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).
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
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Europe Subscription-based Gaming Market by Device Type
Chapter 5. Europe Subscription-based Gaming Market by Genre
Chapter 6. Europe 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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