Asia Pacific Subscription-based Gaming Market

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

Report Id: KBV-12572 Publication Date: November-2022 Number of Pages: 105
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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:
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