The North America Subscription-based Gaming Market should witness market growth of 11.5% CAGR during the forecast period (2022-2028).
The steady growth in easy access to the internet, the introduction of new games and genres, the increase in the use of smartphones, and the growing young population have greatly played an important part in the increase in the gaming industry’s popularity. With the onset of COVID-19 as people find themselves trapped in their houses for a long time, these online games helped people not getting bored.
The rise in addiction to mobile and online games has also contributed to market growth as more people are preferring subscription-based gaming services. Subscription model gaming services give the end user the benefits of in-app purchases. Though the game remains free of charge for occasional players, the other players by paying a certain sum can get a premium gameplay experience. The players can select the time and how often they wished to receive promotional offers.
The North America region has witnessed a surge in the online gaming industry since past decade. The rise in penetration of smartphones and affordable internet connectivity are the major attributes of the growth of the subscription-based gaming market. The gaming industry has greatly impacted the US economy. The gaming industry has created many job opportunities in the US. The sector has provided stable job opportunities to millions of Americans and generated promising revenue for the US economy.
The US market dominated the North America Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,701.9 million by 2028. The Canada market is poised to grow at a CAGR of 14.1% during (2022-2028). Additionally, The Mexico market should witness a CAGR of 13.1% 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 U.S., Mexico, Canada, and Rest of North America.
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).
The steady growth in easy access to the internet, the introduction of new games and genres, the increase in the use of smartphones, and the growing young population have greatly played an important part in the increase in the gaming industry’s popularity. With the onset of COVID-19 as people find themselves trapped in their houses for a long time, these online games helped people not getting bored.
The rise in addiction to mobile and online games has also contributed to market growth as more people are preferring subscription-based gaming services. Subscription model gaming services give the end user the benefits of in-app purchases. Though the game remains free of charge for occasional players, the other players by paying a certain sum can get a premium gameplay experience. The players can select the time and how often they wished to receive promotional offers.
The North America region has witnessed a surge in the online gaming industry since past decade. The rise in penetration of smartphones and affordable internet connectivity are the major attributes of the growth of the subscription-based gaming market. The gaming industry has greatly impacted the US economy. The gaming industry has created many job opportunities in the US. The sector has provided stable job opportunities to millions of Americans and generated promising revenue for the US economy.
The US market dominated the North America Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,701.9 million by 2028. The Canada market is poised to grow at a CAGR of 14.1% during (2022-2028). Additionally, The Mexico market should witness a CAGR of 13.1% 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 U.S., Mexico, Canada, and Rest of North America.
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
- US
- Canada
- Mexico
- Rest of North America
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
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. North America Subscription-based Gaming Market by Device Type
Chapter 5. North America Subscription-based Gaming Market by Genre
Chapter 6. North America Subscription-based Gaming Market by Country
Chapter 7. Company Profiles
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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