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Asia Pacific 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

Published Date : 30-Nov-2022

Pages: 105

Formats: PDF

The Asia Pacific Subscription-based Gaming Market would witness market growth of 12.6% CAGR during the forecast period (2022-2028).

The payment for the management team, content development team, and computer servers that run these games is generated from the revenue received from these subscriptions. Captivating ideas are used by market players to expand their customer base. For instance, a trial period is offered by some gaming app companies for a certain period to allow players to play the game unless they reach an experience level following which they are charged to advance to the next level to play.

A huge library of game content is offered to subscribers using subscription services without any hindrances. Subscribers are just required to download these games to their smartphones, consoles or computers to play. It is essential that the players are subscribed to these games to play as they are required to have active account which is secured by digital rights by the management team of the respective games.

New gaming content is also being continually updated by the vendors. Apart from the above-mentioned services, cloud gaming services are also made available to players. The services like PlayStation Now, Stadia or GameFly that run on remote servers, on local devices, let the player play the game without having to worry about the necessary bandwidth of internet connection, powerful computers and specialized console hardware.

As the Asia-Pacific region is home to the biggest mobile player base, the region plays an important role in both consumption as well as the development of the subscription gaming sector. Faster improvements in telecommunication networks and young population demography catch the attention of mobile game developers. The Asian market is fastest growing, owing to the increase in smart devices, social media, and broadband users. Economical tablets and smartphones are life-changing for South Asian region peoples.

The China market dominated the Asia Pacific Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,905.8 million by 2028. The Japan market is estimated to grow a CAGR of 11.9% during (2022 - 2028). Additionally, The India market would experience a CAGR of 13.3% 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

Free Valuable Insights: The Worldwide Subscription-based Gaming Market is Projected to reach USD 17.9 Billion by 2028, at a CAGR of 12.2%

The market research report covers the analysis of key stake holders 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

Market Segments Covered in the Report:

By Device Type

  • PC
  • Console
  • Smartphone
  • Others

By Genre

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

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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)
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Subscription-based Gaming Market, by Device Type
1.4.2 Asia Pacific Subscription-based Gaming Market, by Genre
1.4.3 Asia Pacific Subscription-based Gaming Market, by Country
1.5 Methodology for the research

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 KBV 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. Asia Pacific Subscription-based Gaming Market by Device Type
4.1 Asia Pacific PC Market by Country
4.2 Asia Pacific Console Market by Country
4.3 Asia Pacific Smartphone Market by Country
4.4 Asia Pacific Others Market by Country

Chapter 5. Asia Pacific Subscription-based Gaming Market by Genre
5.1 Asia Pacific Action Market by Country
5.2 Asia Pacific Fighting Market by Country
5.3 Asia Pacific Adventure Market by Country
5.4 Asia Pacific Shooting Market by Country
5.5 Asia Pacific Role-playing Market by Country
5.6 Asia Pacific Sports Market by Country
5.7 Asia Pacific Racing Market by Country
5.8 Asia Pacific Others Market by Country

Chapter 6. Asia Pacific Subscription-based Gaming Market by Country
6.1 China Subscription-based Gaming Market
6.1.1 China Subscription-based Gaming Market by Device Type
6.1.2 China Subscription-based Gaming Market by Genre
6.2 Japan Subscription-based Gaming Market
6.2.1 Japan Subscription-based Gaming Market by Device Type
6.2.2 Japan Subscription-based Gaming Market by Genre
6.3 India Subscription-based Gaming Market
6.3.1 India Subscription-based Gaming Market by Device Type
6.3.2 India Subscription-based Gaming Market by Genre
6.4 South Korea Subscription-based Gaming Market
6.4.1 South Korea Subscription-based Gaming Market by Device Type
6.4.2 South Korea Subscription-based Gaming Market by Genre
6.5 Singapore Subscription-based Gaming Market
6.5.1 Singapore Subscription-based Gaming Market by Device Type
6.5.2 Singapore Subscription-based Gaming Market by Genre
6.6 Malaysia Subscription-based Gaming Market
6.6.1 Malaysia Subscription-based Gaming Market by Device Type
6.6.2 Malaysia Subscription-based Gaming Market by Genre
6.7 Rest of Asia Pacific Subscription-based Gaming Market
6.7.1 Rest of Asia Pacific Subscription-based Gaming Market by Device Type
6.7.2 Rest of Asia Pacific 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:
TABLE 1 Asia Pacific Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 2 Asia Pacific Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Subscription-based Gaming Market
TABLE 4 Product Launches And Product Expansions– Subscription-based Gaming Market
TABLE 5 Acquisition and Mergers– Subscription-based Gaming Market
TABLE 6 Geographical Expansions – Subscription-based Gaming Market
TABLE 7 Asia Pacific Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 8 Asia Pacific Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 9 Asia Pacific PC Market by Country, 2018 - 2021, USD Million
TABLE 10 Asia Pacific PC Market by Country, 2022 - 2028, USD Million
TABLE 11 Asia Pacific Console Market by Country, 2018 - 2021, USD Million
TABLE 12 Asia Pacific Console Market by Country, 2022 - 2028, USD Million
TABLE 13 Asia Pacific Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 14 Asia Pacific Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 15 Asia Pacific Others Market by Country, 2018 - 2021, USD Million
TABLE 16 Asia Pacific Others Market by Country, 2022 - 2028, USD Million
TABLE 17 Asia Pacific Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 18 Asia Pacific Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 19 Asia Pacific Action Market by Country, 2018 - 2021, USD Million
TABLE 20 Asia Pacific Action Market by Country, 2022 - 2028, USD Million
TABLE 21 Asia Pacific Fighting Market by Country, 2018 - 2021, USD Million
TABLE 22 Asia Pacific Fighting Market by Country, 2022 - 2028, USD Million
TABLE 23 Asia Pacific Adventure Market by Country, 2018 - 2021, USD Million
TABLE 24 Asia Pacific Adventure Market by Country, 2022 - 2028, USD Million
TABLE 25 Asia Pacific Shooting Market by Country, 2018 - 2021, USD Million
TABLE 26 Asia Pacific Shooting Market by Country, 2022 - 2028, USD Million
TABLE 27 Asia Pacific Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 28 Asia Pacific Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 29 Asia Pacific Sports Market by Country, 2018 - 2021, USD Million
TABLE 30 Asia Pacific Sports Market by Country, 2022 - 2028, USD Million
TABLE 31 Asia Pacific Racing Market by Country, 2018 - 2021, USD Million
TABLE 32 Asia Pacific Racing Market by Country, 2022 - 2028, USD Million
TABLE 33 Asia Pacific Others Market by Country, 2018 - 2021, USD Million
TABLE 34 Asia Pacific Others Market by Country, 2022 - 2028, USD Million
TABLE 35 Asia Pacific Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 36 Asia Pacific Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 37 China Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 38 China Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 39 China Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 40 China Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 41 China Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 42 China Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 43 Japan Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 44 Japan Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 45 Japan Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 46 Japan Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 47 Japan Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 48 Japan Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 49 India Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 50 India Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 51 India Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 52 India Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 53 India Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 54 India Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 55 South Korea Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 56 South Korea Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 57 South Korea Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 58 South Korea Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 59 South Korea Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 60 South Korea Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 61 Singapore Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 62 Singapore Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 63 Singapore Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 64 Singapore Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 65 Singapore Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 66 Singapore Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 67 Malaysia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 68 Malaysia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 69 Malaysia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 70 Malaysia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 71 Malaysia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 72 Malaysia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 73 Rest of Asia Pacific Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 74 Rest of Asia Pacific Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 75 Rest of Asia Pacific Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 76 Rest of Asia Pacific Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 77 Rest of Asia Pacific Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 78 Rest of Asia Pacific Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 79 Key Information – Sony Corporation
TABLE 80 key information – Microsoft Corporation
TABLE 81 Key Information – Google LLC
TABLE 82 Key Information – Apple, Inc.
TABLE 83 Key Information – Amazon.com, Inc.
TABLE 84 Key Information – NVIDIA Corporation
TABLE 85 Key information – Electronic Arts, Inc.
TABLE 86 Key Information – Tencent Holdings Ltd.
TABLE 87 Key Information – Shadow
TABLE 88 Key Information –blacknut

List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2018-2022)
FIG 4 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2019, Dec – 2022, Oct) Leading Players
FIG 5 Recent strategies and developments: Sony Corporation
FIG 6 Swot analysis: sony corporation
FIG 7 SWOT Analysis: Microsoft Corporation
FIG 8 SWOT Analysis: Alphabet Inc. (Google LLC)
FIG 9 SWOT Analysis: apple, Inc.
FIG 10 SWOT analysis: Amazon.com, Inc.
FIG 11 SWOT Analysis: NVIDIA Corporation
FIG 12 Recent strategies and developments: Electronic Arts, Inc.

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