The Asia Pacific Subscription-based Gaming Market would witness market growth of 12.6% CAGR during the forecast period (2022-2028).
The payment for the management team, content development team, and computer servers that run these games is generated from the revenue received from these subscriptions. Captivating ideas are used by market players to expand their customer base. For instance, a trial period is offered by some gaming app companies for a certain period to allow players to play the game unless they reach an experience level following which they are charged to advance to the next level to play.
A huge library of game content is offered to subscribers using subscription services without any hindrances. Subscribers are just required to download these games to their smartphones, consoles or computers to play. It is essential that the players are subscribed to these games to play as they are required to have active account which is secured by digital rights by the management team of the respective games.
New gaming content is also being continually updated by the vendors. Apart from the above-mentioned services, cloud gaming services are also made available to players. The services like PlayStation Now, Stadia or GameFly that run on remote servers, on local devices, let the player play the game without having to worry about the necessary bandwidth of internet connection, powerful computers and specialized console hardware.
As the Asia-Pacific region is home to the biggest mobile player base, the region plays an important role in both consumption as well as the development of the subscription gaming sector. Faster improvements in telecommunication networks and young population demography catch the attention of mobile game developers. The Asian market is fastest growing, owing to the increase in smart devices, social media, and broadband users. Economical tablets and smartphones are life-changing for South Asian region peoples.
The China market dominated the Asia Pacific Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $1,905.8 million by 2028. The Japan market is estimated to grow a CAGR of 11.9% during (2022 - 2028). Additionally, The India market would experience a CAGR of 13.3% during (2022 - 2028).
Based on Device Type, the market is segmented into PC, Console, Smartphone, and Others. Based on Genre, the market is segmented into Action, Fighting, Adventure, Shooting, Role-playing, Sports, Racing, and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
Free Valuable Insights: The Worldwide Subscription-based Gaming Market is Projected to reach USD 17.9 Billion by 2028, at a CAGR of 12.2%
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).
By Device Type
By Genre
By Country
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