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Subscription-based Gaming Market by Device Type (Smartphone, Console, PC, Others), by Game Type (Action, Shooting, Sports, Adventure, Fighting, Role-playing, Racing, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

A16641

Pages: 270

Charts: 63

Tables: 126

Subscription-based Gaming Market Statistics, 2031

The global subscription-based gaming market was valued at $17.16 billion in 2021, and is projected to reach $55.94 billion by 2031, growing at a CAGR of 12.9% from 2022 to 2031.

Increase in prices of services offered by key vendors to gain more profit is expected to hamper the growth of the market. Furthermore, emergence of cloud gaming and increase in number of SMEs in gaming sector are expected to provide lucrative opportunities to the Subscription-based Gaming Industry.

A subscription-based model is one of the revenue models that has become increasingly popular for monetizing games, which sees users subscribe to join the games and pay a regular monthly fee to access the games and additional benefits. Subscription based gaming services provide a consistent source of revenue and an engaged audience that operator can monetize through microtransactions and paid downloads. This reduces risk associated with regular release of top-performing premium games.

Technological advancements in gaming sectors such as inclusion of artificial intelligence (AI), augmented reality (AR) and the release of 5G along with emergence of unlimited data plans are some factors driving the growth of subscription-based gaming market. In addition, increase in smartphones and internet penetration globally drive the Subscription-based Gaming Industry growth. For instance, according to Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region is anticipated to reach around 1,545 million by 2025.

Segment Review

The subscription-based gaming market is segmented into Device Type and Game Type.On the basis of game type, the market is segmented into action, shooting, sports, adventure, fighting, role-playing, racing and others. According to the device type, it is fragmented into smartphone, gaming consoles, PC and others.  Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

On the basis of device type, the smartphone segment dominated the subscription-based gaming market share in 2021, and is expected to maintain its dominance during the forecast period. Mobile gaming has recently overtaken console and PC gaming as the most popular game format worldwide. One of the few factors for the growth of mobile games is their availability. Almost everyone has a smartphone loaded with games. Also, increase in demand for mobile games is driven by various technological advancements and improvements such as AR, VR, cloud gaming and 5G. In addition, large companies that develop games for console and PC also publish their games in the mobile version, due to the mobile game market.

[DEVICETYPEGRAPH]

By game type, the action segment dominated the subscription-based gaming market size in 2021. Also, this segment is expected to maintain its dominance during the subscription-based gaming market forecast period. Action games improve the gamer’s perception, decision-making skills, and properly learn new tasks and information. Moreover, action games speed up the players’ processing skills or response to certain situations.  These benefits of action games are driving the growth of the subscription based gaming market. Moreover, action games improve multi-tasking qualities, which is boosting the adoption of action games in the subscription based gaming market.   

[GAMETYPEGRAPH]

Asia-Pacific dominated the subscription-based gaming market in 2021. The market in the Asia-Pacific region is expected to register rapid growth during the forecast period. This is due to the internet penetration in developing countries such as India, Malaysia, Vietnam, China etc. along with the globalization, digitization, and the rise of cloud-based subscription games. In addition, emergence of 5G in the region along with increase in smartphone users in Asia-Pacific is also anticipated to propel the subscription-based gaming market growth in this region.

[REGIONGRAPH]

Top Impacting Factors   

Technological Advancements in Gaming Sector  

As technology progressed, the excitement and appeal of gaming only increased with more visual stimulus, creativity and satisfaction. Moreover, technology has refined online gaming in recent years to the extent that many games have blurred the lines between reality and fantasy.

Technological advancements such as augmented reality, virtual reality and artificial intelligence have made gaming more interesting and addictive. The evolution of technologies is rapidly increasing the adoption of the subscription based games as they offer unique experience and provide immense satisfaction to the gamers. These benefits are driving the subscription based gaming market.       

Increase in Smartphones and Internet Penetration

Increase in smartphone penetration and improved internet access in countries around the world continues to raise expectations for mobile gaming. High-end smartphones are now easily available; thus resulting in a sharp increase in the number of mobile gamers. This trend is more pronounced in fast developing countries such as India, China and Mexico. Moreover, advancements in smartphones such as wide screen and high RAM integration have resulted in more developments of mobile based subscription games. In addition, more smartphone users and improvements in mobile internet infrastructure (5G network deployments) and mobile hardware are also contributing to the growth of the market.

COVID-19 Impact Analysis

The global subscription-based gaming market was valued at $17.16 billion in 2021, and is projected to reach $55.94 billion by 2031, registering a CAGR of 12.9% from 2022 to 2031.  The current estimation of 2030 is projected to be higher than pre-COVID-19 estimates. The COVID-19 impact has prompted every company and business to shift their business operations toward a remote work environment. Moreover, due to strict guidelines issued by government authorities, people were forced to be in-house. This led to more leisure time available for each individual and gave rise to wide adoption of subscription games to spend quality time. The COVID-19 had a positive impact on the subscription-based gaming market.

Moreover, while the whole world had to stay indoors due to the pandemic, people were looking for ways to both entertain themselves and maintain their social connections. This also led to wide adoption of subscription games. For instance, according to a study by Streamlabs and Stream Hatchet, Twitch, one of the leading live streaming platform for gamers across the globe, saw an 83% year-on-year rise in viewership when the pandemic hit, with over 5 billion hours of content viewed in the second quarter of 2020 alone.

Key Benefits for Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the subscription-based gaming market analysis from 2021 to 2031 to identify the prevailing subscription-based gaming market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the subscription-based gaming market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global subscription-based gaming market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

  • By Device Type
    • Smartphone
    • Console
    • PC
    • Others
  • By Game Type
    • Action
    • Shooting
    • Sports
    • Adventure
    • Fighting
    • Role-playing
    • Racing
    • Others
  • By Region
    • North America
      • U.S.
      • Canada
    • Europe
      • U.K.
      • Germany
      • France
      • Spain
      • Italy
      • Netherlands
      • Rest of Europe
    • Asia-Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • Rest of Asia-Pacific
    • LAMEA
      • Latin America
      • Middle East
      • Africa


Key Market Players

  • Shadow
  • Google LLC
  • Ubitus K.K.
  • Blacknut
  • Amazon Luna
  • NVIDIA Corporation
  • Vortex
  • Microsoft Corporation
  • Tencent
  • Sony Group Corporation
  • CHAPTER 1:INTRODUCTION

    • 1.1.Report description

    • 1.2.Key market segments

    • 1.3.Key benefits to the stakeholders

    • 1.4.Research Methodology

      • 1.4.1.Secondary research

      • 1.4.2.Primary research

      • 1.4.3.Analyst tools and models

  • CHAPTER 2:EXECUTIVE SUMMARY

    • 2.1.Key findings of the study

    • 2.2.CXO Perspective

  • CHAPTER 3:MARKET OVERVIEW

    • 3.1.Market definition and scope

    • 3.2.Key findings

      • 3.2.1.Top investment pockets

    • 3.3.Porter’s five forces analysis

    • 3.4.Top player positioning

    • 3.5.Market dynamics

      • 3.5.1.Drivers

      • 3.5.2.Restraints

      • 3.5.3.Opportunities

    • 3.6.COVID-19 Impact Analysis on the market

    • 3.7.Key Regulation Analysis

    • 3.8.Patent Landscape

  • CHAPTER 4: SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE

    • 4.1 Overview

      • 4.1.1 Market size and forecast

    • 4.2 Smartphone

      • 4.2.1 Key market trends, growth factors and opportunities

      • 4.2.2 Market size and forecast, by region

      • 4.2.3 Market analysis by country

    • 4.3 Console

      • 4.3.1 Key market trends, growth factors and opportunities

      • 4.3.2 Market size and forecast, by region

      • 4.3.3 Market analysis by country

    • 4.4 PC

      • 4.4.1 Key market trends, growth factors and opportunities

      • 4.4.2 Market size and forecast, by region

      • 4.4.3 Market analysis by country

    • 4.5 Others

      • 4.5.1 Key market trends, growth factors and opportunities

      • 4.5.2 Market size and forecast, by region

      • 4.5.3 Market analysis by country

  • CHAPTER 5: SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE

    • 5.1 Overview

      • 5.1.1 Market size and forecast

    • 5.2 Action

      • 5.2.1 Key market trends, growth factors and opportunities

      • 5.2.2 Market size and forecast, by region

      • 5.2.3 Market analysis by country

    • 5.3 Shooting

      • 5.3.1 Key market trends, growth factors and opportunities

      • 5.3.2 Market size and forecast, by region

      • 5.3.3 Market analysis by country

    • 5.4 Sports

      • 5.4.1 Key market trends, growth factors and opportunities

      • 5.4.2 Market size and forecast, by region

      • 5.4.3 Market analysis by country

    • 5.5 Adventure

      • 5.5.1 Key market trends, growth factors and opportunities

      • 5.5.2 Market size and forecast, by region

      • 5.5.3 Market analysis by country

    • 5.6 Fighting

      • 5.6.1 Key market trends, growth factors and opportunities

      • 5.6.2 Market size and forecast, by region

      • 5.6.3 Market analysis by country

    • 5.7 Role-playing

      • 5.7.1 Key market trends, growth factors and opportunities

      • 5.7.2 Market size and forecast, by region

      • 5.7.3 Market analysis by country

    • 5.8 Racing

      • 5.8.1 Key market trends, growth factors and opportunities

      • 5.8.2 Market size and forecast, by region

      • 5.8.3 Market analysis by country

    • 5.9 Others

      • 5.9.1 Key market trends, growth factors and opportunities

      • 5.9.2 Market size and forecast, by region

      • 5.9.3 Market analysis by country

  • CHAPTER 6: SUBSCRIPTION-BASED GAMING MARKET, BY REGION

    • 6.1 Overview

      • 6.1.1 Market size and forecast

    • 6.2 North America

      • 6.2.1 Key trends and opportunities

      • 6.2.2 North America Market size and forecast, by Device Type

      • 6.2.3 North America Market size and forecast, by Game Type

      • 6.2.4 North America Market size and forecast, by country

        • 6.2.4.1 U.S.
          • 6.2.4.1.1 Market size and forecast, by Device Type
          • 6.2.4.1.2 Market size and forecast, by Game Type
        • 6.2.4.2 Canada
          • 6.2.4.2.1 Market size and forecast, by Device Type
          • 6.2.4.2.2 Market size and forecast, by Game Type
    • 6.3 Europe

      • 6.3.1 Key trends and opportunities

      • 6.3.2 Europe Market size and forecast, by Device Type

      • 6.3.3 Europe Market size and forecast, by Game Type

      • 6.3.4 Europe Market size and forecast, by country

        • 6.3.4.1 U.K.
          • 6.3.4.1.1 Market size and forecast, by Device Type
          • 6.3.4.1.2 Market size and forecast, by Game Type
        • 6.3.4.2 Germany
          • 6.3.4.2.1 Market size and forecast, by Device Type
          • 6.3.4.2.2 Market size and forecast, by Game Type
        • 6.3.4.3 France
          • 6.3.4.3.1 Market size and forecast, by Device Type
          • 6.3.4.3.2 Market size and forecast, by Game Type
        • 6.3.4.4 Spain
          • 6.3.4.4.1 Market size and forecast, by Device Type
          • 6.3.4.4.2 Market size and forecast, by Game Type
        • 6.3.4.5 Italy
          • 6.3.4.5.1 Market size and forecast, by Device Type
          • 6.3.4.5.2 Market size and forecast, by Game Type
        • 6.3.4.6 Netherlands
          • 6.3.4.6.1 Market size and forecast, by Device Type
          • 6.3.4.6.2 Market size and forecast, by Game Type
        • 6.3.4.7 Rest of Europe
          • 6.3.4.7.1 Market size and forecast, by Device Type
          • 6.3.4.7.2 Market size and forecast, by Game Type
    • 6.4 Asia-Pacific

      • 6.4.1 Key trends and opportunities

      • 6.4.2 Asia-Pacific Market size and forecast, by Device Type

      • 6.4.3 Asia-Pacific Market size and forecast, by Game Type

      • 6.4.4 Asia-Pacific Market size and forecast, by country

        • 6.4.4.1 China
          • 6.4.4.1.1 Market size and forecast, by Device Type
          • 6.4.4.1.2 Market size and forecast, by Game Type
        • 6.4.4.2 India
          • 6.4.4.2.1 Market size and forecast, by Device Type
          • 6.4.4.2.2 Market size and forecast, by Game Type
        • 6.4.4.3 Japan
          • 6.4.4.3.1 Market size and forecast, by Device Type
          • 6.4.4.3.2 Market size and forecast, by Game Type
        • 6.4.4.4 Australia
          • 6.4.4.4.1 Market size and forecast, by Device Type
          • 6.4.4.4.2 Market size and forecast, by Game Type
        • 6.4.4.5 South Korea
          • 6.4.4.5.1 Market size and forecast, by Device Type
          • 6.4.4.5.2 Market size and forecast, by Game Type
        • 6.4.4.6 Rest of Asia-Pacific
          • 6.4.4.6.1 Market size and forecast, by Device Type
          • 6.4.4.6.2 Market size and forecast, by Game Type
    • 6.5 LAMEA

      • 6.5.1 Key trends and opportunities

      • 6.5.2 LAMEA Market size and forecast, by Device Type

      • 6.5.3 LAMEA Market size and forecast, by Game Type

      • 6.5.4 LAMEA Market size and forecast, by country

        • 6.5.4.1 Latin America
          • 6.5.4.1.1 Market size and forecast, by Device Type
          • 6.5.4.1.2 Market size and forecast, by Game Type
        • 6.5.4.2 Middle East
          • 6.5.4.2.1 Market size and forecast, by Device Type
          • 6.5.4.2.2 Market size and forecast, by Game Type
        • 6.5.4.3 Africa
          • 6.5.4.3.1 Market size and forecast, by Device Type
          • 6.5.4.3.2 Market size and forecast, by Game Type
  • CHAPTER 7: COMPANY LANDSCAPE

    • 7.1. Introduction

    • 7.2. Top winning strategies

    • 7.3. Product Mapping of Top 10 Player

    • 7.4. Competitive Dashboard

    • 7.5. Competitive Heatmap

    • 7.6. Key developments

  • CHAPTER 8: COMPANY PROFILES

    • 8.1 Amazon Luna

      • 8.1.1 Company overview

      • 8.1.2 Company snapshot

      • 8.1.3 Operating business segments

      • 8.1.4 Product portfolio

      • 8.1.5 Business performance

      • 8.1.6 Key strategic moves and developments

    • 8.2 Blacknut

      • 8.2.1 Company overview

      • 8.2.2 Company snapshot

      • 8.2.3 Operating business segments

      • 8.2.4 Product portfolio

      • 8.2.5 Business performance

      • 8.2.6 Key strategic moves and developments

    • 8.3 Google LLC

      • 8.3.1 Company overview

      • 8.3.2 Company snapshot

      • 8.3.3 Operating business segments

      • 8.3.4 Product portfolio

      • 8.3.5 Business performance

      • 8.3.6 Key strategic moves and developments

    • 8.4 Microsoft Corporation

      • 8.4.1 Company overview

      • 8.4.2 Company snapshot

      • 8.4.3 Operating business segments

      • 8.4.4 Product portfolio

      • 8.4.5 Business performance

      • 8.4.6 Key strategic moves and developments

    • 8.5 NVIDIA Corporation

      • 8.5.1 Company overview

      • 8.5.2 Company snapshot

      • 8.5.3 Operating business segments

      • 8.5.4 Product portfolio

      • 8.5.5 Business performance

      • 8.5.6 Key strategic moves and developments

    • 8.6 Shadow

      • 8.6.1 Company overview

      • 8.6.2 Company snapshot

      • 8.6.3 Operating business segments

      • 8.6.4 Product portfolio

      • 8.6.5 Business performance

      • 8.6.6 Key strategic moves and developments

    • 8.7 Sony Group Corporation

      • 8.7.1 Company overview

      • 8.7.2 Company snapshot

      • 8.7.3 Operating business segments

      • 8.7.4 Product portfolio

      • 8.7.5 Business performance

      • 8.7.6 Key strategic moves and developments

    • 8.8 Tencent

      • 8.8.1 Company overview

      • 8.8.2 Company snapshot

      • 8.8.3 Operating business segments

      • 8.8.4 Product portfolio

      • 8.8.5 Business performance

      • 8.8.6 Key strategic moves and developments

    • 8.9 Ubitus K.K.

      • 8.9.1 Company overview

      • 8.9.2 Company snapshot

      • 8.9.3 Operating business segments

      • 8.9.4 Product portfolio

      • 8.9.5 Business performance

      • 8.9.6 Key strategic moves and developments

    • 8.10 Vortex

      • 8.10.1 Company overview

      • 8.10.2 Company snapshot

      • 8.10.3 Operating business segments

      • 8.10.4 Product portfolio

      • 8.10.5 Business performance

      • 8.10.6 Key strategic moves and developments

  • LIST OF TABLES

  • TABLE 1. GLOBAL SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 2. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SMARTPHONE, BY REGION , 2021-2031,($BILLION)
    TABLE 3. SUBSCRIPTION-BASED GAMING MARKET FOR SMARTPHONE BY COUNTRY, 2021-2031,($BILLION)
    TABLE 4. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR CONSOLE, BY REGION , 2021-2031,($BILLION)
    TABLE 5. SUBSCRIPTION-BASED GAMING MARKET FOR CONSOLE BY COUNTRY, 2021-2031,($BILLION)
    TABLE 6. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR PC, BY REGION , 2021-2031,($BILLION)
    TABLE 7. SUBSCRIPTION-BASED GAMING MARKET FOR PC BY COUNTRY, 2021-2031,($BILLION)
    TABLE 8. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR OTHERS, BY REGION , 2021-2031,($BILLION)
    TABLE 9. SUBSCRIPTION-BASED GAMING MARKET FOR OTHERS BY COUNTRY, 2021-2031,($BILLION)
    TABLE 10. GLOBAL SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 11. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ACTION, BY REGION , 2021-2031,($BILLION)
    TABLE 12. SUBSCRIPTION-BASED GAMING MARKET FOR ACTION BY COUNTRY, 2021-2031,($BILLION)
    TABLE 13. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SHOOTING, BY REGION , 2021-2031,($BILLION)
    TABLE 14. SUBSCRIPTION-BASED GAMING MARKET FOR SHOOTING BY COUNTRY, 2021-2031,($BILLION)
    TABLE 15. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SPORTS, BY REGION , 2021-2031,($BILLION)
    TABLE 16. SUBSCRIPTION-BASED GAMING MARKET FOR SPORTS BY COUNTRY, 2021-2031,($BILLION)
    TABLE 17. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ADVENTURE, BY REGION , 2021-2031,($BILLION)
    TABLE 18. SUBSCRIPTION-BASED GAMING MARKET FOR ADVENTURE BY COUNTRY, 2021-2031,($BILLION)
    TABLE 19. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR FIGHTING, BY REGION , 2021-2031,($BILLION)
    TABLE 20. SUBSCRIPTION-BASED GAMING MARKET FOR FIGHTING BY COUNTRY, 2021-2031,($BILLION)
    TABLE 21. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ROLE-PLAYING, BY REGION , 2021-2031,($BILLION)
    TABLE 22. SUBSCRIPTION-BASED GAMING MARKET FOR ROLE-PLAYING BY COUNTRY, 2021-2031,($BILLION)
    TABLE 23. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR RACING, BY REGION , 2021-2031,($BILLION)
    TABLE 24. SUBSCRIPTION-BASED GAMING MARKET FOR RACING BY COUNTRY, 2021-2031,($BILLION)
    TABLE 25. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR OTHERS, BY REGION , 2021-2031,($BILLION)
    TABLE 26. SUBSCRIPTION-BASED GAMING MARKET FOR OTHERS BY COUNTRY, 2021-2031,($BILLION)
    TABLE 27. SUBSCRIPTION-BASED GAMING MARKET, BY REGION, 2021-2031,($BILLION)
    TABLE 28. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 29. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 30. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
    TABLE 31. U.S. SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 32. U.S. SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 33. CANADA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 34. CANADA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 35. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 36. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 37. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
    TABLE 38. U.K. SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 39. U.K. SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 40. GERMANY SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 41. GERMANY SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 42. FRANCE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 43. FRANCE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 44. SPAIN SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 45. SPAIN SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 46. ITALY SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 47. ITALY SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 48. NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 49. NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 50. REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 51. REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 52. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 53. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 54. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
    TABLE 55. CHINA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 56. CHINA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 57. INDIA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 58. INDIA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 59. JAPAN SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 60. JAPAN SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 61. AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 62. AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 63. SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 64. SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 65. REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 66. REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 67. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 68. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 69. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
    TABLE 70. LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 71. LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 72. MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 73. MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 74. AFRICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
    TABLE 75. AFRICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
    TABLE 76.AMAZON LUNA: COMPANY SNAPSHOT
    TABLE 77.AMAZON LUNA: OPERATING SEGMENTS
    TABLE 78.AMAZON LUNA: PRODUCT PORTFOLIO
    TABLE 79.AMAZON LUNA: NET SALES,
    TABLE 80.AMAZON LUNA: KEY STRATERGIES
    TABLE 81.BLACKNUT: COMPANY SNAPSHOT
    TABLE 82.BLACKNUT: OPERATING SEGMENTS
    TABLE 83.BLACKNUT: PRODUCT PORTFOLIO
    TABLE 84.BLACKNUT: NET SALES,
    TABLE 85.BLACKNUT: KEY STRATERGIES
    TABLE 86.GOOGLE LLC: COMPANY SNAPSHOT
    TABLE 87.GOOGLE LLC: OPERATING SEGMENTS
    TABLE 88.GOOGLE LLC: PRODUCT PORTFOLIO
    TABLE 89.GOOGLE LLC: NET SALES,
    TABLE 90.GOOGLE LLC: KEY STRATERGIES
    TABLE 91.MICROSOFT CORPORATION: COMPANY SNAPSHOT
    TABLE 92.MICROSOFT CORPORATION: OPERATING SEGMENTS
    TABLE 93.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
    TABLE 94.MICROSOFT CORPORATION: NET SALES,
    TABLE 95.MICROSOFT CORPORATION: KEY STRATERGIES
    TABLE 96.NVIDIA CORPORATION: COMPANY SNAPSHOT
    TABLE 97.NVIDIA CORPORATION: OPERATING SEGMENTS
    TABLE 98.NVIDIA CORPORATION: PRODUCT PORTFOLIO
    TABLE 99.NVIDIA CORPORATION: NET SALES,
    TABLE 100.NVIDIA CORPORATION: KEY STRATERGIES
    TABLE 101.SHADOW: COMPANY SNAPSHOT
    TABLE 102.SHADOW: OPERATING SEGMENTS
    TABLE 103.SHADOW: PRODUCT PORTFOLIO
    TABLE 104.SHADOW: NET SALES,
    TABLE 105.SHADOW: KEY STRATERGIES
    TABLE 106.SONY GROUP CORPORATION: COMPANY SNAPSHOT
    TABLE 107.SONY GROUP CORPORATION: OPERATING SEGMENTS
    TABLE 108.SONY GROUP CORPORATION: PRODUCT PORTFOLIO
    TABLE 109.SONY GROUP CORPORATION: NET SALES,
    TABLE 110.SONY GROUP CORPORATION: KEY STRATERGIES
    TABLE 111.TENCENT: COMPANY SNAPSHOT
    TABLE 112.TENCENT: OPERATING SEGMENTS
    TABLE 113.TENCENT: PRODUCT PORTFOLIO
    TABLE 114.TENCENT: NET SALES,
    TABLE 115.TENCENT: KEY STRATERGIES
    TABLE 116.UBITUS K.K.: COMPANY SNAPSHOT
    TABLE 117.UBITUS K.K.: OPERATING SEGMENTS
    TABLE 118.UBITUS K.K.: PRODUCT PORTFOLIO
    TABLE 119.UBITUS K.K.: NET SALES,
    TABLE 120.UBITUS K.K.: KEY STRATERGIES
    TABLE 121.VORTEX: COMPANY SNAPSHOT
    TABLE 122.VORTEX: OPERATING SEGMENTS
    TABLE 123.VORTEX: PRODUCT PORTFOLIO
    TABLE 124.VORTEX: NET SALES,
    TABLE 125.VORTEX: KEY STRATERGIES
  • LIST OF FIGURES

  • FIGURE 1.SUBSCRIPTION-BASED GAMING MARKET SEGMENTATION
    FIGURE 2.SUBSCRIPTION-BASED GAMING MARKET,2021-2031
    FIGURE 3.SUBSCRIPTION-BASED GAMING MARKET,2021-2031
    FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
    FIGURE 5.PORTER FIVE-1
    FIGURE 6.PORTER FIVE-2
    FIGURE 7.PORTER FIVE-3
    FIGURE 8.PORTER FIVE-4
    FIGURE 9.PORTER FIVE-5
    FIGURE 10.TOP PLAYER POSITIONING
    FIGURE 11.SUBSCRIPTION-BASED GAMING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
    FIGURE 12.KEY REGULATION ANALYSIS
    FIGURE 13.PATENT ANALYSIS BY COMPANY
    FIGURE 14.PATENT ANALYSIS BY COUNTRY
    FIGURE 15.SUBSCRIPTION-BASED GAMING MARKET,BY DEVICE TYPE,2021(%)
    FIGURE 16.COMPARATIVE SHARE ANALYSIS OF SMARTPHONE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 17.COMPARATIVE SHARE ANALYSIS OF CONSOLE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 18.COMPARATIVE SHARE ANALYSIS OF PC SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 19.COMPARATIVE SHARE ANALYSIS OF OTHERS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 20.SUBSCRIPTION-BASED GAMING MARKET,BY GAME TYPE,2021(%)
    FIGURE 21.COMPARATIVE SHARE ANALYSIS OF ACTION SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 22.COMPARATIVE SHARE ANALYSIS OF SHOOTING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 23.COMPARATIVE SHARE ANALYSIS OF SPORTS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 24.COMPARATIVE SHARE ANALYSIS OF ADVENTURE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 25.COMPARATIVE SHARE ANALYSIS OF FIGHTING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 26.COMPARATIVE SHARE ANALYSIS OF ROLE-PLAYING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 27.COMPARATIVE SHARE ANALYSIS OF RACING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 28.COMPARATIVE SHARE ANALYSIS OF OTHERS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
    FIGURE 29.SUBSCRIPTION-BASED GAMING MARKET BY REGION,2021
    FIGURE 30.U.S. SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 31.CANADA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 32.U.K. SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 33.GERMANY SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 34.FRANCE SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 35.SPAIN SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 36.ITALY SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 37.NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 38.REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 39.CHINA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 40.INDIA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 41.JAPAN SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 42.AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 43.SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 44.REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 45.LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 46.MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 47.AFRICA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
    FIGURE 48. TOP WINNING STRATEGIES, BY YEAR
    FIGURE 49. TOP WINNING STRATEGIES, BY DEVELOPMENT
    FIGURE 50. TOP WINNING STRATEGIES, BY COMPANY
    FIGURE 51.PRODUCT MAPPING OF TOP 10 PLAYERS
    FIGURE 52.COMPETITIVE DASHBOARD
    FIGURE 53.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
    FIGURE 54.AMAZON LUNA.: NET SALES ,($BILLION)
    FIGURE 55.BLACKNUT.: NET SALES ,($BILLION)
    FIGURE 56.GOOGLE LLC.: NET SALES ,($BILLION)
    FIGURE 57.MICROSOFT CORPORATION.: NET SALES ,($BILLION)
    FIGURE 58.NVIDIA CORPORATION.: NET SALES ,($BILLION)
    FIGURE 59.SHADOW.: NET SALES ,($BILLION)
    FIGURE 60.SONY GROUP CORPORATION.: NET SALES ,($BILLION)
    FIGURE 61.TENCENT.: NET SALES ,($BILLION)
    FIGURE 62.UBITUS K.K..: NET SALES ,($BILLION)
    FIGURE 63.VORTEX.: NET SALES ,($BILLION)

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