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Subscription-based Gaming Market Size, Share & Trends Analysis Report By Device Type (Smartphone, P.C., Console), By Gaming Genre (Action, Adventure), By Region, And Segment Forecasts, 2022 - 2030

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    Report

  • 145 Pages
  • November 2022
  • Region: Global
  • Grand View Research
  • ID: 5702141
The global subscription-based gaming market size is anticipated to reach USD 24.1 billion by 2030. The market is expected to expand at a CAGR of 12.8% from 2022 to 2030. The increasing adoption of various technological advancements such as AI-based rendering, the usage of big data, and the metaverse is expected to create growth opportunities for subscription-based gaming service providers in the global market. In April 2021, Facebook launched the Oculus Quest 2 standalone wireless virtual reality headset for USD 300, which had 50% more pixels than the previous model. Moreover, the market is witnessing a rise in popularity owing to factors such as the growth of the mobile gaming industry and the increase in penetration of high-speed internet. For instance, in 2022, according to a Gaming Spotlight 2022 report, mobile gaming accounted for USD 136 billion out of a total of USD 222 billion gaming market.

The COVID-19 pandemic had a positive impact on the market. A global increase in COVID-19 cases slowed the economy, and many corporations were shutting down as a result of partial or total lockdown. However, despite the pandemic, video gaming firms continued to provide their services. The pandemic resulted in an increase in data usage globally, for instance, according to Verizon Networks data consumption for gaming purposes saw an increase during the pandemic. There was a 75% increase in data consumption from March 8 to 15 in 2020, which indicated that many people used gaming as a means to spend their time. The use of virtual private networks (VPNs) climbed by 34%, while online traffic increased by 20% and video bandwidth consumption by 12%.

Subscription-based Gaming Market Report Highlights

  • In the device type segment, P.C. dominated the market with a share of over 55.0% in 2021. This is attributed to the increasing demand for cloud gaming and game content. For instance, according to the data published in 2021 by Ampere Analysis, an entertainment industry-specific research firm, the market for PC subscriptions for cloud gaming and game content in North America and Europe was valued at USD 3.7 billion, which grew by 57% compared to 2020. The smartphone segment is expected to register the highest CAGR of 16.8% over the forecast period owing to increasing consumer spending. For instance, according to a study published by IDC and data.ai in March 2022, consumers spent more than USD 1.6 billion every week on mobile games on the Google Play store as well as the iOS App Store in the first quarter of 2022.
  • The action segment dominated the market with a share of over 20.0% in 2021. According to ESAC in 2022, the most popular categories were adventure and action preferred by 24% of adults and 33% of children and teenagers. The adventure genre is expected to register the highest CAGR of 13.5% over the forecast period owing to the launch of a wide range of new games in the adventure genre such as God of War Ragnarok and Star Ocean in 2022, 2023, and beyond
  • Asia Pacific held the largest share of over 40.0% in 2021 and is expected to exhibit the highest CAGR over the forecast period. The growth of the regional market can be attributed to growth in the subscription of mobile and internet. In 2022, according to the GSMA report, in the developed Asia Pacific region, which includes Australia, Japan, Singapore, and South Korea, the percentage of 5G subscribers will grow by an average of 67%

Table of Contents

Chapter 1 Methodology and Scope
1.1 Research Methodology
1.2 Research Scope and Assumptions
1.3 List of Data Sources
1.4 Market Segmentation and Scope
Chapter 2 Executive Summary
2.1 Suscbription-based Gaming Market - Industry Snapshot & Key Buying Criteria, 2017 - 2030
2.2 Global subscription-based gaming Market, 2017 - 2030
2.2.1 Global subscription-based gaming market, by region, 2017 - 2030
2.2.2 Global subscription-based gaming market, by device type, 2017 - 2030
2.2.3 Global subscription-based gaming market, by gaming genre, 2017 - 2030
Chapter 3 Subscription-based Gaming Market Industry Outlook
3.1 Market Lineage Outlook
3.1.1 Parent market outlook
3.2 Market Size, Penetration, and Growth Prospect Mapping
3.3 Regulatory Scenario
3.4 Subscription-based Gaming Market - Market Dynamics
3.4.1 Market driver analysis
3.4.1.1 Rise in the use of smartphones and internet penetration
3.4.1.2 Rise in mobile gaming
3.4.2 Market challenge analysis
3.4.2.1 Chinese gaming regulations
3.4.3 Market opportunity analysis
3.4.3.1 Technological advancements in gaming
3.5 Subscrtion-based Gaming Market - PEST Analysis
3.6 Subscription-based Gaming Market - Porter’s Five Forces Analysis
3.7 Subscription-based gaming Market COVID-19 Impact Analysis
Chapter 4 Subscription-based Gaming Market Device Type Outlook
4.1 Subscription-based Gaming Market Share By Device Type, 2021
4.2 Smartphone
4.2.1 Subscription-based gaming smartphone market, 2017 - 2030
4.3 P.C.
4.3.1 Subscription-based gaming P.C. market, 2017 - 2030
4.4 Console
4.4.1 Subscription-based gaming console market, 2017 - 2030
4.5 Others
4.5.1 Subscription-based gaming others market, 2017 - 2030
Chapter 5 Subscription based Gaming Market Gaming Genre Type Outlook
5.1 Subscription-based Gaming Market Share by Gaming Genre, 2021
5.2 Action
5.2.1 Subscription-based gaming action market, 2017 - 2030
5.3 Adventure
5.3.1 Subscription-based gaming adventure market, 2017 - 2030
5.4 Shooting
5.4.1 Subscription-based gaming shooting market, 2017 - 2030
5.5 Fighting
5.5.1 Subscription-based gaming fighting market, 2017 - 2030
5.6 Role Playing
5.6.1 Subscription-based gaming role playing market, 2017 - 2030
5.7 Sports
5.7.1 Subscription-based gaming sports market, 2017 - 2030
5.8 Racing
5.8.1 Subscription-based gaming racing market, 2017 - 2030
5.9 Others
5.9.1 Subscription-based gaming others market, 2017 - 2030
Chapter 6 Subscription-based Gaming Market Regional Outlook
6.1 Subscription-based Gaming Market Share By Region 2021
6.2 North America
6.2.1 North America subscription-based gaming market, 2017 - 2030
6.2.2 North America subscription-based gaming market, by device type, 2017 - 2030
6.2.3 North America subscription-based gaming market, by gaming genre, 2017 - 2030
6.2.4 U.S.
6.2.4.1 U.S. subscription-based gaming market, 2017 - 2030
6.2.4.2 U.S. subscription-based gaming market, by device type, 2017 - 2030
6.2.4.3 U.S. subscription-based gaming market, by gaming genre, 2017 - 2030
6.2.5 Canada
6.2.5.1 Canada subscription-based gaming market, 2017 - 2030
6.2.5.2 Canada subscription-based gaming market, by device type, 2017 - 2030
6.2.5.3 Canada subscription-based gaming market, by gaming genre, 2017 - 2030
6.3 Europe
6.3.1 Europe subscription-based gaming market, 2017 - 2030
6.3.2 Europe subscription-based gaming market, by device type, 2017 - 2030
6.3.3 Europe subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.4 U.K.
6.3.4.1 U.K. subscription-based gaming market, 2017 - 2030
6.3.4.2 U.K. subscription-based gaming market, by device type, 2017 - 2030
6.3.4.3 U.K. subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.5 Germany
6.3.5.1 Germany Subscription-based gaming market, 2017 - 2030
6.3.5.2 Germany subscription-based gaming market, by device type, 2017 - 2030
6.3.5.3 Germany subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.6 France
6.3.6.1 France subscription-based gaming market, 2017 - 2030
6.3.6.2 France subscription-based gaming market, by device type, 2017 - 2030
6.3.6.3 France subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.7 Italy
6.3.7.1 Italy subscription-based gaming market, 2017 - 2030
6.3.7.2 Italy subscription-based gaming market, by device type, 2017 - 2030
6.3.7.3 Italy subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.8 Spain
6.3.8.1 Spain subscription-based gaming market, 2017 - 2030
6.3.8.2 Spain subscription-based gaming market, by device type, 2017 - 2030
6.3.8.3 Spain subscription-based gaming market, by gaming genre, 2017 - 2030
6.3.9 Netherlands
6.3.9.1 Netherlands subscription-based gaming market, 2017 - 2030
6.3.9.2 Netherlands subscription-based gaming market, by device type, 2017 - 2030
6.3.9.3 Netherlands subscription-based gaming market, by gaming genre, 2017 - 2030
6.4 Asia Pacific
6.4.1 Asia Pacific subscription-based gaming market, 2017 - 2030
6.4.2 Asia Pacific subscription-based gaming market, by device type, 2017 - 2030
6.4.3 Asia Pacific subscription-based gaming market, by gaming genre, 2017 - 2030
6.4.4 China
6.4.4.1 China subscription-based gaming market, 2017 - 2030
6.4.4.2 China subscription-based gaming market, by device type, 2017 - 2030
6.4.4.3 China subscription-based gaming market, by gaming genre, 2017 - 2030
6.4.5 Japan
6.4.5.1 Japan subscription-based gaming market, 2017 - 2030
6.4.5.2 Japan subscription-based gaming market, by device type, 2017 - 2030
6.4.5.3 Japan subscription-based gaming market, by gaming genre, 2017 - 2030
6.4.6 India
6.4.6.1 India subscription-based gaming market, 2017 - 2030
6.4.6.2 India subscription-based gaming market, by device type, 2017 - 2030
6.4.6.3 India subscription-based gaming market, by gaming genre, 2017 - 2030
6.4.7 Australia
6.4.7.1 Australia subscription-based gaming market, 2017 - 2030
6.4.7.2 Australia subscription-based gaming market, by device type, 2017 - 2030
6.4.7.3 Australia subscription-based gaming market, by gaming genre, 2017 - 2030
6.5 Latin America
6.5.1 Latin America subscription-based gaming market, 2017 - 2030
6.5.2 Latin America subscription-based gaming market, by device type, 2017 - 2030
6.5.3 Latin America subscription-based gaming market, by gaming genre, 2017 - 2030
6.5.4 Brazil
6.5.4.1 Brazil subscription-based gaming market, 2017 - 2030
6.5.4.2 Brazil subscription-based gaming market, by device type, 2017 - 2030
6.5.4.3 Brazil subscription-based gaming market, by gaming genre, 2017 - 2030
6.5.5 Mexico
6.5.5.1 Mexico subscription-based gaming market, 2017 - 2030
6.5.5.2 Mexico subscription-based gaming market, by device type, 2017 - 2030
6.5.5.3 Mexico subscription-based gaming market, by gaming genre, 2017 - 2030
6.5.6 Argentina
6.5.6.1 Argentina subscription-based gaming market, 2017 - 2030
6.5.6.2 Argentina subscription-based gaming market, by device type, 2017 - 2030
6.5.6.3 Argentina subscription-based gaming market, by gaming genre, 2017 - 2030
6.5.7 Chile
6.5.7.1 Chile subscription-based gaming market, 2017 - 2030
6.5.7.2 Chile subscription-based gaming market, by device type, 2017 - 2030
6.5.7.3 Chile subscription-based gaming market, by gaming genre, 2017 - 2030
6.6 MEA
6.6.1 MEA subscription-based gaming market, 2017 - 2030
6.6.2 MEA subscription-based gaming market, by device type, 2017 - 2030
6.6.3 MEA subscription-based gaming market, by gaming genre, 2017 - 2030
6.6.4 United Arab Emirates(UAE)
6.6.4.1 United Arab Emirates(UAE) subscription-based gaming market, 2017 - 2030
6.6.4.2 United Arab Emirates(UAE) subscription-based gaming market, by device type, 2017 - 2030
6.6.4.3 United Arab Emirates(UAE) subscription-based gaming market, by gaming genre, 2017 - 2030
6.6.5 Saudi Arabia
6.6.5.1 Saudi Arabia subscription-based gaming market, 2017 - 2030
6.6.5.2 Saudi Arabia subscription-based gaming market, by device type, 2017 - 2030
6.6.5.3 Saudi Arabia subscription-based gaming market, by gaming genre, 2017 - 2030
6.6.6 South Africa
6.6.6.1 South Africa subscription-based gaming market, 2017 - 2030
6.6.6.2 South Africa subscription-based gaming market, by device type, 2017 - 2030
6.6.6.3 South Africa subscription-based gaming market, by gaming genre, 2017 - 2030
Chapter 7 Competitive Analysis
7.1 Company Market Share Analysis, 2021
7.2 Recent Developments & Impact Analysis, By Key Market Participants
7.3 Vendor Landscape
Chapter 8 Competitive Landscape
8.1 Amazon.com, Inc.
8.1.1 Company overview
8.1.2 Financial performance
8.1.3 Product benchmarking
8.1.4 Strategic initiatives
8.2 Blacknut
8.2.1 Company overview
8.2.2 Product benchmarking
8.2.3 Strategic initiatives
8.3 NVIDIA Corporation
8.3.1 Company overview
8.3.2 Financial performance
8.3.3 Product benchmarking
8.3.4 Strategic initiatives
8.4 Electronic Arts Inc.
8.4.1 Company overview
8.4.2 Financial performance
8.4.3 Product benchmarking
8.4.4 Strategic initiatives
8.5 Apple Inc.
8.5.1 Company overview
8.5.2 Financial performance
8.5.3 Product benchmarking
8.5.4 Strategic initiatives
8.6 Humble Bundle Inc.
8.6.1 Company overview
8.6.2 Product benchmarking
8.6.3 Strategic initiatives
8.7 Sony Interactive Entertainment Inc.
8.7.1 Company overview
8.7.1 Financial performance
8.7.2 Product benchmarking
8.7.3 Strategic initiatives
8.8 Google LLC
8.8.1 Company overview
8.8.2 Financial performance
8.8.3 Product benchmarking
8.8.4 Strategic initiatives
8.9 Microsoft Corporation
8.9.1 Company overview
8.9.2 Financial performance
8.9.3 Product benchmarking
8.9.4 Strategic initiatives
8.10 Ubisoft Entertainment
8.10.1 Company overview
8.10.2 Financial performance
8.10.3 Product benchmarking
Chapter 9 KOL Commentary
9.1 KoL Commentary Analysis, 2021
List of Tables
Table 1 Subscription-based gaming market - Industry snapshot & key buying criteria, 2017 - 2030
TABLE 2 subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 3 Global subscription-based gaming market, by region, 2017 - 2030 (USD Million)
TABLE 4 Global subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 5 Global subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 6 Subscription-based gaming smartphone market, 2017 - 2030 (USD Million)
TABLE 7 Subscription-based gaming smartphone market, by region, 2017 - 2030 (USD Million)
TABLE 8 Subscription-based gaming P.C. market, 2017 - 2030 (USD Million)
TABLE 9 Subscription-based gaming P.C. market, by region, 2017 - 2030 (USD Million)
TABLE 10 Subscription-based gaming console market, 2017 - 2030 (USD Million)
TABLE 11 Subscription-based gaming console market, by region, 2017 - 2030 (USD Million)
TABLE 12 Subscription-based gaming VR headset market, 2017 - 2030 (USD Million)
TABLE 13 Subscription-based gaming VR headset market, by region, 2017 - 2030 (USD Million)
TABLE 14 Subscription-based gaming others market, 2017 - 2030 (USD Million)
TABLE 15 Subscription-based gaming others market, by region, 2017 - 2030 (USD Million)
TABLE 16 Subscription-based gaming action market ,2017 - 2030 (USD Million)
TABLE 17 Subscription-based gaming action market, by region, 2017 - 2030 (USD Million)
TABLE 18 Subscription-based gaming adventure market ,2017 - 2030 (USD Million)
TABLE 19 Subscription-based gaming adventure market, by region, 2017 - 2030 (USD Million)
TABLE 20 Subscription-based gaming shooting market ,2017 - 2030 (USD Million)
TABLE 21 Subscription-based gaming shooting market, by region, 2017 - 2030 (USD Million)
TABLE 22 Subscription-based gaming fighting market ,2017 - 2030 (USD Million)
TABLE 23 Subscription-based gaming fighting market, by region, 2017 - 2030 (USD Million)
TABLE 24 Subscription-based gaming role playing market ,2017 - 2030 (USD Million)
TABLE 25 Subscription-based gaming role playing market, by region, 2017 - 2030 (USD Million)
TABLE 26 Subscription-based gaming sports market ,2017 - 2030 (USD Million)
TABLE 27 Subscription-based gaming sports market, by region, 2017 - 2030 (USD Million)
TABLE 28 Subscription-based gaming racing market ,2017 - 2030 (USD Million)
TABLE 29 Subscription-based gaming racing market, by region, 2017 - 2030 (USD Million)
TABLE 30 Subscription-based gaming others genre market ,2017 - 2030 (USD Million)
TABLE 31 Subscription-based gaming others genre market, by region, 2017 - 2030 (USD Million)
TABLE 32 North America subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 33 North America subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 34 North America subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 35 U.S. subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 36 U.S. subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 37 U.S. subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 38 Canada Subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 39 Canada subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 40 Canada subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 41 Europe subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 42 Europe subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 43 Europe subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 44 U.K. subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 45 U.K. subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 46 U.K. subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 47 Germany Subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 48 Germany subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 49 Germany subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 50 France Subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 51 France subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 52 France subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 53 Italy subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 54 Italy subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 55 Italy subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 56 Spain subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 57 Spain subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 58 Spain subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 59 Netherlands subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 60 Netherlands subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 61 Netherlands subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 62 Asia Pacific subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 63 Asia Pacific subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 64 Asia Pacific subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 65 China subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 66 China subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 67 China subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 68 Japan subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 69 Japan subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 70 Japan subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 71 India subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 72 India subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 73 India subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 74 Australia subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 75 Australia subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 76 Australia subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 77 South Korea subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 78 South Korea subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 79 South Korea subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 80 Latin America subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 81 Latin America subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 82 Latin America subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 83 Brazil subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 84 Brazil subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 85 Brazil subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 86 Mexico subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 87 Mexico subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 88 Mexico subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 89 Argentina subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 90 Argentina subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 91 Argentina subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 92 Chile subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 93 Chile subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 94 Chile subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 95 MEA subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 96 MEA subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 97 MEA subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 98 United Arab Emirates(UAE) subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 99 United Arab Emirates(UAE) subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 100 United Arab Emirates(UAE) subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 101 Saudi Arabia subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 102 Saudi Arabia subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 103 Saudi Arabia subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
TABLE 104 South Africa subscription-based gaming market, 2017 - 2030 (USD Million)
TABLE 105 South Africa subscription-based gaming market, by device type, 2017 - 2030 (USD Million)
TABLE 106 South Africa subscription-based gaming market, by gaming genre, 2017 - 2030 (USD Million)
List of Figures
Fig. 1 Market segmentation and scope
FIG. 2 Subscription-based gaming market, 2017 - 2030 (USD Million)
FIG. 3 Key opportunities prioritized
FIG. 4 Subscription-based gaming market - Market dynamics
FIG. 5 Subscription-based gaming market - Key market driver impact
FIG. 6 Subscription-based gaming market - Key market challenge impact
FIG. 7 Subscription-based gaming market - Key market opportunity impact,
FIG. 8 Subscription-based gaming market - PEST analysis
FIG. 9 Subscription-based gaming market - Porter’s five forces analysis
FIG. 10 Subscription-based gaming market, by device type, 2021
FIG. 11 Subscription-based gaming market share by gaming genre, 2021
FIG. 12 Subscription-based gaming market, by region, 2021
FIG. 13 Subscription-based gaming market - Regional takeaways
FIG. 14 North America subscription-based gaming market - Key takeaways
FIG. 15 Europe subscription-based gaming market - Key takeaways
FIG. 16 Asia Pacific subscription-based gaming market - Key takeaways
FIG. 17 Latin America subscription-based gaming market - Key takeaways
FIG. 18 MEA subscription-based gaming market - Key takeaways
FIG. 19 Subscription-based gaming market - Key company heat map analysis, 2021
FIG. 20 Amazon.com, Inc. revenue, by segment, 2021
FIG. 21 Amazon.com, Inc. revenue, by region, 2021
FIG. 22 NVIDIA Corporation, revenue by segment, 2021
FIG. 23 NVIDIA Corporation revenue, by region, 2021
FIG. 24 Electronic Arts Inc. revenue, by region, 2021
FIG. 25 Apple Inc. revenue, by segment, 2021
FIG. 26 Apples Inc. revenue, by region, 2021
FIG. 27 Sony Interactive Entertainment Inc. revenue, by segment, 2021
FIG. 28 Google LLC. revenue, by segment, 2021
FIG. 29 Google LLC. revenue, by region, 2021
FIG. 30 Microsoft Corporation revenue, by segment, 2021
FIG. 31 Microsoft Corporation revenue, by region, 2021
FIG. 32 Ubisoft Entertainment revenue, by segment, 2021
FIG. 33 UbIsoft Entertainment revenue, by region, 2021
FIG. 34 KOL Commentary

Companies Mentioned

  • Amazon.Com, Inc.
  • Blacknut
  • Nvidia Corporation
  • Electronic Arts Inc.
  • Apple Inc.
  • Humble Bundle Inc.
  • Sony Interactive Entertainment Inc.
  • Google LLC
  • Microsoft Corporation
  • Ubisoft Entertainment

Methodology

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Table Information