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Subscription-Based Gaming - Global Strategic Business Report

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    Report

  • 291 Pages
  • November 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6018346
The global market for Subscription-based Gaming was estimated at US$10.1 Billion in 2023 and is projected to reach US$21.3 Billion by 2030, growing at a CAGR of 11.3% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Global Subscription-based Gaming Market - Key Trends and Drivers Summarized

Why Is Subscription-based Gaming Transforming the Video Game Industry?

Subscription-based gaming is revolutionizing the video game industry by offering consumers access to a vast library of games for a recurring fee, rather than purchasing individual titles. This model has grown in popularity due to its affordability and the convenience of accessing a wide range of games across multiple platforms. Subscription-based services, such as Xbox Game Pass, PlayStation Now, and Google Stadia, are giving gamers the flexibility to play new and classic titles without committing to upfront costs. The rise of cloud gaming, which allows games to be streamed directly from servers without the need for downloads or high-end hardware, is also driving the adoption of subscription-based gaming. This model benefits both casual and hardcore gamers, as it lowers the entry barrier for playing premium games while providing game developers with a steady revenue stream.

What Are the Key Segments in the Subscription-based Gaming Market?

Platforms include console-based services, PC gaming subscriptions, and cloud gaming platforms, each offering access to a range of game genres, from action and role-playing games to sports and simulations. Game types available through subscription models range from indie titles to AAA blockbuster games. End-users are divided into casual gamers and hardcore gamers, with subscription services catering to both demographics by offering a mix of casual, family-friendly games alongside more complex, high-budget titles. Additionally, cloud gaming services are gaining traction due to the increasing availability of high-speed internet and 5G technology, which enhances the streaming experience.

What Technological Innovations Are Driving Subscription-based Gaming?

Technological advancements in cloud computing, 5G networks, and cross-platform gaming are propelling the growth of subscription-based gaming. Cloud gaming services, which allow users to stream games without the need for powerful gaming hardware, are revolutionizing access to premium titles. With faster internet speeds enabled by 5G, latency issues are being minimized, enhancing the gaming experience and making real-time multiplayer gaming more accessible. Cross-platform compatibility is another key innovation, allowing gamers to play across consoles, PCs, and mobile devices seamlessly. Subscription services are also leveraging artificial intelligence to offer personalized game recommendations based on user behavior, further improving engagement and retention rates.

What Factors Are Driving Growth in the Subscription-based Gaming Market?

The growth in the subscription-based gaming market is driven by several factors, including the increasing affordability and accessibility of cloud gaming, the rising demand for cross-platform gaming experiences, and the growing consumer preference for flexible payment models. Subscription-based gaming is appealing to consumers due to the low cost of entry and the ability to play a wide variety of games without purchasing them individually. The expansion of high-speed internet infrastructure and 5G is making cloud gaming more viable, reducing the need for expensive gaming hardware. Additionally, the increasing availability of exclusive content and early access to new titles is driving more gamers to subscribe to premium services, further fueling the market's growth.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Subscription-based Gaming for Smartphones segment, which is expected to reach US$9.6 Billion by 2030 with a CAGR of a 12.3%. The Subscription-based Gaming for Consoles segment is also set to grow at 11.0% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, which was estimated at $2.7 Billion in 2023, and China, forecasted to grow at an impressive 15.4% CAGR to reach $4.6 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Subscription-based Gaming Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Subscription-based Gaming Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Subscription-based Gaming Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players in the Subscription-Based Gaming market such as Amazon, Inc. (Amazon Luna), Apple, Inc., Blacknut, Capcom Co., Ltd., Electronic Arts, Inc. and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 36 companies featured in this Subscription-Based Gaming market report include:

  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Blacknut
  • Capcom Co., Ltd.
  • Electronic Arts, Inc.
  • GameClub
  • Nintendo of America, Inc.
  • NVIDIA Corporation
  • PlayStation
  • Prime Gaming

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Impact of COVID-19 and a Looming Global Recession
  • Subscription-based Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Rising Demand for Online Gaming Platforms Drives Growth in Subscription-based Gaming Market
  • Increasing Adoption of Cloud Gaming Platforms Strengthens Business Case for Subscription Models
  • Technological Advancements in Streaming Services Propel Growth in Subscription-based Gaming Solutions
  • Growing Popularity of Cross-platform Gaming Expands Addressable Market for Subscription Services
  • Rising Demand for Exclusive Content and Early Access Features Spurs Growth in Premium Subscription Gaming
  • Expansion of Mobile Gaming Platforms Fuels Demand for Subscription-based Gaming Services
  • Increasing Adoption of Subscription Models by Major Game Publishers Strengthens Market Expansion
  • Surge in E-sports Popularity and Competitive Gaming Drives Growth in Subscription-based Gaming Platforms
  • Technological Advancements in 5G and Low-latency Networks Propel Growth in Cloud-based Gaming Subscriptions
  • Growing Focus on Affordable and Flexible Payment Plans Expands Adoption of Gaming Subscriptions
  • Increasing Popularity of Free-to-play Games with In-app Subscription Options Expands Market Scope
  • Rising Consumer Interest in Streaming-based Gaming Services Accelerates Market Growth
  • Surge in Demand for Subscription Gaming Bundles with Integrated Perks and Rewards Spurs Growth
  • Increasing Focus on Personalized Gaming Experiences and AI-driven Content Recommendations Strengthens Business Case for Subscriptions
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Subscription-based Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 3: World Historic Review for Subscription-based Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 4: World 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Smartphones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 6: World Historic Review for Smartphones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 7: World 16-Year Perspective for Smartphones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 9: World Historic Review for Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 10: World 16-Year Perspective for Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Personal Computers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 12: World Historic Review for Personal Computers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 13: World 16-Year Perspective for Personal Computers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 15: World Historic Review for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 16: World 16-Year Perspective for Other Device Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 17: World Recent Past, Current & Future Analysis for Sports Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 18: World Historic Review for Sports Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 19: World 16-Year Perspective for Sports Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 20: World Recent Past, Current & Future Analysis for Racing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 21: World Historic Review for Racing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 22: World 16-Year Perspective for Racing Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 23: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 24: World Historic Review for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 25: World 16-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 26: World Recent Past, Current & Future Analysis for Action Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 27: World Historic Review for Action Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 28: World 16-Year Perspective for Action Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 29: World Recent Past, Current & Future Analysis for Fighting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 30: World Historic Review for Fighting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 31: World 16-Year Perspective for Fighting Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 32: World Recent Past, Current & Future Analysis for Adventure Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 33: World Historic Review for Adventure Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 34: World 16-Year Perspective for Adventure Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 35: World Recent Past, Current & Future Analysis for Shooting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 36: World Historic Review for Shooting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 37: World 16-Year Perspective for Shooting Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 38: World Recent Past, Current & Future Analysis for Role-Playing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 39: World Historic Review for Role-Playing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 40: World 16-Year Perspective for Role-Playing Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
CANADA
JAPAN
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
CHINA
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
EUROPE
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
FRANCE
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
GERMANY
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
ITALY
UNITED KINGDOM
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
SPAINRUSSIAREST OF EUROPE
ASIA-PACIFIC
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
AUSTRALIA
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
INDIA
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
SOUTH KOREAREST OF ASIA-PACIFIC
LATIN AMERICA
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
ARGENTINABRAZILMEXICOREST OF LATIN AMERICA
MIDDLE EAST
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
IRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EAST
AFRICA
  • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
IV. COMPETITION

Companies Mentioned

  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Blacknut
  • Capcom Co., Ltd.
  • Electronic Arts, Inc.
  • GameClub
  • Nintendo of America, Inc.
  • NVIDIA Corporation
  • PlayStation
  • Prime Gaming

Table Information