Market Research Report

Global Subscription-Based Gaming Market Report By Device Type (Smartphone, Console, PC, Others), By Game Type (Action, Shooting, Sports, Adventure, Fighting, Role-playing, Racing, Others) And By Regions - Industry Trends, Size, Share, Growth, Estimation and Forecast, 2021-2028

ID:VMR11220168
January 2023
Report Formats: Electronic (PDF), MS EXCEL
The global demand for Subscription-Based Gaming Market is presumed to reach the market size of nearly USD 67.55 MN by 2028 from USD 27.16 MN in 2021 with a CAGR of 13.9% under the study period 2022 - 2028.

A subscription-based gaming is a gaming model which requires payment to play games. This gaming base has been monetized to generate revenue and engage people in the online gaming culture. It requires the users to subscribe and join the membership to access the games. The subscription fee is paid every month. Various games are available on these platforms, and they can be accessed on all the devices like smartphones, PCs, smart TVs, VR headsets, etc. 

Market Dynamics

The growing advent of advanced technology in the gaming industry, like AI, AR, and the launch of 5G, has improved online gaming, resulting in an increasing subscribers-base that further drives the market growth of subscription-based gaming. Rapid smartphone use and internet penetration drive the subscription-based gaming market growth. The growing trend of gaming culture and the increasing number of gaming enthusiasts are propelling the market growth of subscription-based gaming further. Also, the growing popularity of cloud-based gaming and the rising number of SEMs in the gaming industry are anticipated to further fuel the market growth of subscription-based gaming. However, the challenges related to the constant upgradation of games, significant storage problems, and high cost may hamper the market growth of subscription-based gaming.

The research report covers Porter’s Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of subscription-based gaming. The growth and trends of subscription-based gaming industry provide a holistic approach to this study. 

Market Segmentation

This section of the subscription-based gaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities. 

By Device Type
  • Smartphone
  • Console
  • PC
  • Others

By Game Type
  • Action
  • Shooting
  • Sports
  • Adventure
  • Fighting
  • Role-Playing
  • Racing
  • Others

Regional Analysis

This section covers the regional outlook, which accentuates current and future demand for the Subscription-Based Gaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

Global Subscription-Based Gaming Market Share by Region (Representative Graph)

Global Subscription-Based Gaming Market Share
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the subscription-based gaming market include Amazon Luna, Blacknut, Google LLC, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K., Vortex. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
 
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Frequently Asked Questions (FAQs) about this Report

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Market
       2.2. Global Market Snapshot
 
3 . SUBSCRIPTION-BASED GAMING – INDUSTRY ANALYSIS
       3.1. Introduction - Market Dynamics
       3.2. Market Drivers
       3.3. Market Restraints
       3.4. Opportunities
       3.5. Industry Trends
       3.6. Porter’s Five Force Analysis
       3.7. Market Attractiveness Analysis
           3.7.1 Market Attractiveness Analysis By Device Type
           3.7.2 Market Attractiveness Analysis By Game Type
           3.7.3 Market Attractiveness Analysis By Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Value Chain Analysis
       4.2. Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Raw Material Manufactures List
           4.2.3. Price Trend of Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
       5.1. Impact Analysis of Covid-19 Outbreak
           5.1.1. Direct Impact on Production
           5.1.2. Supply Chain and Market Disruption
           5.1.3. Financial Impact on Firms and Financial Markets
       5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       5.3. Market: Pre V/S Post COVID-19
       5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic 
       5.5. COVID-19: Micro and Macro Factor Analysis
 
6 . GLOBAL SUBSCRIPTION-BASED GAMING MARKET ANALYSIS BY DEVICE TYPE
       6.1 Overview by Device Type
       6.2 Historical and Forecast Data
       6.3 Analysis by Device Type
       6.4 Smartphone Historic and Forecast Sales by Regions
       6.5 Console Historic and Forecast Sales by Regions
       6.6 PC Historic and Forecast Sales by Regions
       6.7 Others Historic and Forecast Sales by Regions
 
7 . GLOBAL SUBSCRIPTION-BASED GAMING MARKET ANALYSIS BY GAME TYPE
       7.1 Overview by Game Type
       7.2 Historical and Forecast Data
       7.3 Analysis by Game Type
       7.4 Action Historic and Forecast Sales by Regions
       7.5 Shooting Historic and Forecast Sales by Regions
       7.6 Sports Historic and Forecast Sales by Regions
       7.7 Adventure Historic and Forecast Sales by Regions
       7.8 Fighting Historic and Forecast Sales by Regions
       7.9 Role-playing Historic and Forecast Sales by Regions
       7.10. Racing Historic and Forecast Sales by Regions
       7.11 Others Historic and Forecast Sales by Regions
 
8 . GLOBAL SUBSCRIPTION-BASED GAMING MARKET ANALYSIS BY GEOGRAPHY
       8.1. Regional Outlook
       8.2. Introduction
       8.3. North America Sales Analysis
           8.3.1. Overview, Historic and Forecast Sales Analysis
           8.3.2. North America By Segment Sales Analysis
           8.3.3. North America By Country Sales Analysis
           8.3.4. United State Sales Analysis
           8.3.5. Canada Sales Analysis
           8.3.6. Mexico Sales Analysis
       8.4. Europe Sales Analysis
           8.4.1. Overview, Historic and Forecast Sales Analysis
           8.4.2. Europe by Segment Sales Analysis
           8.4.3. Europe by Country Sales Analysis
           8.4.4. United Kingdom Sales Analysis
           8.4.5. France Sales Analysis
           8.4.6. Germany Sales Analysis
           8.4.7. Italy Sales Analysis
           8.4.8. Russia Sales Analysis
           8.4.9. Rest Of Europe Sales Analysis
       8.5. Asia Pacific Sales Analysis
           8.5.1. Overview, Historic and Forecast Sales Analysis
           8.5.2. Asia Pacific by Segment Sales Analysis
           8.5.3. Asia Pacific by Country Sales Analysis
           8.5.4. China Sales Analysis
           8.5.5. India Sales Analysis
           8.5.6. Japan Sales Analysis
           8.5.7. South Korea Sales Analysis
           8.5.8. Australia Sales Analysis
           8.5.9. Rest Of Asia Pacific Sales Analysis
       8.6. Latin America Sales Analysis
           8.6.1. Overview, Historic and Forecast Sales Analysis
           8.6.2. Latin America by Segment Sales Analysis
           8.6.3. Latin America by Country Sales Analysis
           8.6.4. Brazil Sales Analysis
           8.6.5. Argentina Sales Analysis
           8.6.6. Peru Sales Analysis
           8.6.7. Chile Sales Analysis
           8.6.8. Rest of Latin America Sales Analysis
       8.7. Middle East & Africa Sales Analysis
           8.7.1. Overview, Historic and Forecast Sales Analysis
           8.7.2. Middle East & Africa by Segment Sales Analysis
           8.7.3. Middle East & Africa by Country Sales Analysis
           8.7.4. Saudi Arabia Sales Analysis
           8.7.5. UAE Sales Analysis
           8.7.6. Israel Sales Analysis
           8.7.7. South Africa Sales Analysis
           8.7.8. Rest Of Middle East And Africa Sales Analysis
 
9 . COMPETITIVE LANDSCAPE OF THE SUBSCRIPTION-BASED GAMING COMPANIES
       9.1. Subscription-Based Gaming Market Competition
       9.2. Partnership/Collaboration/Agreement
       9.3. Merger And Acquisitions
       9.4. New Product Launch
       9.5. Other Developments
 
10 . COMPANY PROFILES OF SUBSCRIPTION-BASED GAMING INDUSTRY
       10.1. Top Companies Market Share Analysis
       10.2. Market Concentration Rate
       10.3. Amazon Luna
           10.3.1. Company Overview
           10.3.2. Company Revenue
           10.3.3. Products
           10.3.4. Recent Developments
       10.4. Blacknut
           10.4.1. Company Overview
           10.4.2. Company Revenue
           10.4.3. Products
           10.4.4. Recent Developments
       10.5. Google LLC
           10.5.1. Company Overview
           10.5.2. Company Revenue
           10.5.3. Products
           10.5.4. Recent Developments
       10.6. Microsoft Corporation
           10.6.1. Company Overview
           10.6.2. Company Revenue
           10.6.3. Products
           10.6.4. Recent Developments
       10.7. NVIDIA Corporation
           10.7.1. Company Overview
           10.7.2. Company Revenue
           10.7.3. Products
           10.7.4. Recent Developments
       10.8. Shadow
           10.8.1. Company Overview
           10.8.2. Company Revenue
           10.8.3. Products
           10.8.4. Recent Developments
       10.9. Sony Group Corporation
           10.9.1. Company Overview
           10.9.2. Company Revenue
           10.9.3. Products
           10.9.4. Recent Developments
       10.10. Tencent
           10.10.1. Company Overview
           10.10.2. Company Revenue
           10.10.3. Products
           10.10.4. Recent Developments
       10.11. Ubitus K.K.
           10.11.1. Company Overview
           10.11.2. Company Revenue
           10.11.3. Products
           10.11.4. Recent Developments
       10.12. Vortex
           10.12.1. Company Overview
           10.12.2. Company Revenue
           10.12.3. Products
           10.12.4. Recent Developments
 
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
 LIST OF TABLES
 

  •  Market Snapshot
  •  Drivers : Impact Analysis
  •  Restraints : Impact Analysis
  •  List of Raw Material
  •  List of Raw Material Manufactures
  •  List of Potential Buyers
  •  COVID-19 Impact Analysis by Production, Import, Export and Demand
  •  Pre V/S Post COVID-19
  •  Estimated Impact Of The Coronavirus (Covid-19) Epidemic
  •  COVID-19: Micro and Macro Factor Analysis
  •  Analysis by Device Type (USD MN)
  •  Smartphone Market Sales by Geography (USD MN)
  •  Console Market Sales by Geography (USD MN)
  •  PC Market Sales by Geography (USD MN)
  •  Others Market Sales by Geography (USD MN)
  •  Analysis Market by Game Type (USD MN)
  •  Action Market Sales by Geography (USD MN)
  •  Shooting Market Sales by Geography (USD MN)
  •  Sports Market Sales by Geography (USD MN)
  •  Adventure Market Sales by Geography (USD MN)
  •  Fighting Market Sales by Geography (USD MN)
  •  Role-playing Market Sales by Geography (USD MN)
  •  Racing Market Sales by Geography (USD MN)
  •  Others Market Sales by Geography (USD MN)
  •  Global Subscription-Based Gaming Market Sales by Geography (USD MN)
  •  North America Market Analysis (USD MN)
  •  United State Market Analysis (USD MN)
  •  Canada Market Analysis (USD MN)
  •  Mexico Market Analysis (USD MN)
  •  Europe Market Analysis (USD MN)
  •  Europe Market Estimate by Country (USD MN)
  •  United Kingdom Market Analysis (USD MN)
  •  France Market Analysis (USD MN)
  •  Germany Market Analysis (USD MN)
  •  Italy Market Analysis (USD MN)
  •  Russia Market Analysis (USD MN)
  •  Spain Market Analysis (USD MN)
  •  Rest of Europe Market Analysis (USD MN)
  •  Asia Pacific Market Analysis (USD MN)
  •  China Market Analysis (USD MN)
  •  Japan Market Analysis (USD MN)
  •  India Market Analysis (USD MN)
  •  South Korea Market Analysis (USD MN)
  •  Australia Market Analysis (USD MN)
  •  Rest of Asia Pacific Market Analysis (USD MN)
  •  Latin America Market Analysis (USD MN)
  •  Brazil Market Analysis (USD MN)
  •  Argentina Market Analysis (USD MN)
  •  Peru Market Analysis (USD MN)
  •  Chile Market Analysis (USD MN)
  •  Rest of Latin America Market Analysis (USD MN)
  •  Middle East & Africa Market Analysis (USD MN)
  •  Saudi Arabia Market Analysis (USD MN)
  •  UAE Market Analysis (USD MN)
  •  Israel Market Analysis (USD MN)
  •  South Africa Market Analysis (USD MN)
  •  Rest of Middle East and Africa Market Analysis (USD MN)
  •  Partnership/Collaboration/Agreement
  •  Mergers And Acquisition
 
 LIST OF FIGURES
 
  •  Research Scope of Subscription-Based Gaming Report
  •  Market Research Process
  •  Market Research Methodology
  •  Global Subscription-Based Gaming Market Size, by Region (USD MN)
  •  Porters Five Forces Analysis
  •  Market Attractiveness Analysis by Device Type
  •  Market Attractiveness Analysis by Game Type
  •  Market Attractiveness Analysis by Region
  •  Value Chain Analysis
  •  Global Market Analysis by Device Type (USD MN)
  •  Smartphone Market Sales by Geography (USD MN)
  •  Console Market Sales by Geography (USD MN)
  •  PC Market Sales by Geography (USD MN)
  •  Others Market Sales by Geography (USD MN)
  •  Global Market Analysis by Game Type (USD MN)
  •  Action Market Sales by Geography (USD MN)
  •  Shooting Market Sales by Geography (USD MN)
  •  Sports Market Sales by Geography (USD MN)
  •  Adventure Market Sales by Geography (USD MN)
  •  Fighting Market Sales by Geography (USD MN)
  •  Role-playing Market Sales by Geography (USD MN)
  •  Racing Market Sales by Geography (USD MN)
  •  Others Market Sales by Geography (USD MN)
  •  Global Market by Revenue
  •  North America Market by Revenue
  •  Europe Market by Revenue
  •  Asia Pacific Market by Revenue
  •  Latin America Market by Revenue
  •  Middle East & Africa Market by Revenue
  •  Recent Development in Industry
  •  Top Companies Market Share Analysis
 
 * Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

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Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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