2.3 Sony Corporation PC and Mobile Gaming Introduction
11.2.4 Sony Corporation Revenue in PC and Mobile Gaming Business (2021–2026)
11.2.5 Sony Corporation Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Details
11.3.2 Nintendo Business Overview
11.3.3 Nintendo PC and Mobile Gaming Introduction
11.3.4 Nintendo Revenue in PC and Mobile Gaming Business (2021–2026)
11.3.5 Nintendo Recent Development
11.4 Tencent
11.4.1 Tencent Company Details
11.4.2 Tencent Business Overview
11.4.3 Tencent PC and Mobile Gaming Introduction
11.4.4 Tencent Revenue in PC and Mobile Gaming Business (2021–2026)
11.4.5 Tencent Recent Development
11.5 NetEase, Inc.
11.5.1 NetEase, Inc. Company Details
11.5.2 NetEase, Inc. Business Overview
11.5.3 NetEase, Inc. PC and Mobile Gaming Introduction
11.5.4 NetEase, Inc. Revenue in PC and Mobile Gaming Business (2021–2026)
11.5.5 NetEase, Inc. Recent Development
11.6 Take-Tow Interactive Software Inc.
11.6.1 Take-Tow Interactive Software Inc. Company Details
11.6.2 Take-Tow Interactive Software Inc. Business Overview
11.6.3 Take-Tow Interactive Software Inc. PC and Mobile Gaming Introduction
11.6.4 Take-Tow Interactive Software Inc. Revenue in PC and Mobile Gaming Business (2021–2026)
11.6.5 Take-Tow Interactive Software Inc. Recent Development
11.7 HoYoverse
11.7.1 HoYoverse Company Details
11.7.2 HoYoverse Business Overview
11.7.3 HoYoverse PC and Mobile Gaming Introduction
11.7.4 HoYoverse Revenue in PC and Mobile Gaming Business (2021–2026)
11.7.5 HoYoverse Recent Development
11.8 Valve Corporation
11.8.1 Valve Corporation Company Details
11.8.2 Valve Corporation Business Overview
11.8.3 Valve Corporation PC and Mobile Gaming Introduction
11.8.4 Valve Corporation Revenue in PC and Mobile Gaming Business (2021–2026)
11.8.5 Valve Corporation Recent Development
11.9 Electronic Arts
11.9.1 Electronic Arts Company Details
11.9.2 Electronic Arts Business Overview
11.9.3 Electronic Arts PC and Mobile Gaming Introduction
11.9.4 Electronic Arts Revenue in PC and Mobile Gaming Business (2021–2026)
11.9.5 Electronic Arts Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer

List of Tables
Table 1. Global PC and Mobile Gaming Market Size Growth Rate by Type (US$ Million): 2021 vs 2025 vs 2032
Table 2. Key Players of Real-time Strategy (RTS)
Table 3. Key Players of Role-playing (RPG)
Table 4. Key Players of Multiplayer Online Battle Arena (MOBA)
Table 5. Key Players of Shooter (FPS and TPS)
Table 6. Key Players of Others
Table 7. Global PC and Mobile Gaming Market Size Growth by Application (US$ Million): 2021 vs 2025 vs 2032
Table 8. Global PC and Mobile Gaming Market Size by Region (US$ Million): 2021 vs 2025 vs 2032
Table 9. Global PC and Mobile Gaming Market Size by Region (US$ Million), 2021–2026
Table 10. Global PC and Mobile Gaming Market Share by Region (2021–2026)
Table 11. Global PC and Mobile Gaming Forecasted Market Size by Region (US$ Million), 2027–2032
Table 12. Global PC and Mobile Gaming Market Share by Region (2027–2032)
Table 13. PC and Mobile Gaming Market Trends
Table 14. PC and Mobile Gaming Market Drivers
Table 15. PC and Mobile Gaming Market Challenges
Table 16. PC and Mobile Gaming Market Restraints
Table 17. Global PC and Mobile Gaming Revenue by Players (US$ Million), 2021–2026
Table 18. Global PC and Mobile Gaming Market Share by Players (2021–2026)
Table 19. Global Top PC and Mobile Gaming Players by Tier (Tier 1, Tier 2, and Tier 3), based on PC and Mobile Gaming Revenue, 2025
Table 20. Ranking of Global Top PC and Mobile Gaming Companies by Revenue (US$ Million) in 2025
Table 21. Global 5 Largest Players Market Share by PC and Mobile Gaming Revenue (CR5 and HHI), 2021–2026
Table 22. Global Key Players of PC and Mobile Gaming, Headquarters and Area Served
Table 23. Global Key Players of PC and Mobile Gaming, Products and Applications
Table 24. Global Key Players of PC and Mobile Gaming, Date of General Availability (GA)
Table 25. Mergers and Acquisitions, Expansion Plans
Table 26. Global PC and Mobile Gaming Market Size by Type (US$ Million), 2021–2026
Table 27. Global PC and Mobile Gaming Revenue Market Share by Type (2021–2026)
Table 28. Global PC and Mobile Gaming Forecasted Market Size by Type (US$ Million), 2027–2032
Table 29. Global PC and Mobile Gaming Revenue Market Share by Type (2027–2032)
Table 30. Global PC and Mobile Gaming Market Size by Application (US$ Million), 2021–2026
Table 31. Global PC and Mobile Gaming Revenue Market Share by Application (2021–2026)
Table 32. Global PC and Mobile Gaming Forecasted Market Size by Application (US$ Million), 2027–2032
Table 33. Global PC and Mobile Gaming Revenue Market Share by Application (2027–2032)
Table 34. North America PC and Mobile Gaming Market Size Growth Rate by Country (US$ Million): 2021 vs 2025 vs 2032
Table 35. North America PC and Mobile Gaming Market Size by Country (US$ Million), 2021–2026
Table 36. North America PC and Mobile Gaming Market Size by Country (US$ Million), 2027–2032
Table 37. Europe PC and Mobile Gaming Market Size Growth Rate by Country (US$ Million): 2021 vs 2025 vs 2032
Table 38. Europe PC and Mobile Gaming Market Size by Country (US$ Million), 2021–2026
Table 39. Europe PC and Mobile Gaming Market Size by Country (US$ Million), 2027–2032
Table 40. Asia-Pacific PC and Mobile Gaming Market Size Growth Rate by Region (US$ Million): 2021 vs 2025 vs 2032
Table 41. Asia-Pacific PC and Mobile Gaming Market Size by Region (US$ Million), 2021–2026
Table 42. Asia-Pacific PC and Mobile Gaming Market Size by Region (US$ Million), 2027–2032
Table 43. Latin America PC and Mobile Gaming Market Size Growth Rate by Country (US$ Million): 2021 vs 2025 vs 2032
Table 44. Latin America PC and Mobile Gaming Market Size by Country (US$ Million), 2021–2026
Table 45. Latin America PC and Mobile Gaming Market Size by Country (US$ Million), 2027–2032
Table 46. Middle East & Africa PC and Mobile Gaming Market Size Growth Rate by Country (US$ Million): 2021 vs 2025 vs 2032
Table 47. Middle East & Africa PC and Mobile Gaming Market Size by Country (US$ Million), 2021–2026
Table 48. Middle East & Africa PC and Mobile Gaming Market Size by Country (US$ Million), 2027–2032
Table 49. Microsoft Corporation Company Details
Table 50. Microsoft Corporation Business Overview
Table 51. Microsoft Corporation PC and Mobile Gaming Product
Table 52. Microsoft Corporation Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 53. Microsoft Corporation Recent Development
Table 54. Sony Corporation Company Details
Table 55. Sony Corporation Business Overview
Table 56. Sony Corporation PC and Mobile Gaming Product
Table 57. Sony Corporation Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 58. Sony Corporation Recent Development
Table 59. Nintendo Company Details
Table 60. Nintendo Business Overview
Table 61. Nintendo PC and Mobile Gaming Product
Table 62. Nintendo Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 63. Nintendo Recent Development
Table 64. Tencent Company Details
Table 65. Tencent Business Overview
Table 66. Tencent PC and Mobile Gaming Product
Table 67. Tencent Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 68. Tencent Recent Development
Table 69. NetEase, Inc. Company Details
Table 70. NetEase, Inc. Business Overview
Table 71. NetEase, Inc. PC and Mobile Gaming Product
Table 72. NetEase, Inc. Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 73. NetEase, Inc. Recent Development
Table 74. Take-Tow Interactive Software Inc. Company Details
Table 75. Take-Tow Interactive Software Inc. Business Overview
Table 76. Take-Tow Interactive Software Inc. PC and Mobile Gaming Product
Table 77. Take-Tow Interactive Software Inc. Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 78. Take-Tow Interactive Software Inc. Recent Development
Table 79. HoYoverse Company Details
Table 80. HoYoverse Business Overview
Table 81. HoYoverse PC and Mobile Gaming Product
Table 82. HoYoverse Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 83. HoYoverse Recent Development
Table 84. Valve Corporation Company Details
Table 85. Valve Corporation Business Overview
Table 86. Valve Corporation PC and Mobile Gaming Product
Table 87. Valve Corporation Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 88. Valve Corporation Recent Development
Table 89. Electronic Arts Company Details
Table 90. Electronic Arts Business Overview
Table 91. Electronic Arts PC and Mobile Gaming Product
Table 92. Electronic Arts Revenue in PC and Mobile Gaming Business (US$ Million), 2021–2026
Table 93. Electronic Arts Recent Development
Table 94. Research Programs/Design for This Report
Table 95. Key Data Information from Secondary Sources
Table 96. Key Data Information from Primary Sources
Table 97. Authors List of This Report


List of Figures
Figure 1. PC and Mobile Gaming Picture
Figure 2. Global PC and Mobile Gaming Market Size Comparison by Type (US$ Million), 2021–2032
Figure 3. Global PC and Mobile Gaming Market Share by Type: 2025 vs 2032
Figure 4. Real-time Strategy (RTS) Features
Figure 5. Role-playing (RPG) Features
Figure 6. Multiplayer Online Battle Arena (MOBA) Features
Figure 7. Shooter (FPS and TPS) Features
Figure 8. Others Features
Figure 9. Global PC and Mobile Gaming Market Size by Application (US$ Million), 2021–2032
Figure 10. Global PC and Mobile Gaming Market Share by Application: 2025 vs 2032
Figure 11. Casual Gamer Case Studies
Figure 12. Professional Gamer Case Studies
Figure 13. PC and Mobile Gaming Report Years Considered
Figure 14. Global PC and Mobile Gaming Market Size (US$ Million), Year-over-Year: 2021–2032
Figure 15. Global PC and Mobile Gaming Market Size, (US$ Million), 2021 vs 2025 vs 2032
Figure 16. Global PC and Mobile Gaming Market Share by Region: 2025 vs 2032
Figure 17. Global PC and Mobile Gaming Market Share by Players in 2025
Figure 18. Global PC and Mobile Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
Figure 19. The Top 10 and 5 Players Market Share by PC and Mobile Gaming Revenue in 2025
Figure 20. North America PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 21. North America PC and Mobile Gaming Market Share by Country (2021–2032)
Figure 22. United States PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 23. Canada PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 24. Europe PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 25. Europe PC and Mobile Gaming Market Share by Country (2021–2032)
Figure 26. Germany PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 27. France PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 28. U.K. PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 29. Italy PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 30. Russia PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 31. Ireland PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 32. Asia-Pacific PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 33. Asia-Pacific PC and Mobile Gaming Market Share by Region (2021–2032)
Figure 34. China PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 35. Japan PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 36. South Korea PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 37. Southeast Asia PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 38. India PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 39. Australia & New Zealand PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 40. Latin America PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 41. Latin America PC and Mobile Gaming Market Share by Country (2021–2032)
Figure 42. Mexico PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 43. Brazil PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 44. Middle East & Africa PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 45. Middle East & Africa PC and Mobile Gaming Market Share by Country (2021–2032)
Figure 46. Israel PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 47. Saudi Arabia PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 48. UAE PC and Mobile Gaming Market Size YoY Growth (US$ Million), 2021–2032
Figure 49. Microsoft Corporation Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 50. Sony Corporation Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 51. Nintendo Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 52. Tencent Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 53. NetEase, Inc. Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 54. Take-Tow Interactive Software Inc. Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 55. HoYoverse Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 56. Valve Corporation Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 57. Electronic Arts Revenue Growth Rate in PC and Mobile Gaming Business (2021–2026)
Figure 58. Bottom-up and Top-down Approaches for This Report
Figure 59. Data Triangulation
Figure 60. Key Executives Interviewed

Our Clients