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Europe 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: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5709638
The Europe Subscription-based Gaming Market should witness market growth of 12.0% CAGR during the forecast period (2022-2028).

Vendors provide many lucrative gameplays offers to the subscription buyers. In such subscribed gaming services, a certain amount is levied on the players continually. Using subscription model vendors can have better customer reach thereby helping in increasing the value chain share. Similar to the software as a service, the games as a service concept furnish video games or game content repeatedly.

Games as a service are the methods to subsidize video games either to support a free-to-play game or after the initial sale of the game. These games usually receive an indeterminate stream encouraging players to play the games for long hours to support the game. Monthly subscription gaming models are being used by many multiplayer online gamers.

The European Parliament has launched a project “Understanding the value of a European Video Games Society” as a pilot project along with European Video Game Society in January 2022 which will be led by ECORYS Europe. Through this project, European Commission will have a better understanding of the video game industry, and its effect on various government policies. The EU can thus develop policies and objectives for supporting the gaming sector.

The Germany market dominated the Europe Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,151.4 million by 2028. The UK market is anticipated to grow at a CAGR of 11.1% during (2022-2028). Additionally, The France market would exhibit a CAGR of 12.9% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Subscription-based Gaming Market, by Device Type
1.4.2 Europe Subscription-based Gaming Market, by Genre
1.4.3 Europe 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. Europe Subscription-based Gaming Market by Device Type
4.1 Europe PC Market by Country
4.2 Europe Console Market by Country
4.3 Europe Smartphone Market by Country
4.4 Europe Others Market by Country
Chapter 5. Europe Subscription-based Gaming Market by Genre
5.1 Europe Action Market by Country
5.2 Europe Fighting Market by Country
5.3 Europe Adventure Market by Country
5.4 Europe Shooting Market by Country
5.5 Europe Role-playing Market by Country
5.6 Europe Sports Market by Country
5.7 Europe Racing Market by Country
5.8 Europe Others Market by Country
Chapter 6. Europe Subscription-based Gaming Market by Country
6.1 Germany Subscription-based Gaming Market
6.1.1 Germany Subscription-based Gaming Market by Device Type
6.1.2 Germany Subscription-based Gaming Market by Genre
6.2 UK Subscription-based Gaming Market
6.2.1 UK Subscription-based Gaming Market by Device Type
6.2.2 UK Subscription-based Gaming Market by Genre
6.3 France Subscription-based Gaming Market
6.3.1 France Subscription-based Gaming Market by Device Type
6.3.2 France Subscription-based Gaming Market by Genre
6.4 Russia Subscription-based Gaming Market
6.4.1 Russia Subscription-based Gaming Market by Device Type
6.4.2 Russia Subscription-based Gaming Market by Genre
6.5 Spain Subscription-based Gaming Market
6.5.1 Spain Subscription-based Gaming Market by Device Type
6.5.2 Spain Subscription-based Gaming Market by Genre
6.6 Italy Subscription-based Gaming Market
6.6.1 Italy Subscription-based Gaming Market by Device Type
6.6.2 Italy Subscription-based Gaming Market by Genre
6.7 Rest of Europe Subscription-based Gaming Market
6.7.1 Rest of Europe Subscription-based Gaming Market by Device Type
6.7.2 Rest of Europe 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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