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Global 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 Regional Outlook and Forecast, 2022 - 2028

Published Date : 30-Nov-2022

Pages: 220

Formats: PDF

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.

A payment structure that enables customers and organisations to subscribe to and purchase vendors’ services for a given period for a set amount is usually known as a subscription-based pricing model. The subscription-based gaming service renders a wide variety of games from its catalogue to the customers on the devices, which provides top-notch gaming graphics and various other features by charging annual or monthly subscription membership fees.

Subscription-based Gaming Market - Global Opportunities and Trends Analysis Report 2018-2028

Customers commit to these lucrative services on a monthly or annual basis. Organisations make available these games on multiple platforms and devices such as tablets, consoles, smartphones, PCs, VR headsets, smart TVs, and many other devices. The subscribers can choose either to download the game or stream the games directly on the platform.

The subscription service lowers the dangers associated with top-performing title delivery on a regular basis. Subscription services generated a regular source of revenue and an engaged audience through which service providers can get stable income through micro-transactions and prepaid downloaded content. The growth of these subscription-based industry also owes greatly to the rise in the number of smartphone users and easy access to online services.

COVID-19 Impact Analysis

The COVID-19 outbreak certainly has a very great impact on businesses. Businesses and organisations had to shift their operations towards an online work environment. The government made it obligatory for the people to stay indoors imposing strict guidelines to adhere to. As people were looking for ways to entertain themselves and also keep connected to people using subscription-based games. During the COVID-19 period, there has been a transition from live events to live streams as esports has changed the way of their work to cope with the situation. The businesses & organisations associated with the subscription-based gaming market are positively impacted by theCOVID-19 outbreak resulting in great sales and revenue.

Market Growth Factors

Emergence of Cutting-Edge Technology In The Gaming Sector

The technological breakthroughs in recent years have improved online gaming to an extent that between reality and fantasy there is only a thin line separating them. The excitement, creativity and design of the game have stimulated the minds of the player. Rapid technological advances are resulting in increased subscription-based gaming adoption since they give a unique experience and greater satisfaction to gamers.

Rise in Smartphone Usage And Internet Accessibility

The availability of top-notch smartphones has led to the growth of mobile game players worldwide. The expectations for mobile-based gaming is continuously growing among players owing to greater smartphone access and improved internet penetration. The technological advancement in the smartphones like wider screens, storage capacity, and high RAM integration has led to the expansion of mobile-based subscription games users. Even though casual games remain a favourable choice, the screen time of hardcore gaming enthusiasts on phone has increased greatly.

Market Restraining Factors

Need of Continuous Improvements And Content Upgradation Of Games

The subscription-based gaming market is often greatly impacted by the fact that the developers have to focus on introducing more engaging environment for the players. Customers look forward to more features as they are paying a monthly fee for the product. The business entities are required to continuously update and provide new themes or content for the end users. This is necessary for the business if they wish to remain in the industry for the long term as users are likely to lose interest and get bored from the features that are being used since long.

Device Type Outlook

Based on device type, the subscription-based gaming market is divided into smartphone, PC, console and others. In 2021, the PC segment dominated the subscription-based gaming market with the maximum revenue share. The availability of new technological advancement, easy access to internet services, and the rise of the media & entertainment industry are the major factors leading to the rising demand for PC games. As people are realising that the productivity of tablets or smartphones is limited, they are turning to the PC which offers multitasking, videoconferencing, and big screen.

Subscription-based Gaming Market Share and Industry Analysis Report 2021

Gaming Genre Outlook

On the basis of gaming genre, the subscription-based gaming market is segmented into action, adventure, shooting, fighting, role playing, sports, racing and others. In 2021, the adventure segment garnered a significant growth rate in the subscription-based gaming market. The adventure game allows the player to take up the central character in an interactive narrative. As the user dwells into playing their character they build up new skills as they reach new difficulty levels. The players get to experience their own heroic journey through these adventure games.

Subscription-based Gaming Market Report Coverage
Report Attribute Details
Market size value in 2021 USD 8.1 Billion
Market size forecast in 2028 USD 17.9 Billion
Base Year 2021
Historical Period 2018 to 2020
Forecast Period 2022 to 2028
Revenue Growth Rate CAGR of 12.2% from 2022 to 2028
Number of Pages 220
Number of Tables 324
Report coverage Market Trends, Revenue Estimation and Forecast, Segmentation Analysis, Regional and Country Breakdown, Competitive Landscape, Companies Strategic Developments, Company Profiling
Segments covered Device Type, Genre, Region
Country scope US, Canada, Mexico, Germany, UK, France, Russia, Spain, Italy, China, Japan, India, South Korea, Singapore, Malaysia, Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria
Growth Drivers
  • Emergence of Cutting-Edge Technology In The Gaming Sector
  • Rise in Smartphone Usage And Internet Accessibility
Restraints
  • Need of Continuous Improvements And Content Upgradation Of Games

Regional Outlook

Region wise the subscription-based gaming market is analysed across North America, Europe, Asia-Pacific, LAMEA. In 2021, the Asia-Pacific region led the subscription-based gaming market by generating maximum revenue share. With the growth in independent entities, active business associations, foreign investment and supportive government policies the region has wide opportunities for the gaming business. The governmental policies can entice considerable foreign investment for leading small & medium scale gaming companies for partnership work and businesses. Thus, this support has led to the accelerated growth in this region.

Free Valuable Insights: Global Subscription-based Gaming Market size to reach USD 17.9 Billion by 2028

KBV Cardinal Matrix - Subscription-based Gaming Market Competition Analysis

Subscription-based Gaming Market - Competitive Landscape and Trends by Forecast 2028

The major strategies followed by the market participants are Partnerships. Based on the Analysis presented in the Cardinal matrix; Apple, Inc., Google LLC, Microsoft Corporation are the forerunners in the Subscription-based Gaming Market. Companies such as Amazon.com, Inc., Tencent Holdings Ltd., NVIDIA Corporation are some of the key innovators in Subscription-based Gaming Market.

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).

Strategies deployed in Subscription-based Gaming Market

» Partnerships, Collaborations and Agreements:

  • Oct-2022: Electronic Arts, collaborated with Marvel, a wholly-owned subsidiary of The Walt Disney Company, primarily into providing character-based media. The collaboration involves developing at least 3 games and would provide players with extraordinary experiences.
  • Aug-2022: Tencent partnered with Logitech G, part of Logitech International. Logitech G primarily deals in keyboards, headsets, flight sticks, etc. This partnership brings together Logitech G’s competence in hardware and Tencent's knowledge in software services and aims to strengthen handheld cloud gaming. Logitech's dominant market share in console gaming and PC complements Tencent's vision to improve the gaming experience for gamers across the globe.
  • Aug-2022: Microsoft signed a partnership with Unity, a US-based provider of the software platform for developing and operating real-time 3D content. The partnership enables developers to use Unity engine and Microsoft Azure jointly. Moreover, the partnership aligns with Microsoft's aim to make the development of games accessible to everyone across the world, and across all industries.
  • Jun-2022: Tencent partnered with Microsoft's gaming division. The partnership involves the inclusion of some of Tencent's games in Xbox Game Pass (Microsoft's gaming subscription). The partnership between Tencent and Microsoft expands the reach of games developed in China.
  • Dec-2021: Tencent partnered with Remedy, a Finland-based company, primarily into developing video games. Under this partnership, Vanguard, a free-to-play game based on GaaS (Games as a Service) business model, would be developed and published by Remedy across the globe, and Tencent gets to publish in Asian markets. Additionally, Tencent gets the worldwide rights to develop and market a mobile-based version.
  • Oct-2020: Microsoft partnered with GameStop, a US-based electronic retail company, primarily into video games, merchandise, consumer electronics, etc. The strategic partnership involves systematizing GameStop retail stores with Microsoft teams and Microsoft 365 and equipping store associates with Microsoft Surface devices. Gamestop's vast store base, and skilled gamers network benefits Microsoft by increasing customer count and revenue.

» Product Launches and Product Expansions:

  • May-2022: Sony launched PlayStation Plus, a subscription-based gaming service. PlayStation Plus offers 700+ games for gamers to play. This launch enables PlayStation enthusiasts globally to enjoy loads of games available in the PlayStation Plus catalog.

» Acquisitions and Mergers:

  • Aug-2022: Sony acquired Savage Games, a Finland-based company, primarily into shooter-based, multiplayer games. The acquisition broadens Sony's portfolio and complements Sony's plan to introduce more PC and mobile games.
  • Jul-2022: Sony took over Bungie, a US-based video game company, primarily into developing shooting, sport-based games. This acquisition broadens Sony's PlayStation customer reach.
  • Mar-2022: Glance (backed by Google) took over Gambit, an online game-focused platform, primarily into classic games. This acquisition strengthens Glance's mobile games portfolio and expands its platform.
  • Sep-2021: Electronic Arts took over Playdemic, a UK-based creator of mobile games. This acquisition reinforces Electronic Arts' mobile games team and broadens its mobile game offerings.

»Geographical Expansion::

  • Mar-2022: Amazon expanded its global footprint by launching Luna in the mainland United States. Luna is a cloud gaming service that leverages the power of the cloud allowing users to play games on devices they already possess.

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 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

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

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

Chapter 6. Global Subscription-based Gaming Market by Region
6.1 North America Subscription-based Gaming Market
6.1.1 North America Subscription-based Gaming Market by Device Type
6.1.1.1 North America PC Market by Country
6.1.1.2 North America Console Market by Country
6.1.1.3 North America Smartphone Market by Country
6.1.1.4 North America Others Market by Country
6.1.2 North America Subscription-based Gaming Market by Genre
6.1.2.1 North America Action Market by Country
6.1.2.2 North America Fighting Market by Country
6.1.2.3 North America Adventure Market by Country
6.1.2.4 North America Shooting Market by Country
6.1.2.5 North America Role-playing Market by Country
6.1.2.6 North America Sports Market by Country
6.1.2.7 North America Racing Market by Country
6.1.2.8 North America Others Market by Country
6.1.3 North America Subscription-based Gaming Market by Country
6.1.3.1 US Subscription-based Gaming Market
6.1.3.1.1 US Subscription-based Gaming Market by Device Type
6.1.3.1.2 US Subscription-based Gaming Market by Genre
6.1.3.2 Canada Subscription-based Gaming Market
6.1.3.2.1 Canada Subscription-based Gaming Market by Device Type
6.1.3.2.2 Canada Subscription-based Gaming Market by Genre
6.1.3.3 Mexico Subscription-based Gaming Market
6.1.3.3.1 Mexico Subscription-based Gaming Market by Device Type
6.1.3.3.2 Mexico Subscription-based Gaming Market by Genre
6.1.3.4 Rest of North America Subscription-based Gaming Market
6.1.3.4.1 Rest of North America Subscription-based Gaming Market by Device Type
6.1.3.4.2 Rest of North America Subscription-based Gaming Market by Genre
6.2 Europe Subscription-based Gaming Market
6.2.1 Europe Subscription-based Gaming Market by Device Type
6.2.1.1 Europe PC Market by Country
6.2.1.2 Europe Console Market by Country
6.2.1.3 Europe Smartphone Market by Country
6.2.1.4 Europe Others Market by Country
6.2.2 Europe Subscription-based Gaming Market by Genre
6.2.2.1 Europe Action Market by Country
6.2.2.2 Europe Fighting Market by Country
6.2.2.3 Europe Adventure Market by Country
6.2.2.4 Europe Shooting Market by Country
6.2.2.5 Europe Role-playing Market by Country
6.2.2.6 Europe Sports Market by Country
6.2.2.7 Europe Racing Market by Country
6.2.2.8 Europe Others Market by Country
6.2.3 Europe Subscription-based Gaming Market by Country
6.2.3.1 Germany Subscription-based Gaming Market
6.2.3.1.1 Germany Subscription-based Gaming Market by Device Type
6.2.3.1.2 Germany Subscription-based Gaming Market by Genre
6.2.3.2 UK Subscription-based Gaming Market
6.2.3.2.1 UK Subscription-based Gaming Market by Device Type
6.2.3.2.2 UK Subscription-based Gaming Market by Genre
6.2.3.3 France Subscription-based Gaming Market
6.2.3.3.1 France Subscription-based Gaming Market by Device Type
6.2.3.3.2 France Subscription-based Gaming Market by Genre
6.2.3.4 Russia Subscription-based Gaming Market
6.2.3.4.1 Russia Subscription-based Gaming Market by Device Type
6.2.3.4.2 Russia Subscription-based Gaming Market by Genre
6.2.3.5 Spain Subscription-based Gaming Market
6.2.3.5.1 Spain Subscription-based Gaming Market by Device Type
6.2.3.5.2 Spain Subscription-based Gaming Market by Genre
6.2.3.6 Italy Subscription-based Gaming Market
6.2.3.6.1 Italy Subscription-based Gaming Market by Device Type
6.2.3.6.2 Italy Subscription-based Gaming Market by Genre
6.2.3.7 Rest of Europe Subscription-based Gaming Market
6.2.3.7.1 Rest of Europe Subscription-based Gaming Market by Device Type
6.2.3.7.2 Rest of Europe Subscription-based Gaming Market by Genre
6.3 Asia Pacific Subscription-based Gaming Market
6.3.1 Asia Pacific Subscription-based Gaming Market by Device Type
6.3.1.1 Asia Pacific PC Market by Country
6.3.1.2 Asia Pacific Console Market by Country
6.3.1.3 Asia Pacific Smartphone Market by Country
6.3.1.4 Asia Pacific Others Market by Country
6.3.2 Asia Pacific Subscription-based Gaming Market by Genre
6.3.2.1 Asia Pacific Action Market by Country
6.3.2.2 Asia Pacific Fighting Market by Country
6.3.2.3 Asia Pacific Adventure Market by Country
6.3.2.4 Asia Pacific Shooting Market by Country
6.3.2.5 Asia Pacific Role-playing Market by Country
6.3.2.6 Asia Pacific Sports Market by Country
6.3.2.7 Asia Pacific Racing Market by Country
6.3.2.8 Asia Pacific Others Market by Country
6.3.3 Asia Pacific Subscription-based Gaming Market by Country
6.3.3.1 China Subscription-based Gaming Market
6.3.3.1.1 China Subscription-based Gaming Market by Device Type
6.3.3.1.2 China Subscription-based Gaming Market by Genre
6.3.3.2 Japan Subscription-based Gaming Market
6.3.3.2.1 Japan Subscription-based Gaming Market by Device Type
6.3.3.2.2 Japan Subscription-based Gaming Market by Genre
6.3.3.3 India Subscription-based Gaming Market
6.3.3.3.1 India Subscription-based Gaming Market by Device Type
6.3.3.3.2 India Subscription-based Gaming Market by Genre
6.3.3.4 South Korea Subscription-based Gaming Market
6.3.3.4.1 South Korea Subscription-based Gaming Market by Device Type
6.3.3.4.2 South Korea Subscription-based Gaming Market by Genre
6.3.3.5 Singapore Subscription-based Gaming Market
6.3.3.5.1 Singapore Subscription-based Gaming Market by Device Type
6.3.3.5.2 Singapore Subscription-based Gaming Market by Genre
6.3.3.6 Malaysia Subscription-based Gaming Market
6.3.3.6.1 Malaysia Subscription-based Gaming Market by Device Type
6.3.3.6.2 Malaysia Subscription-based Gaming Market by Genre
6.3.3.7 Rest of Asia Pacific Subscription-based Gaming Market
6.3.3.7.1 Rest of Asia Pacific Subscription-based Gaming Market by Device Type
6.3.3.7.2 Rest of Asia Pacific Subscription-based Gaming Market by Genre
6.4 LAMEA Subscription-based Gaming Market
6.4.1 LAMEA Subscription-based Gaming Market by Device Type
6.4.1.1 LAMEA PC Market by Country
6.4.1.2 LAMEA Console Market by Country
6.4.1.3 LAMEA Smartphone Market by Country
6.4.1.4 LAMEA Others Market by Country
6.4.2 LAMEA Subscription-based Gaming Market by Genre
6.4.2.1 LAMEA Action Market by Country
6.4.2.2 LAMEA Fighting Market by Country
6.4.2.3 LAMEA Adventure Market by Country
6.4.2.4 LAMEA Shooting Market by Country
6.4.2.5 LAMEA Role-playing Market by Country
6.4.2.6 LAMEA Sports Market by Country
6.4.2.7 LAMEA Racing Market by Country
6.4.2.8 LAMEA Others Market by Country
6.4.3 LAMEA Subscription-based Gaming Market by Country
6.4.3.1 Brazil Subscription-based Gaming Market
6.4.3.1.1 Brazil Subscription-based Gaming Market by Device Type
6.4.3.1.2 Brazil Subscription-based Gaming Market by Genre
6.4.3.2 Argentina Subscription-based Gaming Market
6.4.3.2.1 Argentina Subscription-based Gaming Market by Device Type
6.4.3.2.2 Argentina Subscription-based Gaming Market by Genre
6.4.3.3 UAE Subscription-based Gaming Market
6.4.3.3.1 UAE Subscription-based Gaming Market by Device Type
6.4.3.3.2 UAE Subscription-based Gaming Market by Genre
6.4.3.4 Saudi Arabia Subscription-based Gaming Market
6.4.3.4.1 Saudi Arabia Subscription-based Gaming Market by Device Type
6.4.3.4.2 Saudi Arabia Subscription-based Gaming Market by Genre
6.4.3.5 South Africa Subscription-based Gaming Market
6.4.3.5.1 South Africa Subscription-based Gaming Market by Device Type
6.4.3.5.2 South Africa Subscription-based Gaming Market by Genre
6.4.3.6 Nigeria Subscription-based Gaming Market
6.4.3.6.1 Nigeria Subscription-based Gaming Market by Device Type
6.4.3.6.2 Nigeria Subscription-based Gaming Market by Genre
6.4.3.7 Rest of LAMEA Subscription-based Gaming Market
6.4.3.7.1 Rest of LAMEA Subscription-based Gaming Market by Device Type
6.4.3.7.2 Rest of LAMEA 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 Global Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 2 Global 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 Global Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 8 Global Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 9 Global PC Market by Region, 2018 - 2021, USD Million
TABLE 10 Global PC Market by Region, 2022 - 2028, USD Million
TABLE 11 Global Console Market by Region, 2018 - 2021, USD Million
TABLE 12 Global Console Market by Region, 2022 - 2028, USD Million
TABLE 13 Global Smartphone Market by Region, 2018 - 2021, USD Million
TABLE 14 Global Smartphone Market by Region, 2022 - 2028, USD Million
TABLE 15 Global Others Market by Region, 2018 - 2021, USD Million
TABLE 16 Global Others Market by Region, 2022 - 2028, USD Million
TABLE 17 Global Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 18 Global Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 19 Global Action Market by Region, 2018 - 2021, USD Million
TABLE 20 Global Action Market by Region, 2022 - 2028, USD Million
TABLE 21 Global Fighting Market by Region, 2018 - 2021, USD Million
TABLE 22 Global Fighting Market by Region, 2022 - 2028, USD Million
TABLE 23 Global Adventure Market by Region, 2018 - 2021, USD Million
TABLE 24 Global Adventure Market by Region, 2022 - 2028, USD Million
TABLE 25 Global Shooting Market by Region, 2018 - 2021, USD Million
TABLE 26 Global Shooting Market by Region, 2022 - 2028, USD Million
TABLE 27 Global Role-playing Market by Region, 2018 - 2021, USD Million
TABLE 28 Global Role-playing Market by Region, 2022 - 2028, USD Million
TABLE 29 Global Sports Market by Region, 2018 - 2021, USD Million
TABLE 30 Global Sports Market by Region, 2022 - 2028, USD Million
TABLE 31 Global Racing Market by Region, 2018 - 2021, USD Million
TABLE 32 Global Racing Market by Region, 2022 - 2028, USD Million
TABLE 33 Global Others Market by Region, 2018 - 2021, USD Million
TABLE 34 Global Others Market by Region, 2022 - 2028, USD Million
TABLE 35 Global Subscription-based Gaming Market by Region, 2018 - 2021, USD Million
TABLE 36 Global Subscription-based Gaming Market by Region, 2022 - 2028, USD Million
TABLE 37 North America Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 38 North America Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 39 North America Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 40 North America Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 41 North America PC Market by Country, 2018 - 2021, USD Million
TABLE 42 North America PC Market by Country, 2022 - 2028, USD Million
TABLE 43 North America Console Market by Country, 2018 - 2021, USD Million
TABLE 44 North America Console Market by Country, 2022 - 2028, USD Million
TABLE 45 North America Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 46 North America Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 47 North America Others Market by Country, 2018 - 2021, USD Million
TABLE 48 North America Others Market by Country, 2022 - 2028, USD Million
TABLE 49 North America Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 50 North America Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 51 North America Action Market by Country, 2018 - 2021, USD Million
TABLE 52 North America Action Market by Country, 2022 - 2028, USD Million
TABLE 53 North America Fighting Market by Country, 2018 - 2021, USD Million
TABLE 54 North America Fighting Market by Country, 2022 - 2028, USD Million
TABLE 55 North America Adventure Market by Country, 2018 - 2021, USD Million
TABLE 56 North America Adventure Market by Country, 2022 - 2028, USD Million
TABLE 57 North America Shooting Market by Country, 2018 - 2021, USD Million
TABLE 58 North America Shooting Market by Country, 2022 - 2028, USD Million
TABLE 59 North America Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 60 North America Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 61 North America Sports Market by Country, 2018 - 2021, USD Million
TABLE 62 North America Sports Market by Country, 2022 - 2028, USD Million
TABLE 63 North America Racing Market by Country, 2018 - 2021, USD Million
TABLE 64 North America Racing Market by Country, 2022 - 2028, USD Million
TABLE 65 North America Others Market by Country, 2018 - 2021, USD Million
TABLE 66 North America Others Market by Country, 2022 - 2028, USD Million
TABLE 67 North America Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 68 North America Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 69 US Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 70 US Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 71 US Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 72 US Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 73 US Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 74 US Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 75 Canada Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 76 Canada Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 77 Canada Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 78 Canada Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 79 Canada Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 80 Canada Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 81 Mexico Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 82 Mexico Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 83 Mexico Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 84 Mexico Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 85 Mexico Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 86 Mexico Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 87 Rest of North America Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 88 Rest of North America Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 89 Rest of North America Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 90 Rest of North America Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 91 Rest of North America Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 92 Rest of North America Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 93 Europe Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 94 Europe Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 95 Europe Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 96 Europe Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 97 Europe PC Market by Country, 2018 - 2021, USD Million
TABLE 98 Europe PC Market by Country, 2022 - 2028, USD Million
TABLE 99 Europe Console Market by Country, 2018 - 2021, USD Million
TABLE 100 Europe Console Market by Country, 2022 - 2028, USD Million
TABLE 101 Europe Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 102 Europe Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 103 Europe Others Market by Country, 2018 - 2021, USD Million
TABLE 104 Europe Others Market by Country, 2022 - 2028, USD Million
TABLE 105 Europe Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 106 Europe Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 107 Europe Action Market by Country, 2018 - 2021, USD Million
TABLE 108 Europe Action Market by Country, 2022 - 2028, USD Million
TABLE 109 Europe Fighting Market by Country, 2018 - 2021, USD Million
TABLE 110 Europe Fighting Market by Country, 2022 - 2028, USD Million
TABLE 111 Europe Adventure Market by Country, 2018 - 2021, USD Million
TABLE 112 Europe Adventure Market by Country, 2022 - 2028, USD Million
TABLE 113 Europe Shooting Market by Country, 2018 - 2021, USD Million
TABLE 114 Europe Shooting Market by Country, 2022 - 2028, USD Million
TABLE 115 Europe Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 116 Europe Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 117 Europe Sports Market by Country, 2018 - 2021, USD Million
TABLE 118 Europe Sports Market by Country, 2022 - 2028, USD Million
TABLE 119 Europe Racing Market by Country, 2018 - 2021, USD Million
TABLE 120 Europe Racing Market by Country, 2022 - 2028, USD Million
TABLE 121 Europe Others Market by Country, 2018 - 2021, USD Million
TABLE 122 Europe Others Market by Country, 2022 - 2028, USD Million
TABLE 123 Europe Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 124 Europe Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 125 Germany Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 126 Germany Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 127 Germany Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 128 Germany Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 129 Germany Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 130 Germany Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 131 UK Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 132 UK Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 133 UK Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 134 UK Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 135 UK Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 136 UK Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 137 France Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 138 France Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 139 France Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 140 France Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 141 France Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 142 France Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 143 Russia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 144 Russia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 145 Russia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 146 Russia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 147 Russia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 148 Russia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 149 Spain Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 150 Spain Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 151 Spain Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 152 Spain Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 153 Spain Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 154 Spain Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 155 Italy Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 156 Italy Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 157 Italy Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 158 Italy Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 159 Italy Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 160 Italy Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 161 Rest of Europe Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 162 Rest of Europe Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 163 Rest of Europe Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 164 Rest of Europe Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 165 Rest of Europe Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 166 Rest of Europe Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 167 Asia Pacific Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 168 Asia Pacific Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 169 Asia Pacific Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 170 Asia Pacific Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 171 Asia Pacific PC Market by Country, 2018 - 2021, USD Million
TABLE 172 Asia Pacific PC Market by Country, 2022 - 2028, USD Million
TABLE 173 Asia Pacific Console Market by Country, 2018 - 2021, USD Million
TABLE 174 Asia Pacific Console Market by Country, 2022 - 2028, USD Million
TABLE 175 Asia Pacific Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 176 Asia Pacific Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 177 Asia Pacific Others Market by Country, 2018 - 2021, USD Million
TABLE 178 Asia Pacific Others Market by Country, 2022 - 2028, USD Million
TABLE 179 Asia Pacific Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 180 Asia Pacific Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 181 Asia Pacific Action Market by Country, 2018 - 2021, USD Million
TABLE 182 Asia Pacific Action Market by Country, 2022 - 2028, USD Million
TABLE 183 Asia Pacific Fighting Market by Country, 2018 - 2021, USD Million
TABLE 184 Asia Pacific Fighting Market by Country, 2022 - 2028, USD Million
TABLE 185 Asia Pacific Adventure Market by Country, 2018 - 2021, USD Million
TABLE 186 Asia Pacific Adventure Market by Country, 2022 - 2028, USD Million
TABLE 187 Asia Pacific Shooting Market by Country, 2018 - 2021, USD Million
TABLE 188 Asia Pacific Shooting Market by Country, 2022 - 2028, USD Million
TABLE 189 Asia Pacific Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 190 Asia Pacific Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 191 Asia Pacific Sports Market by Country, 2018 - 2021, USD Million
TABLE 192 Asia Pacific Sports Market by Country, 2022 - 2028, USD Million
TABLE 193 Asia Pacific Racing Market by Country, 2018 - 2021, USD Million
TABLE 194 Asia Pacific Racing Market by Country, 2022 - 2028, USD Million
TABLE 195 Asia Pacific Others Market by Country, 2018 - 2021, USD Million
TABLE 196 Asia Pacific Others Market by Country, 2022 - 2028, USD Million
TABLE 197 Asia Pacific Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 198 Asia Pacific Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 199 China Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 200 China Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 201 China Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 202 China Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 203 China Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 204 China Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 205 Japan Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 206 Japan Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 207 Japan Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 208 Japan Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 209 Japan Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 210 Japan Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 211 India Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 212 India Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 213 India Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 214 India Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 215 India Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 216 India Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 217 South Korea Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 218 South Korea Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 219 South Korea Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 220 South Korea Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 221 South Korea Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 222 South Korea Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 223 Singapore Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 224 Singapore Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 225 Singapore Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 226 Singapore Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 227 Singapore Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 228 Singapore Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 229 Malaysia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 230 Malaysia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 231 Malaysia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 232 Malaysia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 233 Malaysia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 234 Malaysia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 235 Rest of Asia Pacific Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 236 Rest of Asia Pacific Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 237 Rest of Asia Pacific Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 238 Rest of Asia Pacific Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 239 Rest of Asia Pacific Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 240 Rest of Asia Pacific Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 241 LAMEA Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 242 LAMEA Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 243 LAMEA Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 244 LAMEA Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 245 LAMEA PC Market by Country, 2018 - 2021, USD Million
TABLE 246 LAMEA PC Market by Country, 2022 - 2028, USD Million
TABLE 247 LAMEA Console Market by Country, 2018 - 2021, USD Million
TABLE 248 LAMEA Console Market by Country, 2022 - 2028, USD Million
TABLE 249 LAMEA Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 250 LAMEA Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 251 LAMEA Others Market by Country, 2018 - 2021, USD Million
TABLE 252 LAMEA Others Market by Country, 2022 - 2028, USD Million
TABLE 253 LAMEA Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 254 LAMEA Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 255 LAMEA Action Market by Country, 2018 - 2021, USD Million
TABLE 256 LAMEA Action Market by Country, 2022 - 2028, USD Million
TABLE 257 LAMEA Fighting Market by Country, 2018 - 2021, USD Million
TABLE 258 LAMEA Fighting Market by Country, 2022 - 2028, USD Million
TABLE 259 LAMEA Adventure Market by Country, 2018 - 2021, USD Million
TABLE 260 LAMEA Adventure Market by Country, 2022 - 2028, USD Million
TABLE 261 LAMEA Shooting Market by Country, 2018 - 2021, USD Million
TABLE 262 LAMEA Shooting Market by Country, 2022 - 2028, USD Million
TABLE 263 LAMEA Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 264 LAMEA Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 265 LAMEA Sports Market by Country, 2018 - 2021, USD Million
TABLE 266 LAMEA Sports Market by Country, 2022 - 2028, USD Million
TABLE 267 LAMEA Racing Market by Country, 2018 - 2021, USD Million
TABLE 268 LAMEA Racing Market by Country, 2022 - 2028, USD Million
TABLE 269 LAMEA Others Market by Country, 2018 - 2021, USD Million
TABLE 270 LAMEA Others Market by Country, 2022 - 2028, USD Million
TABLE 271 LAMEA Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 272 LAMEA Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 273 Brazil Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 274 Brazil Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 275 Brazil Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 276 Brazil Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 277 Brazil Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 278 Brazil Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 279 Argentina Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 280 Argentina Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 281 Argentina Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 282 Argentina Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 283 Argentina Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 284 Argentina Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 285 UAE Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 286 UAE Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 287 UAE Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 288 UAE Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 289 UAE Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 290 UAE Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 291 Saudi Arabia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 292 Saudi Arabia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 293 Saudi Arabia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 294 Saudi Arabia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 295 Saudi Arabia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 296 Saudi Arabia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 297 South Africa Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 298 South Africa Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 299 South Africa Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 300 South Africa Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 301 South Africa Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 302 South Africa Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 303 Nigeria Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 304 Nigeria Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 305 Nigeria Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 306 Nigeria Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 307 Nigeria Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 308 Nigeria Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 309 Rest of LAMEA Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 310 Rest of LAMEA Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 311 Rest of LAMEA Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 312 Rest of LAMEA Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 313 Rest of LAMEA Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 314 Rest of LAMEA Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 315 Key Information – Sony Corporation
TABLE 316 key information – Microsoft Corporation
TABLE 317 Key Information – Google LLC
TABLE 318 Key Information – Apple, Inc.
TABLE 319 Key Information – Amazon.com, Inc.
TABLE 320 Key Information – NVIDIA Corporation
TABLE 321 Key information – Electronic Arts, Inc.
TABLE 322 Key Information – Tencent Holdings Ltd.
TABLE 323 Key Information – Shadow
TABLE 324 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 Global Subscription-based Gaming Market share by Device Type, 2021
FIG 6 Global Subscription-based Gaming Market share by Device Type, 2028
FIG 7 Global Subscription-based Gaming Market by Device Type, 2018 - 2028, USD Million
FIG 8 Global Subscription-based Gaming Market share by Genre, 2021
FIG 9 Global Subscription-based Gaming Market share by Genre, 2028
FIG 10 Global Subscription-based Gaming Market by Genre, 2018 - 2028, USD Million
FIG 11 Global Subscription-based Gaming Market share by Region, 2021
FIG 12 Global Subscription-based Gaming Market share by Region, 2028
FIG 13 Global Subscription-based Gaming Market by Region, 2018 - 2028, USD Million
FIG 14 Recent strategies and developments: Sony Corporation
FIG 15 Swot analysis: sony corporation
FIG 16 SWOT Analysis: Microsoft Corporation
FIG 17 SWOT Analysis: Alphabet Inc. (Google LLC)
FIG 18 SWOT Analysis: apple, Inc.
FIG 19 SWOT analysis: Amazon.com, Inc.
FIG 20 SWOT Analysis: NVIDIA Corporation
FIG 21 Recent strategies and developments: Electronic Arts, Inc.

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