Industry: Service & Software
Published Date: 2025-03-12
Pages: 82 Pages
Report ld: 4650570
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IP-Based Mobile Games Market Size(US$)

CAGR 2025-2031
7.8%
Market Size,2031
USD 7,299
Million
Market Snapshot
Source: Secondary research, interviews with experts, and QYResearch analysis
The global market for IP-Based Mobile Games was estimated to be worth US$ 4343 million in 2024 and is forecast to a readjusted size of US$ 7299 million by 2031 with a CAGR of 7.8% during the forecast period 2025-2031.
IP-Based Mobile Games are mobile games that are based on existing intellectual property (IP) such as movies, TV shows, books, comics, or other popular franchises. These games leverage the existing fanbase and brand recognition of the IP to attract players and generate revenue.
North American market for IP-Based Mobile Games was valued at $ million in 2024 and will reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for IP-Based Mobile Games was valued at $ million in 2024 and will reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Europe market for IP-Based Mobile Games was valued at $ million in 2024 and will reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global key companies of IP-Based Mobile Games include Niantic, Tencent, Activision, Scopely, Bandai Namco, Netease, etc. In 2024, the global five largest players hold a share approximately % in terms of revenue.
This report aims to provide a comprehensive presentation of the global market for IP-Based Mobile Games, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of IP-Based Mobile Games by region & country, by Type, and by Application.
The IP-Based Mobile Games market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding IP-Based Mobile Games.
MARKET SEGMENTATION
CHAPTER OUTLINE
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of IP-Based Mobile Games company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of IP-Based Mobile Games in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of IP-Based Mobile Games in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
QYRESEARCH'S STRENGTHS
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TABLE OF CONTENTS
1 Market Overview
1.1 IP-Based Mobile Games Product Introduction
1.2 Global IP-Based Mobile Games Market Size Forecast (2020-2031)
1.3 IP-Based Mobile Games Market Trends & Drivers
1.3.1 IP-Based Mobile Games Industry Trends
1.3.2 IP-Based Mobile Games Market Drivers & Opportunity
1.3.3 IP-Based Mobile Games Market Challenges
1.3.4 IP-Based Mobile Games Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global IP-Based Mobile Games Players Revenue Ranking (2024)
2.2 Global IP-Based Mobile Games Revenue by Company (2020-2025)
2.3 Key Companies IP-Based Mobile Games Manufacturing Base Distribution and Headquarters
2.4 Key Companies IP-Based Mobile Games Product Offered
2.5 Key Companies Time to Begin Mass Production of IP-Based Mobile Games
2.6 IP-Based Mobile Games Market Competitive Analysis
2.6.1 IP-Based Mobile Games Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by IP-Based Mobile Games Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in IP-Based Mobile Games as of 2024)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Android
3.1.2 iOS
3.2 Global IP-Based Mobile Games Sales Value by Type
3.2.1 Global IP-Based Mobile Games Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global IP-Based Mobile Games Sales Value, by Type (2020-2031)
3.2.3 Global IP-Based Mobile Games Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Adults
4.1.2 Teenages
4.2 Global IP-Based Mobile Games Sales Value by Application
4.2.1 Global IP-Based Mobile Games Sales Value by Application (2020 VS 2024 VS 2031)
4.2.2 Global IP-Based Mobile Games Sales Value, by Application (2020-2031)
4.2.3 Global IP-Based Mobile Games Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
5.1 Global IP-Based Mobile Games Sales Value by Region
5.1.1 Global IP-Based Mobile Games Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global IP-Based Mobile Games Sales Value by Region (2020-2025)
5.1.3 Global IP-Based Mobile Games Sales Value by Region (2026-2031)
5.1.4 Global IP-Based Mobile Games Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America IP-Based Mobile Games Sales Value, 2020-2031
5.2.2 North America IP-Based Mobile Games Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe IP-Based Mobile Games Sales Value, 2020-2031
5.3.2 Europe IP-Based Mobile Games Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific IP-Based Mobile Games Sales Value, 2020-2031
5.4.2 Asia Pacific IP-Based Mobile Games Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America IP-Based Mobile Games Sales Value, 2020-2031
5.5.2 South America IP-Based Mobile Games Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa IP-Based Mobile Games Sales Value, 2020-2031
5.6.2 Middle East & Africa IP-Based Mobile Games Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions IP-Based Mobile Games Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions IP-Based Mobile Games Sales Value, 2020-2031
6.3 United States
6.3.1 United States IP-Based Mobile Games Sales Value, 2020-2031
6.3.2 United States IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.3.3 United States IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.4 Europe
6.4.1 Europe IP-Based Mobile Games Sales Value, 2020-2031
6.4.2 Europe IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.4.3 Europe IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.5 China
6.5.1 China IP-Based Mobile Games Sales Value, 2020-2031
6.5.2 China IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.5.3 China IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.6 Japan
6.6.1 Japan IP-Based Mobile Games Sales Value, 2020-2031
6.6.2 Japan IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.6.3 Japan IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea IP-Based Mobile Games Sales Value, 2020-2031
6.7.2 South Korea IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.7.3 South Korea IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia IP-Based Mobile Games Sales Value, 2020-2031
6.8.2 Southeast Asia IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.8.3 Southeast Asia IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
6.9 India
6.9.1 India IP-Based Mobile Games Sales Value, 2020-2031
6.9.2 India IP-Based Mobile Games Sales Value by Type (%), 2024 VS 2031
6.9.3 India IP-Based Mobile Games Sales Value by Application, 2024 VS 2031
7 Company Profiles
7.1 Niantic
7.1.1 Niantic Profile
7.1.2 Niantic Main Business
7.1.3 Niantic IP-Based Mobile Games Products, Services and Solutions
7.1.4 Niantic IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.1.5 Niantic Recent Developments
7.2 Tencent
7.2.1 Tencent Profile
7.2.2 Tencent Main Business
7.2.3 Tencent IP-Based Mobile Games Products, Services and Solutions
7.2.4 Tencent IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.2.5 Tencent Recent Developments
7.3 Activision
7.3.1 Activision Profile
7.3.2 Activision Main Business
7.3.3 Activision IP-Based Mobile Games Products, Services and Solutions
7.3.4 Activision IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.3.5 Activision Recent Developments
7.4 Scopely
7.4.1 Scopely Profile
7.4.2 Scopely Main Business
7.4.3 Scopely IP-Based Mobile Games Products, Services and Solutions
7.4.4 Scopely IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.4.5 Scopely Recent Developments
7.5 Bandai Namco
7.5.1 Bandai Namco Profile
7.5.2 Bandai Namco Main Business
7.5.3 Bandai Namco IP-Based Mobile Games Products, Services and Solutions
7.5.4 Bandai Namco IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.5.5 Bandai Namco Recent Developments
7.6 Netease
7.6.1 Netease Profile
7.6.2 Netease Main Business
7.6.3 Netease IP-Based Mobile Games Products, Services and Solutions
7.6.4 Netease IP-Based Mobile Games Revenue (US$ Million) & (2020-2025)
7.6.5 Netease Recent Developments
8 Industry Chain Analysis
8.1 IP-Based Mobile Games Industrial Chain
8.2 IP-Based Mobile Games Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 IP-Based Mobile Games Sales Model
8.5.2 Sales Channel
8.5.3 IP-Based Mobile Games Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
TABLE OF FIGURES
List of Tables
List of Figures
KEY QUESTIONS ADDRESSED BY THE REPORT
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REPORT COVERAGE
DESCRIPTION
OVERVIEW
MARKET SEGMENTATION
CHAPTER OUTLINE
QYRESEARCH'S STRENGTHS
TABLE OF CONTENTS
TABLE OF FIGURES
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