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LAMEA 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: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5709295
The Latin America, Middle East and Africa Subscription-based Gaming Market should witness market growth of 14.6% CAGR during the forecast period (2022-2028).

The unlimited data plans, 5G technology and varied transformative technological advancement in the gaming sector have led to the growth of the subscription-based industry. Popular gaming services are now focusing on customer engagement and retainment owing to the stark competition and new business launches every year offering new titles to the end-users. Subscription-based services provide an organisation with a reliable, continued and stable income which is why gaming companies are adopting these models.

Acquiring per month recurring income from the subscribers is much more blissful than having revenues which might bounce. As a result, businesses are able to invest more without much risk associated with the financial forecast. They will be able to assess how much revenue will be generated through the services they are providing. It thus helps in better customer reach, greater connections with players and brand loyalty for the companies.

As the gaming industry is extending its reach, the people in the LAMEA region are attracted towards the sector. Latin America is growing considerably in the online game industry. The companies and organisations involved in the gaming sector have doubled over time. Every day new users are subscribing to online games. People usually prefer smartphones to play games over other devices. The number of players has also increased because of the COVID-19 outbreak. Businesses in the gaming industry, to get a competitive edge are introducing different games for the players.

The Brazil market dominated the LAMEA Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $310.4 million by 2028. The Argentina market is experiencing a CAGR of 15.3% during (2022-2028). Additionally, The UAE market would display a CAGR of 14.3% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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