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Subscription-based Gaming Market By Device Type, By Game Type: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 270 Pages
  • July 2022
  • Region: Global
  • Allied Market Research
  • ID: 5671065
UP TO OFF until Nov 15th 2024
A subscription-based model is one of the revenue models that has become increasingly popular for monetizing games, which sees users subscribe to join the games and pay a regular monthly fee to access the games and additional benefits. Subscription based gaming services provide a consistent source of revenue and an engaged audience that operator can monetize through microtransactions and paid downloads. This reduces risk associated with regular release of top-performing premium games.

Technological advancements in gaming sectors such as inclusion of artificial intelligence (AI), augmented reality (AR) and the release of 5G along with emergence of unlimited data plans are some factors driving the growth of subscription-based gaming market. In addition, increase in smartphones and internet penetration globally drive the market growth. For instance, according to Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region is anticipated to reach around 1,545 million by 2025. However, increase in prices of services offered by key vendors to gain more profit is expected to hamper the growth of the market. Furthermore, emergence of cloud gaming and increase in number of SMEs in gaming sector are expected to provide lucrative opportunities to the subscription-based gaming market.

The subscription-based gaming market is segmented on the basis of device type, game type and region. On the basis of game type, the market is segmented into action, shooting, sports, adventure, fighting, role-playing, racing and others. According to the device type, it is fragmented into smartphone, gaming consoles, PC and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Some of the key subscription-based gaming industry players profiled in the report include Amazon Luna, Blacknut, Google LLC, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K. and VORTEX (REMOTEMYAPP SP. Z O. O.).

Key Market Segments

By Device Type

  • Smartphone
  • Console
  • PC
  • Others

By Game Type

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

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • U.K.
  • Germany
  • France
  • Spain
  • Italy
  • Netherlands
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Amazon Luna
  • Blacknut
  • Google LLC
  • Microsoft Corporation
  • NVIDIA Corporation
  • Shadow
  • Sony Group Corporation
  • Tencent
  • Ubitus K.K.
  • Vortex

 

Please note:

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
3.7.Key Regulation Analysis
3.8.Patent Landscape
CHAPTER 4: SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE
4.1 Overview
4.1.1 Market size and forecast
4.2 Smartphone
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Console
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
4.4 PC
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market analysis by country
4.5 Others
4.5.1 Key market trends, growth factors and opportunities
4.5.2 Market size and forecast, by region
4.5.3 Market analysis by country
CHAPTER 5: SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE
5.1 Overview
5.1.1 Market size and forecast
5.2 Action
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Shooting
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
5.4 Sports
5.4.1 Key market trends, growth factors and opportunities
5.4.2 Market size and forecast, by region
5.4.3 Market analysis by country
5.5 Adventure
5.5.1 Key market trends, growth factors and opportunities
5.5.2 Market size and forecast, by region
5.5.3 Market analysis by country
5.6 Fighting
5.6.1 Key market trends, growth factors and opportunities
5.6.2 Market size and forecast, by region
5.6.3 Market analysis by country
5.7 Role-playing
5.7.1 Key market trends, growth factors and opportunities
5.7.2 Market size and forecast, by region
5.7.3 Market analysis by country
5.8 Racing
5.8.1 Key market trends, growth factors and opportunities
5.8.2 Market size and forecast, by region
5.8.3 Market analysis by country
5.9 Others
5.9.1 Key market trends, growth factors and opportunities
5.9.2 Market size and forecast, by region
5.9.3 Market analysis by country
CHAPTER 6: SUBSCRIPTION-BASED GAMING MARKET, BY REGION
6.1 Overview
6.1.1 Market size and forecast
6.2 North America
6.2.1 Key trends and opportunities
6.2.2 North America Market size and forecast, by Device Type
6.2.3 North America Market size and forecast, by Game Type
6.2.4 North America Market size and forecast, by country
6.2.4.1 U.S.
6.2.4.1.1 Market size and forecast, by Device Type
6.2.4.1.2 Market size and forecast, by Game Type
6.2.4.2 Canada
6.2.4.2.1 Market size and forecast, by Device Type
6.2.4.2.2 Market size and forecast, by Game Type
6.3 Europe
6.3.1 Key trends and opportunities
6.3.2 Europe Market size and forecast, by Device Type
6.3.3 Europe Market size and forecast, by Game Type
6.3.4 Europe Market size and forecast, by country
6.3.4.1 U.K.
6.3.4.1.1 Market size and forecast, by Device Type
6.3.4.1.2 Market size and forecast, by Game Type
6.3.4.2 Germany
6.3.4.2.1 Market size and forecast, by Device Type
6.3.4.2.2 Market size and forecast, by Game Type
6.3.4.3 France
6.3.4.3.1 Market size and forecast, by Device Type
6.3.4.3.2 Market size and forecast, by Game Type
6.3.4.4 Spain
6.3.4.4.1 Market size and forecast, by Device Type
6.3.4.4.2 Market size and forecast, by Game Type
6.3.4.5 Italy
6.3.4.5.1 Market size and forecast, by Device Type
6.3.4.5.2 Market size and forecast, by Game Type
6.3.4.6 Netherlands
6.3.4.6.1 Market size and forecast, by Device Type
6.3.4.6.2 Market size and forecast, by Game Type
6.3.4.7 Rest of Europe
6.3.4.7.1 Market size and forecast, by Device Type
6.3.4.7.2 Market size and forecast, by Game Type
6.4 Asia-Pacific
6.4.1 Key trends and opportunities
6.4.2 Asia-Pacific Market size and forecast, by Device Type
6.4.3 Asia-Pacific Market size and forecast, by Game Type
6.4.4 Asia-Pacific Market size and forecast, by country
6.4.4.1 China
6.4.4.1.1 Market size and forecast, by Device Type
6.4.4.1.2 Market size and forecast, by Game Type
6.4.4.2 India
6.4.4.2.1 Market size and forecast, by Device Type
6.4.4.2.2 Market size and forecast, by Game Type
6.4.4.3 Japan
6.4.4.3.1 Market size and forecast, by Device Type
6.4.4.3.2 Market size and forecast, by Game Type
6.4.4.4 Australia
6.4.4.4.1 Market size and forecast, by Device Type
6.4.4.4.2 Market size and forecast, by Game Type
6.4.4.5 South Korea
6.4.4.5.1 Market size and forecast, by Device Type
6.4.4.5.2 Market size and forecast, by Game Type
6.4.4.6 Rest of Asia-Pacific
6.4.4.6.1 Market size and forecast, by Device Type
6.4.4.6.2 Market size and forecast, by Game Type
6.5 LAMEA
6.5.1 Key trends and opportunities
6.5.2 LAMEA Market size and forecast, by Device Type
6.5.3 LAMEA Market size and forecast, by Game Type
6.5.4 LAMEA Market size and forecast, by country
6.5.4.1 Latin America
6.5.4.1.1 Market size and forecast, by Device Type
6.5.4.1.2 Market size and forecast, by Game Type
6.5.4.2 Middle East
6.5.4.2.1 Market size and forecast, by Device Type
6.5.4.2.2 Market size and forecast, by Game Type
6.5.4.3 Africa
6.5.4.3.1 Market size and forecast, by Device Type
6.5.4.3.2 Market size and forecast, by Game Type
CHAPTER 7: COMPANY LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Key developments
CHAPTER 8: COMPANY PROFILES
8.1 Amazon Luna
8.1.1 Company overview
8.1.2 Company snapshot
8.1.3 Operating business segments
8.1.4 Product portfolio
8.1.5 Business performance
8.1.6 Key strategic moves and developments
8.2 Blacknut
8.2.1 Company overview
8.2.2 Company snapshot
8.2.3 Operating business segments
8.2.4 Product portfolio
8.2.5 Business performance
8.2.6 Key strategic moves and developments
8.3 Google LLC
8.3.1 Company overview
8.3.2 Company snapshot
8.3.3 Operating business segments
8.3.4 Product portfolio
8.3.5 Business performance
8.3.6 Key strategic moves and developments
8.4 Microsoft Corporation
8.4.1 Company overview
8.4.2 Company snapshot
8.4.3 Operating business segments
8.4.4 Product portfolio
8.4.5 Business performance
8.4.6 Key strategic moves and developments
8.5 NVIDIA Corporation
8.5.1 Company overview
8.5.2 Company snapshot
8.5.3 Operating business segments
8.5.4 Product portfolio
8.5.5 Business performance
8.5.6 Key strategic moves and developments
8.6 Shadow
8.6.1 Company overview
8.6.2 Company snapshot
8.6.3 Operating business segments
8.6.4 Product portfolio
8.6.5 Business performance
8.6.6 Key strategic moves and developments
8.7 Sony Group Corporation
8.7.1 Company overview
8.7.2 Company snapshot
8.7.3 Operating business segments
8.7.4 Product portfolio
8.7.5 Business performance
8.7.6 Key strategic moves and developments
8.8 Tencent
8.8.1 Company overview
8.8.2 Company snapshot
8.8.3 Operating business segments
8.8.4 Product portfolio
8.8.5 Business performance
8.8.6 Key strategic moves and developments
8.9 Ubitus K.K.
8.9.1 Company overview
8.9.2 Company snapshot
8.9.3 Operating business segments
8.9.4 Product portfolio
8.9.5 Business performance
8.9.6 Key strategic moves and developments
8.10 Vortex
8.10.1 Company overview
8.10.2 Company snapshot
8.10.3 Operating business segments
8.10.4 Product portfolio
8.10.5 Business performance
8.10.6 Key strategic moves and developments
List of Tables
Table 1. Global Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 2. Financial Consulting Software Market Size, for Software, by Region, 2021-2031 ($Million)
Table 3. Financial Consulting Software Market for Software by Country, 2021-2031 ($Million)
Table 4. Financial Consulting Software Market Size, for Service, by Region, 2021-2031 ($Million)
Table 5. Financial Consulting Software Market for Service by Country, 2021-2031 ($Million)
Table 6. Global Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 7. Financial Consulting Software Market Size, for On-Premise, by Region, 2021-2031 ($Million)
Table 8. Financial Consulting Software Market for On-Premise by Country, 2021-2031 ($Million)
Table 9. Financial Consulting Software Market Size, for Cloud, by Region, 2021-2031 ($Million)
Table 10. Financial Consulting Software Market for Cloud by Country, 2021-2031 ($Million)
Table 11. Global Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 12. Financial Consulting Software Market Size, for Large Enterprises, by Region, 2021-2031 ($Million)
Table 13. Financial Consulting Software Market for Large Enterprises by Country, 2021-2031 ($Million)
Table 14. Financial Consulting Software Market Size, for Smes, by Region, 2021-2031 ($Million)
Table 15. Financial Consulting Software Market for Smes by Country, 2021-2031 ($Million)
Table 16. Global Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 17. Financial Consulting Software Market Size, for Banks, by Region, 2021-2031 ($Million)
Table 18. Financial Consulting Software Market for Banks by Country, 2021-2031 ($Million)
Table 19. Financial Consulting Software Market Size, for Wealth Management Firms, by Region, 2021-2031 ($Million)
Table 20. Financial Consulting Software Market for Wealth Management Firms by Country, 2021-2031 ($Million)
Table 21. Financial Consulting Software Market Size, for Others, by Region, 2021-2031 ($Million)
Table 22. Financial Consulting Software Market for Others by Country, 2021-2031 ($Million)
Table 23. Financial Consulting Software Market, by Region, 2021-2031 ($Million)
Table 24. North America Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 25. North America Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 26. North America Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 27. North America Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 28. North America Financial Consulting Software Market, by Country, 2021-2031 ($Million)
Table 29. U.S. Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 30. U.S. Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 31. U.S. Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 32. U.S. Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 33. Canada Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 34. Canada Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 35. Canada Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 36. Canada Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 37. Europe Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 38. Europe Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 39. Europe Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 40. Europe Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 41. Europe Financial Consulting Software Market, by Country, 2021-2031 ($Million)
Table 42. United Kingdom Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 43. United Kingdom Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 44. United Kingdom Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 45. United Kingdom Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 46. Germany Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 47. Germany Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 48. Germany Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 49. Germany Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 50. France Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 51. France Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 52. France Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 53. France Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 54. Italy Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 55. Italy Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 56. Italy Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 57. Italy Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 58. Spain Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 59. Spain Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 60. Spain Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 61. Spain Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 62. Netherlands Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 63. Netherlands Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 64. Netherlands Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 65. Netherlands Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 66. Rest of Europe Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 67. Rest of Europe Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 68. Rest of Europe Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 69. Rest of Europe Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 70. Asia-Pacific Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 71. Asia-Pacific Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 72. Asia-Pacific Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 73. Asia-Pacific Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 74. Asia-Pacific Financial Consulting Software Market, by Country, 2021-2031 ($Million)
Table 75. China Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 76. China Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 77. China Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 78. China Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 79. India Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 80. India Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 81. India Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 82. India Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 83. Japan Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 84. Japan Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 85. Japan Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 86. Japan Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 87. Australia Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 88. Australia Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 89. Australia Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 90. Australia Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 91. South Korea Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 92. South Korea Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 93. South Korea Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 94. South Korea Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 95. Singapore Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 96. Singapore Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 97. Singapore Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 98. Singapore Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 99. Rest of Asia-Pacific Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 100. Rest of Asia-Pacific Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 101. Rest of Asia-Pacific Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 102. Rest of Asia-Pacific Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 103. LAMEA Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 104. LAMEA Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 105. LAMEA Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 106. LAMEA Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 107. LAMEA Financial Consulting Software Market, by Country, 2021-2031 ($Million)
Table 108. Latin America Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 109. Latin America Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 110. Latin America Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 111. Latin America Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 112. Middle East Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 113. Middle East Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 114. Middle East Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 115. Middle East Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 116. Africa Financial Consulting Software Market, by Offering, 2021-2031 ($Million)
Table 117. Africa Financial Consulting Software Market, by Deployment Model, 2021-2031 ($Million)
Table 118. Africa Financial Consulting Software Market, by Enterprise Size, 2021-2031 ($Million)
Table 119. Africa Financial Consulting Software Market, by End-User, 2021-2031 ($Million)
Table 120. Acorns Grow Incorporated: Company Snapshot
Table 121. Acorns Grow Incorporated: Operating Segments
Table 122. Acorns Grow Incorporated: Product Portfolio
Table 123. Acorns Grow Incorporated: Net Sales
Table 124. Acorns Grow Incorporated: Key Stratergies
Table 125. Active Intelligence Pte Ltd: Company Snapshot
Table 126. Active Intelligence Pte Ltd: Operating Segments
Table 127. Active Intelligence Pte Ltd: Product Portfolio
Table 128. Active Intelligence Pte Ltd: Net Sales
Table 129. Active Intelligence Pte Ltd: Key Stratergies
Table 130. Alvarez & Marsal Holdings, LLC: Company Snapshot
Table 131. Alvarez & Marsal Holdings, LLC: Operating Segments
Table 132. Alvarez & Marsal Holdings, LLC: Product Portfolio
Table 133. Alvarez & Marsal Holdings, LLC: Net Sales
Table 134. Alvarez & Marsal Holdings, LLC: Key Stratergies
Table 135. Alixpartners: Company Snapshot
Table 136. Alixpartners: Operating Segments
Table 137. Alixpartners: Product Portfolio
Table 138. Alixpartners: Net Sales
Table 139. Alixpartners: Key Stratergies
Table 140. Boston Consulting Group: Company Snapshot
Table 141. Boston Consulting Group: Operating Segments
Table 142. Boston Consulting Group: Product Portfolio
Table 143. Boston Consulting Group: Net Sales
Table 144. Boston Consulting Group: Key Stratergies
List of Figures
Figure 1. Subscription-based Gaming Market Segmentation
Figure 2. Subscription-based Gaming Market,2021-2031
Figure 3. Subscription-based Gaming Market,2021-2031
Figure 4. Top Investment Pockets, by Region
Figure 5. Porter Five-1
Figure 6. Porter Five-2
Figure 7. Porter Five-3
Figure 8. Porter Five-4
Figure 9. Porter Five-5
Figure 10. Top Player Positioning
Figure 11. Subscription-based Gaming Market:Drivers, Restraints and Opportunities
Figure 12. Key Regulation Analysis
Figure 13. Patent Analysis by Company
Figure 14. Patent Analysis by Country
Figure 15. Subscription-based Gaming Market,By Device Type,2021(%)
Figure 16. Comparative Share Analysis of Smartphone Subscription-based Gaming Market,2021-2031(%)
Figure 17. Comparative Share Analysis of Console Subscription-based Gaming Market,2021-2031(%)
Figure 18. Comparative Share Analysis of Pc Subscription-based Gaming Market,2021-2031(%)
Figure 19. Comparative Share Analysis of Others Subscription-based Gaming Market,2021-2031(%)
Figure 20. Subscription-based Gaming Market,By Game Type,2021(%)
Figure 21. Comparative Share Analysis of Action Subscription-based Gaming Market,2021-2031(%)
Figure 22. Comparative Share Analysis of Shooting Subscription-based Gaming Market,2021-2031(%)
Figure 23. Comparative Share Analysis of Sports Subscription-based Gaming Market,2021-2031(%)
Figure 24. Comparative Share Analysis of Adventure Subscription-based Gaming Market,2021-2031(%)
Figure 25. Comparative Share Analysis of Fighting Subscription-based Gaming Market,2021-2031(%)
Figure 26. Comparative Share Analysis of Role-Playing Subscription-based Gaming Market,2021-2031(%)
Figure 27. Comparative Share Analysis of Racing Subscription-based Gaming Market,2021-2031(%)
Figure 28. Comparative Share Analysis of Others Subscription-based Gaming Market,2021-2031(%)
Figure 29. Subscription-based Gaming Market by Region,2021
Figure 30. U.S. Subscription-based Gaming Market,2021-2031($Billion)
Figure 31. Canada Subscription-based Gaming Market,2021-2031($Billion)
Figure 32. U.K. Subscription-based Gaming Market,2021-2031($Billion)
Figure 33. Germany Subscription-based Gaming Market,2021-2031($Billion)
Figure 34. France Subscription-based Gaming Market,2021-2031($Billion)
Figure 35. Spain Subscription-based Gaming Market,2021-2031($Billion)
Figure 36. Italy Subscription-based Gaming Market,2021-2031($Billion)
Figure 37. Netherlands Subscription-based Gaming Market,2021-2031($Billion)
Figure 38. Rest of Europe Subscription-based Gaming Market,2021-2031($Billion)
Figure 39. China Subscription-based Gaming Market,2021-2031($Billion)
Figure 40. India Subscription-based Gaming Market,2021-2031($Billion)
Figure 41. Japan Subscription-based Gaming Market,2021-2031($Billion)
Figure 42. Australia Subscription-based Gaming Market,2021-2031($Billion)
Figure 43. South Korea Subscription-based Gaming Market,2021-2031($Billion)
Figure 44. Rest of Asia-Pacific Subscription-based Gaming Market,2021-2031($Billion)
Figure 45. Latin America Subscription-based Gaming Market,2021-2031($Billion)
Figure 46. Middle East Subscription-based Gaming Market,2021-2031($Billion)
Figure 47. Africa Subscription-based Gaming Market,2021-2031($Billion)
Figure 48. Top Winning Strategies, by Year
Figure 49. Top Winning Strategies, by Development
Figure 50. Top Winning Strategies, by Company
Figure 51. Product Mapping of Top 10 Players
Figure 52. Competitive Dashboard
Figure 53. Competitive Heatmap of Top 10 Key Players
Figure 54. Amazon Luna.: Net Sales ,($Billion)
Figure 55. Blacknut.: Net Sales ,($Billion)
Figure 56. Google LLC.: Net Sales ,($Billion)
Figure 57. Microsoft Corporation.: Net Sales ,($Billion)
Figure 58. Nvidia Corporation.: Net Sales ,($Billion)
Figure 59. Shadow.: Net Sales ,($Billion)
Figure 60. Sony Group Corporation.: Net Sales ,($Billion)
Figure 61. Tencent.: Net Sales ,($Billion)
Figure 62. Ubitus K.K..: Net Sales ,($Billion)
Figure 63. Vortex.: Net Sales ,($Billion)

Executive Summary

According to the report, titled, “Subscription-based Gaming Market," the subscription-based gaming market was valued at $17.16 billion in 2021, and is estimated to reach $55.94 billion by 2031, growing at a CAGR of 12.9% from 2022 to 2031.

A subscription-based model is one of the revenue models that has become increasingly popular for monetizing games, which sees users subscribe to join the games and pay a regular monthly fee to access the games and additional benefits. Subscription based gaming services provide a consistent source of revenue and an engaged audience that operator can monetize through microtransactions and paid downloads. This reduces risk associated with regular release of top-performing premium games.

Technological advancements in gaming sectors such as inclusion of artificial intelligence (AI), augmented reality (AR) and the release of 5G along with emergence of unlimited data plans are some factors driving the growth of subscription-based gaming market. In addition, increase in smartphones and internet penetration globally drive the drives the subscription-based gaming as per our subscription-based gaming market analysis. For instance, according to Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region is anticipated to reach around 1,545 million by 2025.

However, increase in prices of services offered by key vendors to gain more profit is expected to hamper the growth of the market. Furthermore, emergence of cloud gaming and increase in number of SMEs in gaming sector are expected to provide lucrative opportunities to the subscription-based gaming market.

On the basis of device type, the smartphone segment dominated the market in 2021, and is expected to maintain its dominance during the Subscription-based Gaming Market Forecast period. Mobile gaming has recently overtaken console and PC gaming as the most popular game format worldwide. One of the few factors for the growth of mobile games is their availability. Almost everyone has a smartphone loaded with games. Also, increase in demand for mobile games is driven by various technological advancements and improvements such as AR, VR, cloud gaming and 5G. In addition, large companies that develop games for console and PC also publish their games in the mobile version, due to the mobile game market.

By game type, the action segment dominated the subscription-based gaming market in 2021, and is expected to maintain its dominance during the forecast period. Action games improve the gamer’s perception, decision-making skills, and properly learn new tasks and information. Moreover, action games speed up the players’ processing skills or response to certain situations. These benefits of action games are driving the growth of the subscription-based gaming market. Moreover, action games improve multi-tasking qualities, which is boosting the adoption of action games in the subscription-based gaming market.

The global subscription-based gaming market was valued at $17.16 billion in 2021, and is projected to reach $55.94 billion by 2031, registering a CAGR of 12.9% from 2022 to 2031. The current estimation of 2030 is projected to be higher than pre-COVID-19 estimates. The COVID-19 impact has prompted every company and business to shift their business operations toward a remote work environment. Moreover, due to strict guidelines issued by government authorities, people were forced to be in-house. This led to more leisure time available for each individual and gave rise to wide adoption of subscription games to spend quality time. The COVID-19 had a positive impact on the subscription-based gaming market.

Key Findings of the Study

  • By device type, in 2021 the smartphone segment dominated the subscription-based gaming market size.
  • Depending on game type, the action segment generated the highest revenue in 2021 of subscription-based gaming market share. However, adventure segment is expected to exhibit significant growth during the forecast period.
  • Region wise, the subscription-based gaming industry was dominated by Asia-Pacific region in 2021.
Some of the key Subscription-based gaming industry players profiled in the report include Amazon Luna, Blacknut, Google LLC, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K. and VORTEX (REMOTEMYAPP SP. Z O. O.).

Companies Mentioned

  • Amazon Luna
  • Blacknut
  • Google LLC
  • Microsoft Corporation
  • Nvidia Corporation
  • Shadow
  • Sony Group Corporation
  • Tencent
  • Ubitus K.K.
  • Vortex

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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