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The subscription based gaming market is forecast to grow by USD 4409.54 mn during 2022-2027, accelerating at a CAGR of 8.17% during the forecast period. The report on the subscription based gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by enhanced features of next-generation gaming consoles, an increasing number of strategic partnerships and acquisitions, and the rising adoption of AR games.
The subscription based gaming market is segmented as below:
By Device
- Smartphones
- Console
- PC
By Type
- Offline
- Online
By Geography
- APAC
- North America
- Europe
- South America
- Middle East and Africa
The report on the subscription based gaming market covers the following areas:
- Subscription based gaming market sizing
- Subscription based gaming market forecast
- Subscription based gaming market industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The publisher presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources through an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Table of Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Device
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
List of Exhibits
Executive Summary
The publisher recognizes the following companies as the key players in the global subscription based gaming market: Alphabet Inc., Amazon.com Inc., Apple Inc., BLACKNUT, Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., GameClub Inc., Gimzawy, Microsoft Corp., NEOM Co., Netflix Inc., Nintendo Co. Ltd., NVIDIA Corp., Blade SAS, Sony Group Corp., Tencent Holdings Ltd., Ubisoft Entertainment SA, Yahoo, and Ziff Davis Inc..Commenting on the report, an analyst from the research team said: 'The latest trend gaining momentum in the market is the emergence of mobile cloud video gaming.'
According to the report, one of the major drivers for this market is the enhanced features of next-generation gaming consoles.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Alphabet Inc.
- Amazon.com Inc.
- Apple Inc.
- BLACKNUT
- Capcom Co. Ltd.
- Electronic Arts Inc.
- Epic Games Inc.
- GameClub Inc.
- Gimzawy
- Microsoft Corp.
- NEOM Co.
- Netflix Inc.
- Nintendo Co. Ltd.
- NVIDIA Corp.
- Blade SAS
- Sony Group Corp.
- Tencent Holdings Ltd.
- Ubisoft Entertainment SA
- Yahoo
- Ziff Davis Inc.