The mobile gaming industry has come a long way from Tetris on bulky flip phones. With mobile games starting to become recognizable brands, major companies have noticed the investment opportunities. There's a lot of potential money to be made: from 2011 the number of American mobile gamers has grown from 80.7 million to 180.4 million in 2016. In fact, mobile gaming industry revenue ($36.84 billion) is projected to finally exceed revenue from the much more established PC and console gaming industries ($31.92 and $30.78 billion, respectively) as of 2016.
Companies are opting to simply buy their way into the mobile gaming market: Activision Blizzard
As the industry matures, companies are starting to make their own forays into the mobile gaming market. Nintendo
For the most part, companies have been making mobile games based off of existing franchises, and not the other way around--however the recent Angry Birds movie from Rovio is a prominent exception. Rovio's revenue was slowly falling off after its initial success with its first release of Angry Birds. In an attempt to restore brand interest, it developed a children's television show based off its Angry Birds franchise, with over 4 billion cumulative views. With the release of the Angry Birds movie (which netted $333 million), Rovio will hopefully show a turn around after a poor year in 2014, which showed a drop in operating income by 74%.
Rovio's gamble looks like it will pay off, setting a new precedent when it comes to 21st century media, where the new "Star Wars" might not come from well-established media companies, but from tiny upstarts with a good idea. Media companies looking to stay relevant will have to start paying attention to mobile gaming trends, and start thinking about starting or buying their own mobile gaming properties, before they're left behind in the on-going mass adoption of smartphones.