Report Detail

Service & Software Global Subscription-based Gaming Market Growth (Status and Outlook) 2022-2028

  • RnM4432015
  • |
  • 06 May, 2022
  • |
  • Global
  • |
  • 102 Pages
  • |
  • LPI(LP Information)
  • |
  • Service & Software

As the global economy mends, the 2021 growth of Subscription-based Gaming will have significant change from previous year. According to our (LP Information) latest study, the global Subscription-based Gaming market size is USD million in 2022 from USD million in 2021, with a change of % between 2021 and 2022. The global Subscription-based Gaming market size will reach USD million in 2028, growing at a CAGR of % over the analysis period 2022-2028.

The United States Subscription-based Gaming market is expected at value of US$ million in 2021 and grow at approximately % CAGR during forecast period 2022-2028. China constitutes a % market for the global Subscription-based Gaming market, reaching US$ million by the year 2028. As for the Europe Subscription-based Gaming landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028. In APAC, the growth rates of other notable markets (Japan and South Korea) are projected to be at % and % respectively for the next 6-year period.

Global main Subscription-based Gaming players cover Xbox (Game Pass) (Microsoft Corporation), PlayStation Now (Sony Corporation), 7.1.3 Apple Arcade (Apple Inc.), and Nintendo Switch Online (Nintendo Co. Ltd), etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.

This report presents a comprehensive overview, market shares, and growth opportunities of Subscription-based Gaming market by product type, application, key players and key regions and countries.

Segmentation by type: breakdown data from 2017 to 2022 in Section 2.3; and forecast to 2028 in section 10.7.
Local Gaming
Cloud Gaming

Segmentation by application: breakdown data from 2017 to 2022, in Section 2.4; and forecast to 2028 in section 10.8.
Console Gaming
PC-based Gaming
Mobile Gaming

This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report: Breakdown data in in Chapter 3.
Xbox (Game Pass) (Microsoft Corporation)
PlayStation Now (Sony Corporation)
7.1.3 Apple Arcade (Apple Inc.)
Nintendo Switch Online (Nintendo Co. Ltd)
EA Play (Electronic Arts Inc.)
Google Play Pass (Google LLC)
Humble Bundle Inc.
GeForce Now (NVIDIA)
Uplay Pass (Ubisoft)
Amazon Luna (Amazon Inc.)
Tencent​ Holdings Ltd
Epic games Inc.
Prime Gaming (Amazon Inc.)


1 Scope of the Report

  • 1.1 Market Introduction
  • 1.2 Years Considered
  • 1.3 Research Objectives
  • 1.4 Market Research Methodology
  • 1.5 Research Process and Data Source
  • 1.6 Economic Indicators
  • 1.7 Currency Considered

2 Executive Summary

  • 2.1 World Market Overview
    • 2.1.1 Global Subscription-based Gaming Market Size 2017-2028
    • 2.1.2 Subscription-based Gaming Market Size CAGR by Region 2017 VS 2022 VS 2028
  • 2.2 Subscription-based Gaming Segment by Type
    • 2.2.1 Local Gaming
    • 2.2.2 Cloud Gaming
  • 2.3 Subscription-based Gaming Market Size by Type
    • 2.3.1 Subscription-based Gaming Market Size CAGR by Type (2017 VS 2022 VS 2028)
    • 2.3.2 Global Subscription-based Gaming Market Size Market Share by Type (2017-2022)
  • 2.4 Subscription-based Gaming Segment by Application
    • 2.4.1 Console Gaming
    • 2.4.2 PC-based Gaming
    • 2.4.3 Mobile Gaming
  • 2.5 Subscription-based Gaming Market Size by Application
    • 2.5.1 Subscription-based Gaming Market Size CAGR by Application (2017 VS 2022 VS 2028)
    • 2.5.2 Global Subscription-based Gaming Market Size Market Share by Application (2017-2022)

3 Subscription-based Gaming Market Size by Player

  • 3.1 Subscription-based Gaming Market Size Market Share by Players
    • 3.1.1 Global Subscription-based Gaming Revenue by Players (2020-2022)
    • 3.1.2 Global Subscription-based Gaming Revenue Market Share by Players (2020-2022)
  • 3.2 Global Subscription-based Gaming Key Players Head office and Products Offered
  • 3.3 Market Concentration Rate Analysis
    • 3.3.1 Competition Landscape Analysis
    • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2020-2022)
  • 3.4 New Products and Potential Entrants
  • 3.5 Mergers & Acquisitions, Expansion

4 Subscription-based Gaming by Regions

  • 4.1 Subscription-based Gaming Market Size by Regions (2017-2022)
  • 4.2 Americas Subscription-based Gaming Market Size Growth (2017-2022)
  • 4.3 APAC Subscription-based Gaming Market Size Growth (2017-2022)
  • 4.4 Europe Subscription-based Gaming Market Size Growth (2017-2022)
  • 4.5 Middle East & Africa Subscription-based Gaming Market Size Growth (2017-2022)

5 Americas

  • 5.1 Americas Subscription-based Gaming Market Size by Country (2017-2022)
  • 5.2 Americas Subscription-based Gaming Market Size by Type (2017-2022)
  • 5.3 Americas Subscription-based Gaming Market Size by Application (2017-2022)
  • 5.4 United States
  • 5.5 Canada
  • 5.6 Mexico
  • 5.7 Brazil

6 APAC

  • 6.1 APAC Subscription-based Gaming Market Size by Region (2017-2022)
  • 6.2 APAC Subscription-based Gaming Market Size by Type (2017-2022)
  • 6.3 APAC Subscription-based Gaming Market Size by Application (2017-2022)
  • 6.4 China
  • 6.5 Japan
  • 6.6 Korea
  • 6.7 Southeast Asia
  • 6.8 India
  • 6.9 Australia

7 Europe

  • 7.1 Europe Subscription-based Gaming by Country (2017-2022)
  • 7.2 Europe Subscription-based Gaming Market Size by Type (2017-2022)
  • 7.3 Europe Subscription-based Gaming Market Size by Application (2017-2022)
  • 7.4 Germany
  • 7.5 France
  • 7.6 UK
  • 7.7 Italy
  • 7.8 Russia

8 Middle East & Africa

  • 8.1 Middle East & Africa Subscription-based Gaming by Region (2017-2022)
  • 8.2 Middle East & Africa Subscription-based Gaming Market Size by Type (2017-2022)
  • 8.3 Middle East & Africa Subscription-based Gaming Market Size by Application (2017-2022)
  • 8.4 Egypt
  • 8.5 South Africa
  • 8.6 Israel
  • 8.7 Turkey
  • 8.8 GCC Countries

9 Market Drivers, Challenges and Trends

  • 9.1 Market Drivers & Growth Opportunities
  • 9.2 Market Challenges & Risks
  • 9.3 Industry Trends

10 Global Subscription-based Gaming Market Forecast

  • 10.1 Global Subscription-based Gaming Forecast by Regions (2023-2028)
    • 10.1.1 Global Subscription-based Gaming Forecast by Regions (2023-2028)
    • 10.1.2 Americas Subscription-based Gaming Forecast
    • 10.1.3 APAC Subscription-based Gaming Forecast
    • 10.1.4 Europe Subscription-based Gaming Forecast
    • 10.1.5 Middle East & Africa Subscription-based Gaming Forecast
  • 10.2 Americas Subscription-based Gaming Forecast by Country (2023-2028)
    • 10.2.1 United States Subscription-based Gaming Market Forecast
    • 10.2.2 Canada Subscription-based Gaming Market Forecast
    • 10.2.3 Mexico Subscription-based Gaming Market Forecast
    • 10.2.4 Brazil Subscription-based Gaming Market Forecast
  • 10.3 APAC Subscription-based Gaming Forecast by Region (2023-2028)
    • 10.3.1 China Subscription-based Gaming Market Forecast
    • 10.3.2 Japan Subscription-based Gaming Market Forecast
    • 10.3.3 Korea Subscription-based Gaming Market Forecast
    • 10.3.4 Southeast Asia Subscription-based Gaming Market Forecast
    • 10.3.5 India Subscription-based Gaming Market Forecast
    • 10.3.6 Australia Subscription-based Gaming Market Forecast
  • 10.4 Europe Subscription-based Gaming Forecast by Country (2023-2028)
    • 10.4.1 Germany Subscription-based Gaming Market Forecast
    • 10.4.2 France Subscription-based Gaming Market Forecast
    • 10.4.3 UK Subscription-based Gaming Market Forecast
    • 10.4.4 Italy Subscription-based Gaming Market Forecast
    • 10.4.5 Russia Subscription-based Gaming Market Forecast
  • 10.5 Middle East & Africa Subscription-based Gaming Forecast by Region (2023-2028)
    • 10.5.1 Egypt Subscription-based Gaming Market Forecast
    • 10.5.2 South Africa Subscription-based Gaming Market Forecast
    • 10.5.3 Israel Subscription-based Gaming Market Forecast
    • 10.5.4 Turkey Subscription-based Gaming Market Forecast
    • 10.5.5 GCC Countries Subscription-based Gaming Market Forecast
  • 10.6 Global Subscription-based Gaming Forecast by Type (2023-2028)
  • 10.7 Global Subscription-based Gaming Forecast by Application (2023-2028)

11 Key Players Analysis

  • 11.1 Xbox (Game Pass) (Microsoft Corporation)
    • 11.1.1 Xbox (Game Pass) (Microsoft Corporation) Company Information
    • 11.1.2 Xbox (Game Pass) (Microsoft Corporation) Subscription-based Gaming Product Offered
    • 11.1.3 Xbox (Game Pass) (Microsoft Corporation) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.1.4 Xbox (Game Pass) (Microsoft Corporation) Main Business Overview
    • 11.1.5 Xbox (Game Pass) (Microsoft Corporation) Latest Developments
  • 11.2 PlayStation Now (Sony Corporation)
    • 11.2.1 PlayStation Now (Sony Corporation) Company Information
    • 11.2.2 PlayStation Now (Sony Corporation) Subscription-based Gaming Product Offered
    • 11.2.3 PlayStation Now (Sony Corporation) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.2.4 PlayStation Now (Sony Corporation) Main Business Overview
    • 11.2.5 PlayStation Now (Sony Corporation) Latest Developments
  • 11.3 7.1.3 Apple Arcade (Apple Inc.)
    • 11.3.1 7.1.3 Apple Arcade (Apple Inc.) Company Information
    • 11.3.2 7.1.3 Apple Arcade (Apple Inc.) Subscription-based Gaming Product Offered
    • 11.3.3 7.1.3 Apple Arcade (Apple Inc.) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.3.4 7.1.3 Apple Arcade (Apple Inc.) Main Business Overview
    • 11.3.5 7.1.3 Apple Arcade (Apple Inc.) Latest Developments
  • 11.4 Nintendo Switch Online (Nintendo Co. Ltd)
    • 11.4.1 Nintendo Switch Online (Nintendo Co. Ltd) Company Information
    • 11.4.2 Nintendo Switch Online (Nintendo Co. Ltd) Subscription-based Gaming Product Offered
    • 11.4.3 Nintendo Switch Online (Nintendo Co. Ltd) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.4.4 Nintendo Switch Online (Nintendo Co. Ltd) Main Business Overview
    • 11.4.5 Nintendo Switch Online (Nintendo Co. Ltd) Latest Developments
  • 11.5 EA Play (Electronic Arts Inc.)
    • 11.5.1 EA Play (Electronic Arts Inc.) Company Information
    • 11.5.2 EA Play (Electronic Arts Inc.) Subscription-based Gaming Product Offered
    • 11.5.3 EA Play (Electronic Arts Inc.) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.5.4 EA Play (Electronic Arts Inc.) Main Business Overview
    • 11.5.5 EA Play (Electronic Arts Inc.) Latest Developments
  • 11.6 Google Play Pass (Google LLC)
    • 11.6.1 Google Play Pass (Google LLC) Company Information
    • 11.6.2 Google Play Pass (Google LLC) Subscription-based Gaming Product Offered
    • 11.6.3 Google Play Pass (Google LLC) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.6.4 Google Play Pass (Google LLC) Main Business Overview
    • 11.6.5 Google Play Pass (Google LLC) Latest Developments
  • 11.7 Humble Bundle Inc.
    • 11.7.1 Humble Bundle Inc. Company Information
    • 11.7.2 Humble Bundle Inc. Subscription-based Gaming Product Offered
    • 11.7.3 Humble Bundle Inc. Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.7.4 Humble Bundle Inc. Main Business Overview
    • 11.7.5 Humble Bundle Inc. Latest Developments
  • 11.8 GeForce Now (NVIDIA)
    • 11.8.1 GeForce Now (NVIDIA) Company Information
    • 11.8.2 GeForce Now (NVIDIA) Subscription-based Gaming Product Offered
    • 11.8.3 GeForce Now (NVIDIA) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.8.4 GeForce Now (NVIDIA) Main Business Overview
    • 11.8.5 GeForce Now (NVIDIA) Latest Developments
  • 11.9 Uplay Pass (Ubisoft)
    • 11.9.1 Uplay Pass (Ubisoft) Company Information
    • 11.9.2 Uplay Pass (Ubisoft) Subscription-based Gaming Product Offered
    • 11.9.3 Uplay Pass (Ubisoft) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.9.4 Uplay Pass (Ubisoft) Main Business Overview
    • 11.9.5 Uplay Pass (Ubisoft) Latest Developments
  • 11.10 Amazon Luna (Amazon Inc.)
    • 11.10.1 Amazon Luna (Amazon Inc.) Company Information
    • 11.10.2 Amazon Luna (Amazon Inc.) Subscription-based Gaming Product Offered
    • 11.10.3 Amazon Luna (Amazon Inc.) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.10.4 Amazon Luna (Amazon Inc.) Main Business Overview
    • 11.10.5 Amazon Luna (Amazon Inc.) Latest Developments
  • 11.11 Tencent​ Holdings Ltd
    • 11.11.1 Tencent​ Holdings Ltd Company Information
    • 11.11.2 Tencent​ Holdings Ltd Subscription-based Gaming Product Offered
    • 11.11.3 Tencent​ Holdings Ltd Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.11.4 Tencent​ Holdings Ltd Main Business Overview
    • 11.11.5 Tencent​ Holdings Ltd Latest Developments
  • 11.12 Epic games Inc.
    • 11.12.1 Epic games Inc. Company Information
    • 11.12.2 Epic games Inc. Subscription-based Gaming Product Offered
    • 11.12.3 Epic games Inc. Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.12.4 Epic games Inc. Main Business Overview
    • 11.12.5 Epic games Inc. Latest Developments
  • 11.13 Prime Gaming (Amazon Inc.)
    • 11.13.1 Prime Gaming (Amazon Inc.) Company Information
    • 11.13.2 Prime Gaming (Amazon Inc.) Subscription-based Gaming Product Offered
    • 11.13.3 Prime Gaming (Amazon Inc.) Subscription-based Gaming Revenue, Gross Margin and Market Share (2020-2022)
    • 11.13.4 Prime Gaming (Amazon Inc.) Main Business Overview
    • 11.13.5 Prime Gaming (Amazon Inc.) Latest Developments

12 Research Findings and Conclusion

Summary:
Get latest Market Research Reports on Subscription-based Gaming. Industry analysis & Market Report on Subscription-based Gaming is a syndicated market report, published as Global Subscription-based Gaming Market Growth (Status and Outlook) 2022-2028. It is complete Research Study and Industry Analysis of Subscription-based Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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