Latest news with #smartphones


GSM Arena
2 hours ago
- GSM Arena
Poco F7 vs Poco F7 Pro
The Poco F7 Series is here, and as usual, Xiaomi has released not one, but two near-flagship killers - the Poco F7 and the Poco F7 Pro. Both phones promise top-tier performance, premium features, and competitive pricing, staying true to Poco's legacy of delivering exceptional value. But while the regular F7 lands with a bigger battery and slightly larger display, the Pro model brings a sharper screen, superior cameras, and a more powerful chipset to the table. With just €100 between them, it's a tough choice - so which one offers the better deal? The Poco F7 arrives with a single flagship-grade memory option - 12 GB RAM paired with either 256 GB or 512 GB of UFS 4.1 storage, offering a smooth experience and plenty of space for apps, media, and games. In the EU, the 12+256 GB configuration is priced at €449.99, while the 12+512 GB jumps to €499.99, with a similar launch price bracket in India under INR 35,000 (~US $399/449). The Poco F7 Pro offers again 12 GB RAM combined with either 256 GB or 512 GB of UFS 4.1 internal storage. Pricing is set higher, with the global launch starting around US $499 (≈€499) for the 12+256 GB version and US $549 for 12+512 GB. Table of Contents: Design Display Battery Life Charging Speaker Test Performance Cameras Verdict For starters, you can compare the complete specs sheets or directly continue with our editor's assessment in the following text. Size comparison Xiaomi Poco F7 5G Xiaomi Poco F7 Pro There's a modest size difference between the Poco F7 and the Poco F7 Pro. The regular F7 is slightly taller, wider, and heavier than the Pro, likely due to its larger battery and screen. Still, both phones remain comfortably within the slim and lightweight category for large-screen devices. The differences in hand are noticeable but not drastic - if you value a more compact feel, the Pro has the advantage here. Both phones have the same design language, and both have IP68 ingress protection. For materials, the front of both phones is protected by Gorilla Glass Victus. The back of the F7 Pro is made of glass, while the regular F7 uses high-quality plastic, giving the Pro a slightly more premium feel. The middle frame is plastic on both models, though it's finished nicely to resemble aluminum. Connectivity is also identical for the most part. Both phones support dual SIM functionality, Wi-Fi 6E, Bluetooth 5.4, and have USB-C ports. However, the Poco F7 supports DisplayPort video output over USB-C, which is missing on the F7 Pro for some reason. Speaker setup is identical too, with both phones offering stereo speakers tuned for Dolby Atmos. They're using a hybrid stereo arrangement with a shared earpiece and bottom-firing secondary speaker. The setup delivers loud and balanced sound. And both phones also feature a quality haptic motor. Button placement is standard and consistent between the two phones - volume rocker and power key are located on the right side, while the left side remains clean. Both phones use an under-display optical fingerprint reader, so there is no difference there. It's worth noting that both models have an IR blaster, which is located near the camera island on the back instead of its usual location on the top frame. Display comparison Xiaomi Poco F7 5G Xiaomi Poco F7 Pro Both phones feature high-quality AMOLED panels with 120Hz refresh rates and Dolby Vision video support. The Poco F7's is a larger 6.83-inch display with a 2772 x 1280px resolution, while the F7 Pro opts for a slightly smaller 6.67-inch display but with a higher 3200 x 1440px resolution. So in terms of sharpness, the Pro clearly wins with its 526ppi density. Max screen brightness is comparable - 1525 nits on the F7 and 1478 nits on the Pro - so both are excellent in sunlight. It really comes down to whether you value more screen estate or extra pixel sharpness. The bezels around the screens are symmetrical and minimal on both phones. Battery life The Poco F7 has the larger battery of the two, at 6500 mAh, compared to the F7 Pro's 6000 mAh. However, that extra capacity doesn't pay off as the F7 Pro delivers longer or equal battery life performance across all of our tests except gaming, which is the only test in which the F7 takes the win. Charging speed Xiaomi Poco F7 5G 6500 mAh Xiaomi Poco F7 Pro 6000 mAh Charging is equally impressive on both devices, with 90W wired charging supported out of the box. The Poco F7 Pro had a slight advantage in our charging speed test, reaching a full charge in just 34 minutes compared to the F7's 39 minutes. The Pro also manages to hit 53% in 15 minutes versus 50% on the F7. The differences are small and likely come down to battery size, but if we're splitting hairs, the Pro edges it. Speaker test Both phones offer stereo speaker setups and support for Dolby Atmos. In our loudness tests, they scored nearly identically, delivering powerful and well-balanced sound. The Poco F7 has slightly deeper bass presence, while the F7 Pro provides a cleaner midrange. There's not a huge difference, but audio enthusiasts might prefer the Pro's more refined tuning, whereas casual users will be happy with either. Performance The Poco F7 and Poco F7 Pro both aim for flagship-class speed, but they diverge significantly in processing power. The Poco F7 is equipped with the brand-new Snapdragon 8s Gen 4, built on a 4nm process with an all-big-core CPU architecture and peak clock speeds around 3.2 GHz. Despite trailing behind the full Snapdragon 8 Gen 3 inside the Pro, it punches well above its mid-range price, delivering robust performance in everyday tasks and light gaming. The F7 Pro's Snapdragon 8 Gen 3, however, edges ahead with a stronger GPU, and superior sustained performance under intensive workloads. Xiaomi Poco F7 5G Xiaomi Poco F7 Pro Memory-wise, both phones ship with 12 GB of LPDDR5X RAM, ensuring smooth multitasking and future-proof headroom. Storage configurations are generous, offering 256 GB or 512 GB of UFS 4.1 memory. Benchmark performance In synthetic benchmarks, the two phones are almost neck and neck in the compound AnTuTu test and even in the Geekbench CPU test. But the GPU-heavy 3DMark Wild Life test reveals a significant gap in performance - 4,795 vs. 3,953. In short, the two phones perform around the same and deliver more than enough speed for most users. However, the F7 Pro is the better performer in graphics-heavy scenarios like games. This, however, clearly comes at the expense of battery efficiency, as the F7 was able to last longer in our game battery test. Camera comparison Although both Poco F7 models deploy a 50 MP main camera with optical image stabilization and phase-detect autofocus, they actually use different sensors. The ultrawide cameras are identical on both phones: an 8 MP camera with a 15 mm lens focal length (read: not terribly wide). Neither camera supports autofocus, which is typical for a budget ultrawide sensor like this one. Selfies are captured by a 20 MP front camera (OmniVision OV20B, f/2.2) on both phones. There's no autofocus here either. Front-facing video is limited to 1080p. Speaking of video, both phones are capable of recording up to 4K at 60fps from the main camera. Ultrawide video remains capped at 1080p and lacks stabilization. Image quality In daylight, the Poco F7 Pro's main camera produces ever so slightly crisper photos. The F7 Pro also has better dynamic range with highlights coming out better preserved. The ultrawide cameras have quite a different output, despite using the same camera hardware. The Poco F7 appears to take less processed ultrawide photos, but we prefer the more sharpened look of the F7 Pro. As for the 2x shots, the ones by the vanilla F7, look decidedly better with superior sharpness and contrast than the Poco F7 Pro. Poco F7: 0.6x • 1x • 2x Poco F7 Pro: 0.6x • 1x • 2x In low-light photography, the two trade blows again. The F7 Pro's ultrawide camera really outshone the F7's with much sharper photos. But when it comes to the main cam, we'd give the nod to the Poco F7 this time around for its sharper output - a difference, which is visible upon closer examination. The F7's advantage continues at 2x zoom, too. Poco F7: 0.6x • 1x • 2x Poco F7 Pro: 0.6x • 1x • 2x Both the Poco F7 and F7 Pro are equipped with the same 20MP front-facing camera, and as expected, selfie image quality is quite similar, but we did spot slightly better highlight retention by the F7 Pro. Poco F7 selfie Poco F7 Pro selfie Video quality Both phones can record up to 4K at 60fps from the main camera, but stabilization and image clarity are better on the F7 Pro. The Pro's footage exhibits better detail, more natural colors, and better dynamic range. The same holds true in low light as well. The F7 isn't far behind, but the Pro model offers slightly better video quality across the board. Below we have a few framegrabs from the videos taken by the two phones at each focal length, so it's easier to compare to one another. Poco F7: 0.6x • 1x • 2x • 1x low light Poco F7 Pro: 0.6x • 1x • 2x • 1x low light Verdict The Poco F7 and Poco F7 Pro are both compelling offerings, delivering flagship-grade hardware at midrange prices. Each phone focuses on different priorities, which makes choosing between them a matter of preference and use case rather than a clear-cut winner. The Poco F7 stands out between the two with its larger 6.83-inch display and lower price tag. It manages excellent performance thanks to the Snapdragon 8s Gen 4 chipset and offers very good main camera performance with some great 2x digital zoom shots. The Poco F7 Pro, on the other hand, offers a more refined overall experience. It's also a bit lighter and more compact, and has a glass back instead of a plastic one. Its higher-resolution QHD+ AMOLED display is crisper, its Snapdragon 8 Gen 3 delivers slightly better performance, and its cameras are slightly more dependable with better HDR processing and better ultrawide performance at night. Video quality is also superior across all cameras. Ultimately, both phones are a great choice and rely on the same formula to provide a great user experience. The Poco F7 Pro is slightly more refined, and it's worth the extra cash if you value the stuff it does better. For everyone else, the F7 delivers some great value that's hard to beat. The larger display. The longer gaming battery life. The better 2x zoom shots. The identical user experience. The lower price. The slightly lighter and more compact body. The higher-res display. The slightly better chipset performance. The better camera HDR (highlight retention). The better ultrawide in low light. The superior video quality.


GSM Arena
12 hours ago
- Business
- GSM Arena
Google Pixel 7 sales banned in Japan, Pixel 8 and 9 might follow
Google just lost the right to sell its Google Pixel 7 series after a recent patent dispute with Korean mobile phone company Pantech. According to a district court in Japan, Google was found guilty of infringing a patent related to LTE connectivity. Pantech filed a lawsuit against Google, arguing that the tech giant used the exact same technology described in a patent belonging to Pantech. The patent relates to how the LTE modem in Pixel phones communicates with the cell towers. The patent, however, wasn't licensed under fair and reasonable conditions. As a result, the Tokyo court ruled that Pixel 7 phones should be removed from the shelves since Google refused to cooperate. The company refused to pay a reasonable royalty fee and also refused to provide data on the number of Pixel 7 phones sold in Japan. The Japanese market is very important for Google because it is the second-largest smartphone vendor in the country after Apple, surpassing the likes of Samsung and Xiaomi. Pantech is now filing another lawsuit against Google, targeting the more recent Pixel 8 and Pixel 9 series, so unless the two companies reach a compromise these two might face the same fate. Source 1 | Source 2
Yahoo
12 hours ago
- Business
- Yahoo
Mobile Gaming Market Trends Analysis Report with Growth Forecasts, 2025-2030: In-App Purchases Fuel Mobile Gaming Economy with Personalized Offerings
The mobile gaming market is projected to skyrocket from USD 139.38 billion in 2024 to USD 256.19 billion by 2030, driven by growing smartphone use and the free-to-play model. Key trends include increased mobile esports, especially in Latin America, and strategic movements by industry giants like Tencent. Mobile Gaming Market Dublin, June 27, 2025 (GLOBE NEWSWIRE) -- The "Mobile Gaming Market Size, Share & Trends Analysis Report by Platform, Device, Game Genre, Distribution Channel, Monetization Model, Age Group, and Region with Growth Forecasts, 2025-2030" report has been added to Mobile Gaming Market was valued at USD 139.38 billion in 2024, and is projected to reach USD 256.19 billion by 2030, rising at a CAGR of 10.20%. The rapid global increase in smartphone usage is the cornerstone of the mobile gaming industry exponential growth. Affordable smartphones, coupled with enhanced processing power, are democratizing gaming and making it accessible to a wider audience than ever before. In many emerging markets, where access to traditional gaming consoles and PCs may be limited, mobile devices often serve as the primary or sole gaming platform. This widespread accessibility has led to a surge in game downloads, higher user engagement, and more frequent in-game purchases, fostering a robust monetization ecosystem. As smartphone adoption continues to expand, especially in developing regions, the user base for mobile gaming is poised to grow even further, ensuring the industry remains a dominant force in the global entertainment free-to-play model has revolutionized mobile gaming by removing the upfront cost barrier, significantly broadening its audience. By offering full access without initial payment, developers attract massive install rates and build large user communities. Monetization is skillfully integrated through in-app purchases, ads, and gated premium features that enhance user experience without compromising core gameplay. Successful titles like Clash Royale and Genshin Impact exemplify how compelling content and monetization can coexist. The continued dominance of F2P is reshaping development priorities, placing greater emphasis on long-term user retention, engagement loops, and recurring revenue purchases have become the cornerstone of mobile gaming monetization, enabling developers to generate revenue while keeping the core experience free. Players readily spend on cosmetic items, exclusive skins, character boosts, and in-game currency, often driven by personalization and status within the game. Developers strategically implement psychological triggers like scarcity, urgency, and social proof to boost IAP conversion rates. These microtransactions offer a non-intrusive way to support ongoing game development and content updates. As a result, IAPs have turned mobile games into scalable digital economies with dynamic pricing esports are rapidly maturing into a global competitive ecosystem, drawing millions of players and spectators. Games such as PUBG Mobile, Free Fire, and Mobile Legends host high-profile tournaments with multi-million-dollar prize pools and sponsorship deals. The accessibility of smartphones eliminates traditional hardware barriers, allowing broader participation from emerging markets and younger demographics. Spectator platforms like YouTube, Twitch, and TikTok amplify visibility, creating new entertainment formats and monetization channels. This explosive growth is redefining mobile gaming from a casual pastime to a professional, spectator-driven America is experiencing rapid growth in the mobile gaming industry, driven by increasing internet penetration and the affordability of smartphones. Countries like Brazil and Mexico are leading the charge, with a growing middle class and increasing disposable incomes. Mobile games that cater to local tastes, like soccer-themed games or culturally relevant narratives, are attracting large audiences. The region is also witnessing the rise of mobile esports and live streaming platforms that are fueling community engagement. With more players coming online, Latin America is set to become a key market for mobile gaming in the coming is a prominent player in the mobile gaming industry, with ownership stakes in some of the biggest game studios, including Riot Games and Epic Games. Tencent's mobile gaming titles, such as Honor of Kings and PUBG Mobile, are among the most successful globally. The company's ability to dominate both domestic and international markets through strategic partnerships and investments is a key driver of its success. Tencent also invests heavily in cloud gaming and esports, further cementing its position in the global market. The company's diversified approach continues to influence mobile gaming trends Mobile Gaming Market Report SegmentationThis report forecasts revenue growth at the regional and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2018 to 2030. For this study, the analyst has segmented the global mobile gaming market report based on platform, device, game genre, distribution channel, monetization model, age group, and region. This report addresses: Market intelligence to enable effective decision-making Market estimates and forecasts from 2018 to 2030 Growth opportunities and trend analyses Segment and regional revenue forecasts for market assessment Competition strategy and market share analysis Product innovation listings for you to stay ahead of the curve Companies Featured The major companies featured in this Mobile Gaming market report include: Tencent Holdings Limited Apple Inc. Google LLC NetEase Inc. Activision Blizzard Inc. Electronic Arts Inc. Nintendo Co, Ltd. Take-Two Interactive Software Inc. (includes Zynga Inc.) Roblox Corporation Supercell Oy Playrix Holding Ltd Niantic Inc. Key Attributes: Report Attribute Details No. of Pages 140 Forecast Period 2024 - 2030 Estimated Market Value (USD) in 2024 $139.38 Billion Forecasted Market Value (USD) by 2030 $256.19 Billion Compound Annual Growth Rate 10.2% Regions Covered Global Key Topics Covered: Chapter 1. Methodology and ScopeChapter 2. Executive Summary2.1. Market Outlook2.2. Segment Outlook2.3. Competitive InsightsChapter 3. Mobile Gaming Market Variables, Trends, & Scope3.1. Market Lineage Outlook3.2. Market Value Chain Analysis3.3. Market Dynamics3.4. Mobile Gaming Market Analysis Tools3.4.1. Industry Analysis - Porter's3.4.2. PESTEL Analysis3.5. Market Technology TrendsChapter 4. Mobile Gaming Market: Platform Estimates & Trend Analysis4.1. Segment Dashboard4.2. Mobile Gaming Market: Platform Movement Analysis, 2024 & 2030 (USD Billion)4.3. Android4.4. iOS4.5. Hybrid/Cross-Platform4.6. Progressive Web Apps (PWAs)Chapter 5. Mobile Gaming Market: Device Estimates & Trend Analysis5.1. Segment Dashboard5.2. Mobile Gaming Market: Device Movement Analysis, 2024 & 2030 (USD Billion)5.3. Smartphones5.4. TabletsChapter 6. Mobile Gaming Market: Game Genre Estimates & Trend Analysis6.1. Segment Dashboard6.2. Mobile Gaming Market: Game Genre Movement Analysis, 2024 & 2030 (USD Billion)6.3. Action & Adventure6.4. Puzzle6.5. Role-Playing (RPG)6.6. Strategy & Simulation6.7. Sports & Racing6.8. Others6.8.1. Others Market Revenue Estimates and Forecasts, 2018-2030 (USD Billion)Chapter 7. Mobile Gaming Market: Distribution Channel Estimates & Trend Analysis7.1. Segment Dashboard7.2. Mobile Gaming Market: Distribution Channel Movement Analysis, 2024 & 2030 (USD Billion)7.3. App Stores7.4. Cloud Gaming Platforms7.5. Web-Based (Instant Play)Chapter 8. Mobile Gaming Market: Monetization Model Estimates & Trend Analysis8.1. Segment Dashboard8.2. Mobile Gaming Market: Monetization Model Movement Analysis, 2024 & 2030 (USD Billion)8.3. Free-to-Play (F2P)8.4. In-App Purchases8.5. Premium (Paid Games)8.6. Play-to-Earn (P2E)8.7. Subscription-BasedChapter 9. Mobile Gaming Market: Age Group Estimates & Trend Analysis9.1. Segment Dashboard9.2. Mobile Gaming Market: Age Group Movement Analysis, 2024 & 2030 (USD Billion)9.3. Gen Z9.4. Millennials / Gen Y9.5. Gen X9.6. Baby BoomersChapter 10. Mobile Gaming Market: Regional Estimates & Trend Analysis10.1. Mobile Gaming Market Share, By Region, 2024 & 2030 (USD Billion)Chapter 11. Competitive Landscape11.1. Company Categorization11.2. Company Market Positioning11.3. Company Heat Map Analysis11.4. Company Profiles For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. Attachment Mobile Gaming Market CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data


The Guardian
15 hours ago
- General
- The Guardian
‘I don't think my brain should have gone through that': five young people on their experience of smartphones as teens
Debate and anxiety about teen and preteen access to smartphones and social media is raging. One paper has likened smartphones to a 'parasite' on our brains, while another study suggests moderate use of social media does not have a harmful effect on young people. In the US more than 100,000 parents have joined an online pledge to delay giving children smartphones until at least the eighth grade and in Australia a ban on under-16s using social media will come into effect in December. Despite all this, OECD figures released in May show 70% of 10-year-olds and 98% of 15-year-olds have internet-connected smartphones. So is giving teenagers smartphones that big a deal? To find out, we asked four twentysomethings who got a smartphone at some point in their teen or preteen years – and one who didn't. Sienna Seychell, 21, Melbourne I was about 11 when I got my first smartphone. But when I was six I got an iPod Touch so I had already been communicating with people that way. My brother installed Kik, the infamous app for predators, on the iPod – a bit concerning to think about now! But I just used it to text my friends from school. I know a fair few of my friends went down a rabbit hole contacting people that they definitely shouldn't have at that age. I got social media in year 5 or 6. I convinced my mum to let me get Snapchat for the filters and I got Instagram shortly after. It definitely brought my friendships closer because I had a readily accessible means of communication outside school hours. I was cyberbullied in year 6, so that was a negative. But I feel like I put that aside to be able to talk with friends. I had a good experience of social media overall but it has contributed to friends' severe eating disorders. I think I would have been more outdoorsy had I not had a phone. I would have connected with nature more and hung out in the real world, instead of online all the time. I think it would have made a great impact on my mental health. I suffer from pretty bad anxiety and OCD and sometimes I feel that a big trigger is using my phone and being able to focus on things online that are outside my control. I would have hated a social media ban – but I would have gotten over it! If I could go back I would have not let myself ever get TikTok. I think my attention span is so poor because of it and I really struggle to sit down and study or just do what I love doing without getting distracted. I can barely watch a movie for an hour without checking my phone a few times. I'm always on my phone. Ella Jackson, 21,, regional New South Wales I was 12 when Mum took me to get an iPhone 5, so I had Instagram from a really young age. I grew up in a place called Penrose, which is in the NSW southern highlands. I liked emo music so I would spend a lot of time on my phone looking into that world. I found a sense of belonging on the internet, because there weren't a lot of people around who liked the same things as me. The bad side of it was Instagram models, obviously. Twelve-year-old girls shouldn't be comparing themselves to 30-year-old women. I think I also became conscious of the fact that it seemed like a big deal to live a life that was 'worth' posting on Instagram, especially in the later part of high school. It made me conscious of how people perceive others. I felt like everybody was judging each other all the time. Studying I found so tricky, because the phone was always there and it was so easy to be distracted by it. I ended up having to film myself studying so I couldn't go on my phone. And because my mum's house was in a regional part of the highlands, there was no way out unless she was going to drive me 40 minutes into town. So I was just stuck at home all weekend and would just sit there streaming, which is crazy. It's this huge amount of time that was not well spent. When I got my driver's licence, all of this changed. I could go places and see my friends. More interesting things came along and my brain was like, OK, you don't need to be doing this any more. Zach Karpinellison, 29, Sydney I had a dumb phone until I was probably 15, then I pivoted to a cheap Android. On my dumb phone I had limited data and credit. So the clear difference was that, all of a sudden, you're constantly messaging other people. I was in an era where schools had no sense of whether phones needed to be regulated, so you had your phone on you all the time. It was a real opportunity to have quite deep conversations with people, which would do a lot of the work of forming a friendship with them. It was also an opportunity to connect to a wider pool of people outside school. That was good – I liked that part of it. But it trained me to expect immediate contact with everybody. I would feel a real panic and stress over not hearing back from people if they didn't immediately write back. I carry that with me to this day – being stressed about someone not responding to me. As a teenager, you're already full of anxiety and trying to figure out the world. Then you're messaging someone at 2am and they drop off, and you spiral out into 'something terrible has happened!' I don't think my brain should have gone through that at that stage. I had Facebook and Messenger, then Instagram towards the end of high school. Because I went through those different iterations of the internet, I am savvy about how to use these things but also have an ability to step away from it. I recognise when I'm being sold things in a way that people who are gen Z don't necessarily. But we were posting ourselves online and comparing the like counts [of Instagram posts]. That was, like, absolutely brain melting. It was not good. Pearl Cardis, 24, Sydney I had a Nokia brick phone in school. It was the equivalent of a party trick because I could toss it across the playground, or break in three pieces for the drama, and then put it back together – people's eyes got so wide. But beyond that it was pretty rough. We were quite low-income. Mum had all of us on Vodafone so that we could do free Vodafone-to-Vodafone calls but we weren't able to text anyone. So I could only really use my phone to call family. All around me it was Apple city – everyone else had an iPhone. I was not overly concerned with fitting in but I also didn't have great friendships. I doubt being different in that way helps when you're already kind of an oddball. For me the dominant experience was one of stress and isolation because I had less independence and less ability to connect with people around me. It was difficult to travel anywhere or meet anyone because I couldn't use maps or text friends. I remember getting off the bus one time and just being so panicked, in the middle of nowhere, with no way to contact anyone except an actual pay phone on the side of the road. I tried to call someone but they didn't pick up. I know that a lot of people had huge body image issues going through high school or were very concerned with trends and appearance – whereas I was just not conscious of that. I still had low self-esteem, which I think any young person will, but it was more through comparison to my peers than anyone online. I didn't get a proper phone until I was 20. I think I'm a very different person to what the mould looks like for the people I grew up with. I am able to go without my phone for an extremely long time without worrying about it. I feel less habituated to needing to check notifications all the time, and I hate [the pressure to] respond to people regularly. But when TikTok came out there were periods where I would be trapped for five hours at a time scrolling. I just get so sucked in because I have no guardrails. It's like a kid who doesn't have sugar who gets access to sugar. Maybe these are things that it's better to be trained to adapt to as you grow up, as opposed to the floodgates opening all in one go. Reinhard Holl, 24, Adelaide I got an iPhone in year 7. I came to social media a little bit later, maybe midway through high school – it didn't spark my interest that much at first. Later it became more of a fixation. I would say social media became a little bit of a negative thing in the way that I felt a lot of pressure to be perceived a certain way, put things online and keep up with the way that everybody else was using it in high school. But it also became a good way to interact with people. The phone definitely affected my sleep. I would wake up and get straight on my phone and mentally reinforce having that immediate stimulus as a normal thing. I think it affected my attention span, too – it was this thing that I was focused on constantly. If I could go back I wouldn't have allowed myself to sleep with it in my room. But really, I feel like I got thrown in the deep end and learned how to have a phone that way. I now have a good dynamic with it – I know how to use it in a way that works well for me.
Yahoo
17 hours ago
- Business
- Yahoo
Mobile Gaming Market Trends Analysis Report with Growth Forecasts, 2025-2030: In-App Purchases Fuel Mobile Gaming Economy with Personalized Offerings
The mobile gaming market is projected to skyrocket from USD 139.38 billion in 2024 to USD 256.19 billion by 2030, driven by growing smartphone use and the free-to-play model. Key trends include increased mobile esports, especially in Latin America, and strategic movements by industry giants like Tencent. Mobile Gaming Market Dublin, June 27, 2025 (GLOBE NEWSWIRE) -- The "Mobile Gaming Market Size, Share & Trends Analysis Report by Platform, Device, Game Genre, Distribution Channel, Monetization Model, Age Group, and Region with Growth Forecasts, 2025-2030" report has been added to Mobile Gaming Market was valued at USD 139.38 billion in 2024, and is projected to reach USD 256.19 billion by 2030, rising at a CAGR of 10.20%. The rapid global increase in smartphone usage is the cornerstone of the mobile gaming industry exponential growth. Affordable smartphones, coupled with enhanced processing power, are democratizing gaming and making it accessible to a wider audience than ever before. In many emerging markets, where access to traditional gaming consoles and PCs may be limited, mobile devices often serve as the primary or sole gaming platform. This widespread accessibility has led to a surge in game downloads, higher user engagement, and more frequent in-game purchases, fostering a robust monetization ecosystem. As smartphone adoption continues to expand, especially in developing regions, the user base for mobile gaming is poised to grow even further, ensuring the industry remains a dominant force in the global entertainment free-to-play model has revolutionized mobile gaming by removing the upfront cost barrier, significantly broadening its audience. By offering full access without initial payment, developers attract massive install rates and build large user communities. Monetization is skillfully integrated through in-app purchases, ads, and gated premium features that enhance user experience without compromising core gameplay. Successful titles like Clash Royale and Genshin Impact exemplify how compelling content and monetization can coexist. The continued dominance of F2P is reshaping development priorities, placing greater emphasis on long-term user retention, engagement loops, and recurring revenue purchases have become the cornerstone of mobile gaming monetization, enabling developers to generate revenue while keeping the core experience free. Players readily spend on cosmetic items, exclusive skins, character boosts, and in-game currency, often driven by personalization and status within the game. Developers strategically implement psychological triggers like scarcity, urgency, and social proof to boost IAP conversion rates. These microtransactions offer a non-intrusive way to support ongoing game development and content updates. As a result, IAPs have turned mobile games into scalable digital economies with dynamic pricing esports are rapidly maturing into a global competitive ecosystem, drawing millions of players and spectators. Games such as PUBG Mobile, Free Fire, and Mobile Legends host high-profile tournaments with multi-million-dollar prize pools and sponsorship deals. The accessibility of smartphones eliminates traditional hardware barriers, allowing broader participation from emerging markets and younger demographics. Spectator platforms like YouTube, Twitch, and TikTok amplify visibility, creating new entertainment formats and monetization channels. This explosive growth is redefining mobile gaming from a casual pastime to a professional, spectator-driven America is experiencing rapid growth in the mobile gaming industry, driven by increasing internet penetration and the affordability of smartphones. Countries like Brazil and Mexico are leading the charge, with a growing middle class and increasing disposable incomes. Mobile games that cater to local tastes, like soccer-themed games or culturally relevant narratives, are attracting large audiences. The region is also witnessing the rise of mobile esports and live streaming platforms that are fueling community engagement. With more players coming online, Latin America is set to become a key market for mobile gaming in the coming is a prominent player in the mobile gaming industry, with ownership stakes in some of the biggest game studios, including Riot Games and Epic Games. Tencent's mobile gaming titles, such as Honor of Kings and PUBG Mobile, are among the most successful globally. The company's ability to dominate both domestic and international markets through strategic partnerships and investments is a key driver of its success. Tencent also invests heavily in cloud gaming and esports, further cementing its position in the global market. The company's diversified approach continues to influence mobile gaming trends Mobile Gaming Market Report SegmentationThis report forecasts revenue growth at the regional and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2018 to 2030. For this study, the analyst has segmented the global mobile gaming market report based on platform, device, game genre, distribution channel, monetization model, age group, and region. This report addresses: Market intelligence to enable effective decision-making Market estimates and forecasts from 2018 to 2030 Growth opportunities and trend analyses Segment and regional revenue forecasts for market assessment Competition strategy and market share analysis Product innovation listings for you to stay ahead of the curve Companies Featured The major companies featured in this Mobile Gaming market report include: Tencent Holdings Limited Apple Inc. Google LLC NetEase Inc. Activision Blizzard Inc. Electronic Arts Inc. Nintendo Co, Ltd. Take-Two Interactive Software Inc. (includes Zynga Inc.) Roblox Corporation Supercell Oy Playrix Holding Ltd Niantic Inc. Key Attributes: Report Attribute Details No. of Pages 140 Forecast Period 2024 - 2030 Estimated Market Value (USD) in 2024 $139.38 Billion Forecasted Market Value (USD) by 2030 $256.19 Billion Compound Annual Growth Rate 10.2% Regions Covered Global Key Topics Covered: Chapter 1. Methodology and ScopeChapter 2. Executive Summary2.1. Market Outlook2.2. Segment Outlook2.3. Competitive InsightsChapter 3. Mobile Gaming Market Variables, Trends, & Scope3.1. Market Lineage Outlook3.2. Market Value Chain Analysis3.3. Market Dynamics3.4. Mobile Gaming Market Analysis Tools3.4.1. Industry Analysis - Porter's3.4.2. PESTEL Analysis3.5. Market Technology TrendsChapter 4. Mobile Gaming Market: Platform Estimates & Trend Analysis4.1. Segment Dashboard4.2. Mobile Gaming Market: Platform Movement Analysis, 2024 & 2030 (USD Billion)4.3. Android4.4. iOS4.5. Hybrid/Cross-Platform4.6. Progressive Web Apps (PWAs)Chapter 5. Mobile Gaming Market: Device Estimates & Trend Analysis5.1. Segment Dashboard5.2. Mobile Gaming Market: Device Movement Analysis, 2024 & 2030 (USD Billion)5.3. Smartphones5.4. TabletsChapter 6. Mobile Gaming Market: Game Genre Estimates & Trend Analysis6.1. Segment Dashboard6.2. Mobile Gaming Market: Game Genre Movement Analysis, 2024 & 2030 (USD Billion)6.3. Action & Adventure6.4. Puzzle6.5. Role-Playing (RPG)6.6. Strategy & Simulation6.7. Sports & Racing6.8. Others6.8.1. Others Market Revenue Estimates and Forecasts, 2018-2030 (USD Billion)Chapter 7. Mobile Gaming Market: Distribution Channel Estimates & Trend Analysis7.1. Segment Dashboard7.2. Mobile Gaming Market: Distribution Channel Movement Analysis, 2024 & 2030 (USD Billion)7.3. App Stores7.4. Cloud Gaming Platforms7.5. Web-Based (Instant Play)Chapter 8. Mobile Gaming Market: Monetization Model Estimates & Trend Analysis8.1. Segment Dashboard8.2. Mobile Gaming Market: Monetization Model Movement Analysis, 2024 & 2030 (USD Billion)8.3. Free-to-Play (F2P)8.4. In-App Purchases8.5. Premium (Paid Games)8.6. Play-to-Earn (P2E)8.7. Subscription-BasedChapter 9. Mobile Gaming Market: Age Group Estimates & Trend Analysis9.1. Segment Dashboard9.2. Mobile Gaming Market: Age Group Movement Analysis, 2024 & 2030 (USD Billion)9.3. Gen Z9.4. Millennials / Gen Y9.5. Gen X9.6. Baby BoomersChapter 10. Mobile Gaming Market: Regional Estimates & Trend Analysis10.1. Mobile Gaming Market Share, By Region, 2024 & 2030 (USD Billion)Chapter 11. Competitive Landscape11.1. Company Categorization11.2. Company Market Positioning11.3. Company Heat Map Analysis11.4. Company Profiles For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. Attachment Mobile Gaming Market CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900