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Asia Pacific Subscription-based Gaming Market Size, Share & Industry Trends Analysis Report By Device Type (PC, Console, Smartphone, and Others), By Genre (Action, Fighting, Adventure, Shooting, Role-playing, Sports, Racing), By Country and Growth Forecast, 2022 - 2028

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    Report

  • 105 Pages
  • November 2022
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5709347
The Asia Pacific Subscription-based Gaming Market should witness market growth of 12.6% CAGR during the forecast period (2022-2028).

The payment for the management team, content development team, and computer servers that run these games is generated from the revenue received from these subscriptions. Captivating ideas are used by market players to expand their customer base. For instance, a trial period is offered by some gaming app companies for a certain period to allow players to play the game unless they reach an experience level following which they are charged to advance to the next level to play.

A huge library of game content is offered to subscribers using subscription services without any hindrances. Subscribers are just required to download these games to their smartphones, consoles or computers to play. It is essential that the players are subscribed to these games to play as they are required to have active account which is secured by digital rights by the management team of the respective games.

New gaming content is also being continually updated by the vendors. Apart from the above-mentioned services, cloud gaming services are also made available to players. The services like PlayStation Now, Stadia or GameFly that run on remote servers, on local devices, let the player play the game without having to worry about the necessary bandwidth of internet connection, powerful computers and specialized console hardware.

As the Asia-Pacific region is home to the biggest mobile player base, the region plays an important role in both consumption as well as the development of the subscription gaming sector. Faster improvements in telecommunication networks and young population demography catch the attention of mobile game developers. The Asian market is fastest growing, owing to the increase in smart devices, social media, and broadband users. Economical tablets and smartphones are life-changing for South Asian region peoples.

The China market dominated the Asia Pacific Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,905.8 million by 2028. The Japan market is estimated to grow a CAGR of 11.9% during (2022-2028). Additionally, The India market would experience a CAGR of 13.3% during (2022-2028).

Based on Device Type, the market is segmented into PC, Console, Smartphone, and Others. Based on Genre, the market is segmented into Action, Fighting, Adventure, Shooting, Role-playing, Sports, Racing, and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Nvidia Corporation, Tencent Holdings Ltd., Google LLC, Microsoft Corporation, Sony Corporation, Amazon, Inc. (Amazon Luna), Apple, Inc., Electronic Arts, Inc., Blacknut, and Shadow (OVH SAS).

Scope of the Study

By Device Type

  • PC
  • Console
  • Smartphone
  • Others

By Genre

  • Action
  • Fighting
  • Adventure
  • Shooting
  • Role-playing
  • Sports
  • Racing
  • Others

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • Nvidia Corporation
  • Tencent Holdings Ltd.
  • Google LLC
  • Microsoft Corporation
  • Sony Corporation
  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Electronic Arts, Inc.
  • Blacknut
  • Shadow (OVH SAS)

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Subscription-based Gaming Market, by Device Type
1.4.2 Asia Pacific Subscription-based Gaming Market, by Genre
1.4.3 Asia Pacific Subscription-based Gaming Market, by Country
1.5 Research Methodology
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 The Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2019, Dec - 2022, Oct) Leading Players
Chapter 4. Asia Pacific Subscription-based Gaming Market by Device Type
4.1 Asia Pacific PC Market by Country
4.2 Asia Pacific Console Market by Country
4.3 Asia Pacific Smartphone Market by Country
4.4 Asia Pacific Others Market by Country
Chapter 5. Asia Pacific Subscription-based Gaming Market by Genre
5.1 Asia Pacific Action Market by Country
5.2 Asia Pacific Fighting Market by Country
5.3 Asia Pacific Adventure Market by Country
5.4 Asia Pacific Shooting Market by Country
5.5 Asia Pacific Role-playing Market by Country
5.6 Asia Pacific Sports Market by Country
5.7 Asia Pacific Racing Market by Country
5.8 Asia Pacific Others Market by Country
Chapter 6. Asia Pacific Subscription-based Gaming Market by Country
6.1 China Subscription-based Gaming Market
6.1.1 China Subscription-based Gaming Market by Device Type
6.1.2 China Subscription-based Gaming Market by Genre
6.2 Japan Subscription-based Gaming Market
6.2.1 Japan Subscription-based Gaming Market by Device Type
6.2.2 Japan Subscription-based Gaming Market by Genre
6.3 India Subscription-based Gaming Market
6.3.1 India Subscription-based Gaming Market by Device Type
6.3.2 India Subscription-based Gaming Market by Genre
6.4 South Korea Subscription-based Gaming Market
6.4.1 South Korea Subscription-based Gaming Market by Device Type
6.4.2 South Korea Subscription-based Gaming Market by Genre
6.5 Singapore Subscription-based Gaming Market
6.5.1 Singapore Subscription-based Gaming Market by Device Type
6.5.2 Singapore Subscription-based Gaming Market by Genre
6.6 Malaysia Subscription-based Gaming Market
6.6.1 Malaysia Subscription-based Gaming Market by Device Type
6.6.2 Malaysia Subscription-based Gaming Market by Genre
6.7 Rest of Asia Pacific Subscription-based Gaming Market
6.7.1 Rest of Asia Pacific Subscription-based Gaming Market by Device Type
6.7.2 Rest of Asia Pacific Subscription-based Gaming Market by Genre
Chapter 7. Company Profiles
7.1 Sony Corporation
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expenses
7.1.5 Recent Strategies and Developments
7.1.5.1 Product Launches and Product Expansions
7.1.5.2 Acquisition and Mergers
7.1.6 SWOT Analysis
7.2 Microsoft Corporation
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent Strategies and Developments
7.2.5.1 Partnerships, Collaborations, and Agreements
7.2.6 SWOT Analysis
7.3 Google LLC
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Research & Development Expense
7.3.5 Recent Strategies and Developments
7.3.5.1 Product Launches and Product Expansions
7.3.5.2 Acquisition and Mergers
7.3.6 SWOT Analysis
7.4 Apple, Inc.
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Regional Analysis
7.4.4 Research & Development Expense
7.4.5 Recent Strategies and Developments
7.4.5.1 Product Launches and Product Expansions
7.4.6 SWOT Analysis
7.5 Amazon.com, Inc. (Amazon Luna)
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Segmental Analysis
7.5.4 Recent Strategies and Developments
7.5.4.1 Geographical Expansions
7.5.5 SWOT Analysis
7.6 NVIDIA Corporation
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental and Regional Analysis
7.6.4 Research & Development Expense
7.6.5 Recent Strategies and Developments
7.6.5.1 Partnerships, Collaborations, and Agreements
7.6.6 SWOT Analysis
7.7 Electronic Arts, Inc.
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Research & Development Expenses
7.7.4 Recent Strategies and Developments
7.7.4.1 Partnerships, Collaborations, and Agreements
7.7.4.2 Acquisition and Mergers
7.8 Tencent Holdings Ltd.
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research & Development Expenses
7.8.5 Recent Strategies and Developments
7.8.5.1 Partnerships, Collaborations, and Agreements
7.9 Shadow (OVH SAS)
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Segmental and Regional Analysis
7.9.4 Research & Development Expenses
7.10. Blacknut
7.10.1 Company Overview
7.10.2 Recent Strategies and Developments
7.10.2.1 Partnerships, Collaborations, and Agreements

Companies Mentioned

  • Nvidia Corporation
  • Tencent Holdings Ltd.
  • Google LLC
  • Microsoft Corporation
  • Sony Corporation
  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Electronic Arts, Inc.
  • Blacknut
  • Shadow (OVH SAS)

Methodology

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