The Global Subscription-based Gaming Market is Predict to reach $17.9 Billion by 2028, at a CAGR of 12.2%

30-Nov-2022 | Report Format: Electronic (PDF)

Subscription-based Gaming Market Growth, Trends and Report Highlights

According to a new report, published by KBV research, The Global Subscription-based Gaming Market size is expected to reach $17.9 billion by 2028, rising at a market growth of 12.2% CAGR during the forecast period.

The Smartphone segment is showcasing a CAGR of 13.3% during (2022 - 2028). The tremendous designs, offered by touchscreen smartphones, swift access delivered by mobile broadband, enhanced mobile games quality, and the efficacious spread of models by nonmobile platforms attributes to the rise of smartphone-enabled games. Apart from this rising youth percentage playing diverse smartphone or mobile games on various platforms like play store and apple store also results in a rise in the number of buyers.

The Action segment acquired maximum revenue share in the Global Subscription-based Gaming Market by Genre in 2021 thereby, achieving a market value of $3.9 billion by 2028. Among all categories of gaming genre, the action genre is most desired by players. The genre comes with quite a lot of challenges which involve jumping, solving puzzles, a mix of combat, solving, and great reflexes of the players. It also includes solving interesting trials and chasing activities.

The Asia Pacific market dominated the Global Subscription-based Gaming Market by Region in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $6.7 billion by 2028. The Europe market is exhibiting a CAGR of 12% during (2022 - 2028). Additionally, The North America market would showcase a CAGR of 11.5% during (2022 - 2028).

Full Report: https://www.kbvresearch.com/subscription-based-gaming-market/

The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of 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).

Global Subscription-based Gaming Market Segmentation

By Device Type

  • PC
  • Console
  • Smartphone
  • Others

By Genre

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

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Companies Profiled

  • Nvidia Corporation
  • Tencent Holdings Ltd.
  • Google LLC
  • Microsoft Corporation
  • Sony Corporation
  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Electronic Arts, Inc.
  • Blacknut
  • Shadow (OVH SAS)

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