
Subscription Based Gaming Market Growth, Size, Trends, Revenue, Share and Future Competition
Subscription Based Gaming Market Size- By Device Type, By Game Type - Regional Outlook, Competitive Strategies and Segment Forecast to 2032
Published: Dec-2022 | Report ID: IACT2233 | Pages: 1 - 228 | Formats*: |
Category : Information & Communications Technology |
- March 2022: Xbox (Game Pass) (Microsoft Corporation) made it possible to stream Xbox Game Pass games on Valve's mobile gaming system. The games are now accessible on the Steam Deck through Cloud Gaming thanks to a collaboration between Microsoft and Valve.
- March 2022: For subscribers of PlayStation Now (Sony Corporation), Shadow Warrior 3, Crysis Remastered, Relicta, and Chicken Police - Paint It Red! will all be available on PlayNow.
- Opportunities: Artificial intelligence (AI), augmented reality (AR), the launch of 5G, the advent of unlimited data plans, and other technological advancements in the gaming sector are some of the drivers creating opportunities and boosting the growth of the subscription-based gaming market. Additionally, the global expansion of smartphones and internet usage fuels industry expansion.
- Challenges: The fact that developers must concentrate on delivering more engaging environments for the gamers has a significant impact on the subscription-based gaming industry frequently. As customers pay a monthly subscription for the product, they anticipate greater benefits. For the benefit of the customers, the company entities must constantly update and offer fresh themes or material. This is essential for the company if they want to stay in business for a long time because people are likely to become disinterested and bored with features that have been around for a while.

Report Metric | Details |
Market size available for years | 2019-2032 |
Base year considered | 2021 |
Forecast period | 2022-2032 |
Segments covered | By Device Type, By Game Type |
Regions covered | North America, Europe, Asia Pacific, Latin America, Middle East and Africa |
Companies Covered | Amazon Inc., Apple Inc., Blacknut, Electronic Arts Inc., Google LLC, Humble Bundle, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K., Vortex, Wacker Chemie |
- Casual Gamers
- Game Developers and Publishers
- Gamers
- Hardcore Gamers
- International Gamers
- Mobile Gamers
- Multi-Platform Gamers
- Parents of Young Gamers
- PC Gamers
- Streaming Enthusiasts
- Others
By Device Type: |
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By Game Type: |
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- Size of Global Subscription Based Gaming Market (FY’2019-FY’2032)
- Overview of Global Subscription Based Gaming Market
- Segmentation of Global Subscription Based Gaming Market By Device Type (Console, PC, Smartphone, Others)
- Segmentation of Global Subscription Based Gaming Market By Game Type (Action, Adventure, Fighting, Racing, Role-playing, Shooting, Sports, Others)
- Statistical Snap of Global Subscription Based Gaming Market
- Global Subscription Based Gaming Market Growth Analysis
- Problems and Challenges in Global Subscription Based Gaming Market
- Global Subscription Based Gaming Market Competitive Landscape
- Impact of COVID-19 and Demonetization on Global Subscription Based Gaming Market
- Details on Recent Investment in Global Subscription Based Gaming Market
- Competitive Analysis of Global Subscription Based Gaming Market
- Major Players in the Global Subscription Based Gaming Market
- SWOT Analysis of Global Subscription Based Gaming Market
- Global Subscription Based Gaming Market Future Outlook and Projections (FY’2019-FY’2032)
- Recommendations from Analyst
1.1. Scope of the report1.2. Market segment analysis
2.1 Research data source
2.1.1 Secondary data2.1.2 Primary data2.1.3 SPER’s internal database2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1 Drivers4.1.2 Restraints4.1.3 Opportunities4.1.4 Challenges
4.2. COVID-19 Impacts of the Global Subscription Based Gaming Market
5.1. SWOT analysis
5.1.1 Strengths5.1.2 Weaknesses5.1.3 Opportunities5.1.4 Threats
5.2. PESTEL analysis
5.2.1 Political landscape5.2.2 Economic landscape5.2.3 Social landscape5.2.4 Technological landscape5.2.5 Environmental landscape5.2.6 Legal landscape
5.3. PORTER’S five forces analysis
5.3.1 Bargaining power of suppliers5.3.2 Bargaining power of Buyers5.3.3 Threat of Substitute5.3.4 Threat of new entrant5.3.5 Competitive rivalry
5.4. Heat map analysis
6.1 Global Subscription Based Gaming Manufacturing Base Distribution, Sales Area, Product Type6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Subscription Based Gaming Market
7.1 Console
7.2 PC
7.3 Smartphone7.4Others
8.1 Action8.2 Adventure8.3 Fighting8.4 Racing8.5 Role-playing8.6 Shooting8.7 Sports8.8 Others
9.1 Global Subscription Based Gaming Size and Market Share by Region (2019-2025)9.2 Global Subscription Based Gaming Size and Market Share by Region (2026-2032)9.3 Asia-Pacific
9.3.1 Australia9.3.2 China9.3.3 India9.3.4 Japan9.3.5 South Korea9.3.6 Rest of Asia-Pacific
9.4 Europe
9.4.1 France9.4.2 Germany9.4.3 Italy9.4.4 Spain9.4.5 United Kingdom9.4.6 Rest of Europe
9.5 Middle East & Africa
9.5.1 Kingdom of Saudi Arabia9.5.2 United Arab Emirates9.5.3 Rest of Middle East & Africa
9.6 North America
9.6.1 Canada9.6.2 Mexico9.6.3 United States
9.7 South America
9.7.1 Argentina9.7.2 Brazil9.7.3 Rest of South America
10.1.1 Company details10.1.2 Financial outlook10.1.3 Product summary10.1.4 Recent developments
10.2.1 Company details10.2.2 Financial outlook10.2.3 Product summary10.2.4 Recent developments
10.3.1 Company details10.3.2 Financial outlook10.3.3 Product summary10.3.4 Recent developments
10.4.1 Company details10.4.2 Financial outlook10.4.3 Product summary10.4.4 Recent developments
10.5.1 Company details10.5.2 Financial outlook10.5.3 Product summary10.5.4 Recent developments
10.6.1 Company details10.6.2 Financial outlook10.6.3 Product summary10.6.4 Recent developments
10.7.1 Company details10.7.2 Financial outlook10.7.3 Product summary10.7.4 Recent developments
10.8.1 Company details10.8.2 Financial outlook10.8.3 Product summary10.8.4 Recent developments
10.9.1 Company details10.9.2 Financial outlook10.9.3 Product summary10.9.4 Recent developments
10.10.1 Company details10.10.2 Financial outlook10.10.3 Product summary10.10.4 Recent developments
10.11.1 Company details10.11.2 Financial outlook10.11.3 Product summary10.11.4 Recent developments
10.12.1 Company details10.12.2 Financial outlook10.12.3 Product summary10.12.4 Recent developments
10.13.1 Company details10.13.2 Financial outlook10.13.3 Product summary10.13.4 Recent developments
10.14.1 Company details10.14.2 Financial outlook10.14.3 Product summary10.14.4 Recent developments
SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.
The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.
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