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Europe 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 Europe Subscription-based Gaming Market would witness market growth of 12.0% CAGR during the forecast period (2022-2028).

Vendors provide many lucrative gameplays offers to the subscription buyers. In such subscribed gaming services, a certain amount is levied on the players continually. Using subscription model vendors can have better customer reach thereby helping in increasing the value chain share. Similar to the software as a service, the games as a service concept furnish video games or game content repeatedly.

Games as a service are the methods to subsidize video games either to support a free-to-play game or after the initial sale of the game. These games usually receive an indeterminate stream encouraging players to play the games for long hours to support the game. Monthly subscription gaming models are being used by many multiplayer online gamers.

The European Parliament has launched a project “Understanding the value of a European Video Games Society” as a pilot project along with European Video Game Society in January 2022 which will be led by ECORYS Europe. Through this project, European Commission will have a better understanding of the video game industry, and its effect on various government policies. The EU can thus develop policies and objectives for supporting the gaming sector.

The Germany market dominated the Europe Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,151.4 million by 2028. The UK market is anticipated to grow at a CAGR of 11.1% during (2022 - 2028). Additionally, The France market would exhibit a CAGR of 12.9% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Subscription-based Gaming Market will Hit $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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Subscription-based Gaming Market, by Device Type
1.4.2 Europe Subscription-based Gaming Market, by Genre
1.4.3 Europe 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. Europe Subscription-based Gaming Market by Device Type
4.1 Europe PC Market by Country
4.2 Europe Console Market by Country
4.3 Europe Smartphone Market by Country
4.4 Europe Others Market by Country

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

Chapter 6. Europe Subscription-based Gaming Market by Country
6.1 Germany Subscription-based Gaming Market
6.1.1 Germany Subscription-based Gaming Market by Device Type
6.1.2 Germany Subscription-based Gaming Market by Genre
6.2 UK Subscription-based Gaming Market
6.2.1 UK Subscription-based Gaming Market by Device Type
6.2.2 UK Subscription-based Gaming Market by Genre
6.3 France Subscription-based Gaming Market
6.3.1 France Subscription-based Gaming Market by Device Type
6.3.2 France Subscription-based Gaming Market by Genre
6.4 Russia Subscription-based Gaming Market
6.4.1 Russia Subscription-based Gaming Market by Device Type
6.4.2 Russia Subscription-based Gaming Market by Genre
6.5 Spain Subscription-based Gaming Market
6.5.1 Spain Subscription-based Gaming Market by Device Type
6.5.2 Spain Subscription-based Gaming Market by Genre
6.6 Italy Subscription-based Gaming Market
6.6.1 Italy Subscription-based Gaming Market by Device Type
6.6.2 Italy Subscription-based Gaming Market by Genre
6.7 Rest of Europe Subscription-based Gaming Market
6.7.1 Rest of Europe Subscription-based Gaming Market by Device Type
6.7.2 Rest of Europe 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 Europe Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 2 Europe 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 Europe Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 8 Europe Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 9 Europe PC Market by Country, 2018 - 2021, USD Million
TABLE 10 Europe PC Market by Country, 2022 - 2028, USD Million
TABLE 11 Europe Console Market by Country, 2018 - 2021, USD Million
TABLE 12 Europe Console Market by Country, 2022 - 2028, USD Million
TABLE 13 Europe Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 14 Europe Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 15 Europe Others Market by Country, 2018 - 2021, USD Million
TABLE 16 Europe Others Market by Country, 2022 - 2028, USD Million
TABLE 17 Europe Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 18 Europe Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 19 Europe Action Market by Country, 2018 - 2021, USD Million
TABLE 20 Europe Action Market by Country, 2022 - 2028, USD Million
TABLE 21 Europe Fighting Market by Country, 2018 - 2021, USD Million
TABLE 22 Europe Fighting Market by Country, 2022 - 2028, USD Million
TABLE 23 Europe Adventure Market by Country, 2018 - 2021, USD Million
TABLE 24 Europe Adventure Market by Country, 2022 - 2028, USD Million
TABLE 25 Europe Shooting Market by Country, 2018 - 2021, USD Million
TABLE 26 Europe Shooting Market by Country, 2022 - 2028, USD Million
TABLE 27 Europe Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 28 Europe Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 29 Europe Sports Market by Country, 2018 - 2021, USD Million
TABLE 30 Europe Sports Market by Country, 2022 - 2028, USD Million
TABLE 31 Europe Racing Market by Country, 2018 - 2021, USD Million
TABLE 32 Europe Racing Market by Country, 2022 - 2028, USD Million
TABLE 33 Europe Others Market by Country, 2018 - 2021, USD Million
TABLE 34 Europe Others Market by Country, 2022 - 2028, USD Million
TABLE 35 Europe Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 36 Europe Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 37 Germany Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 38 Germany Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 39 Germany Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 40 Germany Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 41 Germany Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 42 Germany Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 43 UK Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 44 UK Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 45 UK Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 46 UK Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 47 UK Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 48 UK Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 49 France Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 50 France Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 51 France Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 52 France Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 53 France Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 54 France Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 55 Russia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 56 Russia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 57 Russia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 58 Russia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 59 Russia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 60 Russia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 61 Spain Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 62 Spain Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 63 Spain Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 64 Spain Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 65 Spain Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 66 Spain Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 67 Italy Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 68 Italy Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 69 Italy Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 70 Italy Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 71 Italy Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 72 Italy Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 73 Rest of Europe Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 74 Rest of Europe Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 75 Rest of Europe Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 76 Rest of Europe Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 77 Rest of Europe Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 78 Rest of Europe 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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