Global Subscription Based Gaming Market Overview
According to SPER Market Research, the Global Subscription Based Gaming Market is estimated to reach USD 31.77 billion by 2032 with a CAGR of 13.04%.
Subscription-based gaming is a service that provides customers with access to a large selection of games from its library on their devices and offers premium gaming visuals and a number of other features in exchange for a monthly or annual membership subscription cost. The companies offer games for a variety of platforms, including mobile phones, computers, tablets, gaming consoles, virtual reality headsets, smart TVs, and other devices. Users have the option of downloading or streaming games directly from the platform.One of the income models that has grown in popularity for monetizing games is the subscription-based model, where users subscribe to the game and pay a regular monthly cost to access the game and other features. Gaming subscription services offer a reliable source of income and a loyal customer base that operators may monetize with in-game currency and paid downloads. This lessens the risk involved in the regular release of high-quality premium games.

Impact of COVID-19 on the Global Subscription Based Gaming Market
Every corporation and business have moved their business operations toward a remote work environment as a result of the COVID-19 influence. People were also compelled to stay inside due to severe regulations enforced by the government. Because everyone had more free time as a result, subscription games became widely used as a way to spend time with loved ones. Positive effects of the COVID-19 were seen in the market for subscription-based video games. The Covid-19 outbreak and the ensuing lockdown led to an increase in global streamers due to the market boom, particularly post-pandemic. Due to the worldwide pandemic, viewers were streaming on websites like Twitch, YouTube Gaming, Mixer, and Facebook to watch esports and influencer live streams. According to a survey by Stream Hatchet, the number of viewers tuning in each week for gaming live streaming is increased from the previous year.Additionally, more players began broadcasting games on these platforms to grow their subscriber bases as a result of the rise in spectators.

Scope of the Report:
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 |
Key Audience-
- Avid Gamers
- Casual Gamers
- Hardcore Gamers
Global Subscription Based Gaming Market Segmentation:
1. By Device Type:
- Console
- PC
- Smartphone
- Others
2. By Game Type:
- Action
- Adventure
- Fighting
- Racing
- Role-playing
- Shooting
- Sports
- Others
3. By Region:
- Asia-Pacific
- Europe
- Middle East & Africa
- North America
- South America
Key Topics Covered in the Report:- 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
- Growth Analysis of Global Subscription Based Gaming Market
- Problems and Challenges in Global Subscription Based Gaming Market
- Competitive Landscape in the Global Subscription Based Gaming Market
- 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. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1 Research data source
2.1.1 Secondary data
2.1.2 Primary data
2.1.3 SPER’s internal database
2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges
4.2. COVID-19 Impacts of the Global Subscription Based Gaming Market
5. Market variables and outlook
5.1. SWOT analysis
5.1.1 Strengths
5.1.2 Weaknesses
5.1.3 Opportunities
5.1.4 Threats
5.2. PESTEL analysis
5.2.1 Political landscape
5.2.2 Economic landscape
5.2.3 Social landscape
5.2.4 Technological landscape
5.2.5 Environmental landscape
5.2.6 Legal landscape
5.3. PORTER’S five forces analysis
5.3.1 Bargaining power of suppliers
5.3.2 Bargaining power of Buyers
5.3.3 Threat of Substitute
5.3.4 Threat of new entrant
5.3.5 Competitive rivalry
5.4. Heat map analysis
6. Competitive Landscape
6.1 Global Subscription Based Gaming Manufacturing Base Distribution, Sales Area, Product Type
6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Subscription Based Gaming Market
7. Global Subscription Based Gaming Market, By Device Type, 2019-2032 (USD Million)
7.1 Console
7.2 PC
7.3 Smartphone7.4Others
8. Global Subscription Based Gaming Market, By Game Type, 2019-2032 (USD Million)
8.1 Action
8.2 Adventure
8.3 Fighting
8.4 Racing
8.5 Role-playing
8.6 Shooting
8.7 Sports
8.8 Others
9. Global Subscription Based Gaming Market, By Region, 2019-2032 (USD Million)
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 Australia
9.3.2 China
9.3.3 India
9.3.4 Japan
9.3.5 South Korea
9.3.6 Rest of Asia-Pacific
9.4 Europe
9.4.1 France
9.4.2 Germany
9.4.3 Italy
9.4.4 Spain
9.4.5 United Kingdom
9.4.6 Rest of Europe
9.5 Middle East & Africa
9.5.1 Kingdom of Saudi Arabia
9.5.2 United Arab Emirates
9.5.3 Rest of Middle East & Africa
9.6 North America
9.6.1 Canada
9.6.2 Mexico
9.6.3 United States
9.7 South America
9.7.1 Argentina
9.7.2 Brazil
9.7.3 Rest of South America
10. Company Profiles
10.1 Amazon Inc.
10.1.1 Company details
10.1.2 Financial outlook
10.1.3 Product summary
10.1.4 Recent developments
10.2 Apple Inc.
10.2.1 Company details
10.2.2 Financial outlook
10.2.3 Product summary
10.2.4 Recent developments
10.3 Blacknut
10.3.1 Company details
10.3.2 Financial outlook
10.3.3 Product summary
10.3.4 Recent developments
10.4 Electronic Arts Inc.
10.4.1 Company details
10.4.2 Financial outlook
10.4.3 Product summary
10.4.4 Recent developments
10.5 Google LLC
10.5.1 Company details
10.5.2 Financial outlook
10.5.3 Product summary
10.5.4 Recent developments
10.6 Humble Bundle
10.6.1 Company details
10.6.2 Financial outlook
10.6.3 Product summary
10.6.4 Recent developments
10.7 Microsoft Corporation
10.7.1 Company details
10.7.2 Financial outlook
10.7.3 Product summary
10.7.4 Recent developments
10.8 NVIDIA Corporation
10.8.1 Company details
10.8.2 Financial outlook
10.8.3 Product summary
10.8.4 Recent developments
10.9 Shadow
10.9.1 Company details
10.9.2 Financial outlook
10.9.3 Product summary
10.9.4 Recent developments
10.10 Sony Group Corporation
10.10.1 Company details
10.10.2 Financial outlook
10.10.3 Product summary
10.10.4 Recent developments
10.11 Tencent
10.11.1 Company details
10.11.2 Financial outlook
10.11.3 Product summary
10.11.4 Recent developments
10.12 Ubitus K.K.
10.12.1 Company details
10.12.2 Financial outlook
10.12.3 Product summary
10.12.4 Recent developments
10.13 Vortex
10.13.1 Company details
10.13.2 Financial outlook
10.13.3 Product summary
10.13.4 Recent developments
10.14 Wacker Chemie
10.14.1 Company details
10.14.2 Financial outlook
10.14.3 Product summary
10.14.4 Recent developments
11. List of Abbreviations
12. Reference Links
13. Conclusion
14. Research Scope
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.


