
Games for women are targeted at women, and are different from games developed for men. They are generally divided into otome games, BL (boys’ love game) games (for women), and reverse harem games. They are basically simulation and adventure games with a variety of love themes, and the characters that appear are generally beautiful.
The global Female-oriented Mobile Games market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of %during the forecast period 2024-2030.
North American market for Female-oriented Mobile Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Female-oriented Mobile Games is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Female-oriented Mobile Games in Minor Female is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Female-oriented Mobile Games include Nintendo, Idea Factory, Broccoli, Prototype, Konami, 66RPG, Papergames, Tencent, NetEase Games, miHoYo, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Female-oriented Mobile Games, 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 Female-oriented Mobile Games.
The Female-oriented Mobile Games market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Female-oriented Mobile Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Female-oriented Mobile Games companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Nintendo
Idea Factory
Broccoli
Prototype
Konami
66RPG
Papergames
Tencent
NetEase Games
miHoYo
Segment by Type
Otome Games
BL Games
Reverse Harem Games
Others
Segment by Application
Minor Female
Adult Female
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Female-oriented Mobile Games company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Female-oriented Mobile Games Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Otome Games
1.2.3 BL Games
1.2.4 Reverse Harem Games
1.2.5 Others
1.3 Market by Application
1.3.1 Global Female-oriented Mobile Games Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Minor Female
1.3.3 Adult Female
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Female-oriented Mobile Games Market Perspective (2019-2030)
2.2 Global Female-oriented Mobile Games Growth Trends by Region
2.2.1 Global Female-oriented Mobile Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Female-oriented Mobile Games Historic Market Size by Region (2019-2024)
2.2.3 Female-oriented Mobile Games Forecasted Market Size by Region (2025-2030)
2.3 Female-oriented Mobile Games Market Dynamics
2.3.1 Female-oriented Mobile Games Industry Trends
2.3.2 Female-oriented Mobile Games Market Drivers
2.3.3 Female-oriented Mobile Games Market Challenges
2.3.4 Female-oriented Mobile Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Female-oriented Mobile Games Players by Revenue
3.1.1 Global Top Female-oriented Mobile Games Players by Revenue (2019-2024)
3.1.2 Global Female-oriented Mobile Games Revenue Market Share by Players (2019-2024)
3.2 Global Female-oriented Mobile Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Female-oriented Mobile Games Revenue
3.4 Global Female-oriented Mobile Games Market Concentration Ratio
3.4.1 Global Female-oriented Mobile Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Female-oriented Mobile Games Revenue in 2023
3.5 Global Key Players of Female-oriented Mobile Games Head office and Area Served
3.6 Global Key Players of Female-oriented Mobile Games, Product and Application
3.7 Global Key Players of Female-oriented Mobile Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Female-oriented Mobile Games Breakdown Data by Type
4.1 Global Female-oriented Mobile Games Historic Market Size by Type (2019-2024)
4.2 Global Female-oriented Mobile Games Forecasted Market Size by Type (2025-2030)
5 Female-oriented Mobile Games Breakdown Data by Application
5.1 Global Female-oriented Mobile Games Historic Market Size by Application (2019-2024)
5.2 Global Female-oriented Mobile Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Female-oriented Mobile Games Market Size (2019-2030)
6.2 North America Female-oriented Mobile Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Female-oriented Mobile Games Market Size by Country (2019-2024)
6.4 North America Female-oriented Mobile Games Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Female-oriented Mobile Games Market Size (2019-2030)
7.2 Europe Female-oriented Mobile Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Female-oriented Mobile Games Market Size by Country (2019-2024)
7.4 Europe Female-oriented Mobile Games Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Female-oriented Mobile Games Market Size (2019-2030)
8.2 Asia-Pacific Female-oriented Mobile Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Female-oriented Mobile Games Market Size by Region (2019-2024)
8.4 Asia-Pacific Female-oriented Mobile Games Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Female-oriented Mobile Games Market Size (2019-2030)
9.2 Latin America Female-oriented Mobile Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Female-oriented Mobile Games Market Size by Country (2019-2024)
9.4 Latin America Female-oriented Mobile Games Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Female-oriented Mobile Games Market Size (2019-2030)
10.2 Middle East & Africa Female-oriented Mobile Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Female-oriented Mobile Games Market Size by Country (2019-2024)
10.4 Middle East & Africa Female-oriented Mobile Games Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Nintendo
11.1.1 Nintendo Company Details
11.1.2 Nintendo Business Overview
11.1.3 Nintendo Female-oriented Mobile Games Introduction
11.1.4 Nintendo Revenue in Female-oriented Mobile Games Business (2019-2024)
11.1.5 Nintendo Recent Development
11.2 Idea Factory
11.2.1 Idea Factory Company Details
11.2.2 Idea Factory Business Overview
11.2.3 Idea Factory Female-oriented Mobile Games Introduction
11.2.4 Idea Factory Revenue in Female-oriented Mobile Games Business (2019-2024)
11.2.5 Idea Factory Recent Development
11.3 Broccoli
11.3.1 Broccoli Company Details
11.3.2 Broccoli Business Overview
11.3.3 Broccoli Female-oriented Mobile Games Introduction
11.3.4 Broccoli Revenue in Female-oriented Mobile Games Business (2019-2024)
11.3.5 Broccoli Recent Development
11.4 Prototype
11.4.1 Prototype Company Details
11.4.2 Prototype Business Overview
11.4.3 Prototype Female-oriented Mobile Games Introduction
11.4.4 Prototype Revenue in Female-oriented Mobile Games Business (2019-2024)
11.4.5 Prototype Recent Development
11.5 Konami
11.5.1 Konami Company Details
11.5.2 Konami Business Overview
11.5.3 Konami Female-oriented Mobile Games Introduction
11.5.4 Konami Revenue in Female-oriented Mobile Games Business (2019-2024)
11.5.5 Konami Recent Development
11.6 66RPG
11.6.1 66RPG Company Details
11.6.2 66RPG Business Overview
11.6.3 66RPG Female-oriented Mobile Games Introduction
11.6.4 66RPG Revenue in Female-oriented Mobile Games Business (2019-2024)
11.6.5 66RPG Recent Development
11.7 Papergames
11.7.1 Papergames Company Details
11.7.2 Papergames Business Overview
11.7.3 Papergames Female-oriented Mobile Games Introduction
11.7.4 Papergames Revenue in Female-oriented Mobile Games Business (2019-2024)
11.7.5 Papergames Recent Development
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent Female-oriented Mobile Games Introduction
11.8.4 Tencent Revenue in Female-oriented Mobile Games Business (2019-2024)
11.8.5 Tencent Recent Development
11.9 NetEase Games
11.9.1 NetEase Games Company Details
11.9.2 NetEase Games Business Overview
11.9.3 NetEase Games Female-oriented Mobile Games Introduction
11.9.4 NetEase Games Revenue in Female-oriented Mobile Games Business (2019-2024)
11.9.5 NetEase Games Recent Development
11.10 miHoYo
11.10.1 miHoYo Company Details
11.10.2 miHoYo Business Overview
11.10.3 miHoYo Female-oriented Mobile Games Introduction
11.10.4 miHoYo Revenue in Female-oriented Mobile Games Business (2019-2024)
11.10.5 miHoYo 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
Nintendo
Idea Factory
Broccoli
Prototype
Konami
66RPG
Papergames
Tencent
NetEase Games
miHoYo
Ìý
Ìý
*If Applicable.
