The Latin America, Middle East and Africa Subscription-based Gaming Market would witness market growth of 14.6% CAGR during the forecast period (2022-2028).
The unlimited data plans, 5G technology and varied transformative technological advancement in the gaming sector have led to the growth of the subscription-based industry. Popular gaming services are now focusing on customer engagement and retainment owing to the stark competition and new business launches every year offering new titles to the end-users. Subscription-based services provide an organisation with a reliable, continued and stable income which is why gaming companies are adopting these models.
Acquiring per month recurring income from the subscribers is much more blissful than having revenues which might bounce. As a result, businesses are able to invest more without much risk associated with the financial forecast. They will be able to assess how much revenue will be generated through the services they are providing. It thus helps in better customer reach, greater connections with players and brand loyalty for the companies.
As the gaming industry is extending its reach, the people in the LAMEA region are attracted towards the sector. Latin America is growing considerably in the online game industry. The companies and organisations involved in the gaming sector have doubled over time. Every day new users are subscribing to online games. People usually prefer smartphones to play games over other devices. The number of players has also increased because of the COVID-19 outbreak. Businesses in the gaming industry, to get a competitive edge are introducing different games for the players.
The Brazil market dominated the LAMEA Subscription-based Gaming Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $310.4 million by 2028. The Argentina market is experiencing a CAGR of 15.3% during (2022 - 2028). Additionally, The UAE market would display a CAGR of 14.3% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.
Free Valuable Insights: The Global Subscription-based Gaming Market is Predict to reach $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).
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 Country
- 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 LAMEA Subscription-based Gaming Market, by Device Type
1.4.2 LAMEA Subscription-based Gaming Market, by Genre
1.4.3 LAMEA Subscription-based Gaming Market, by Country
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. LAMEA Subscription-based Gaming Market by Device Type
4.1 LAMEA PC Market by Country
4.2 LAMEA Console Market by Country
4.3 LAMEA Smartphone Market by Country
4.4 LAMEA Others Market by Country
Chapter 5. LAMEA Subscription-based Gaming Market by Genre
5.1 LAMEA Action Market by Country
5.2 LAMEA Fighting Market by Country
5.3 LAMEA Adventure Market by Country
5.4 LAMEA Shooting Market by Country
5.5 LAMEA Role-playing Market by Country
5.6 LAMEA Sports Market by Country
5.7 LAMEA Racing Market by Country
5.8 LAMEA Others Market by Country
Chapter 6. LAMEA Subscription-based Gaming Market by Country
6.1 Brazil Subscription-based Gaming Market
6.1.1 Brazil Subscription-based Gaming Market by Device Type
6.1.2 Brazil Subscription-based Gaming Market by Genre
6.2 Argentina Subscription-based Gaming Market
6.2.1 Argentina Subscription-based Gaming Market by Device Type
6.2.2 Argentina Subscription-based Gaming Market by Genre
6.3 UAE Subscription-based Gaming Market
6.3.1 UAE Subscription-based Gaming Market by Device Type
6.3.2 UAE Subscription-based Gaming Market by Genre
6.4 Saudi Arabia Subscription-based Gaming Market
6.4.1 Saudi Arabia Subscription-based Gaming Market by Device Type
6.4.2 Saudi Arabia Subscription-based Gaming Market by Genre
6.5 South Africa Subscription-based Gaming Market
6.5.1 South Africa Subscription-based Gaming Market by Device Type
6.5.2 South Africa Subscription-based Gaming Market by Genre
6.6 Nigeria Subscription-based Gaming Market
6.6.1 Nigeria Subscription-based Gaming Market by Device Type
6.6.2 Nigeria Subscription-based Gaming Market by Genre
6.7 Rest of LAMEA Subscription-based Gaming Market
6.7.1 Rest of LAMEA Subscription-based Gaming Market by Device Type
6.7.2 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 LAMEA Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 2 LAMEA 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 LAMEA Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 8 LAMEA Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 9 LAMEA PC Market by Country, 2018 - 2021, USD Million
TABLE 10 LAMEA PC Market by Country, 2022 - 2028, USD Million
TABLE 11 LAMEA Console Market by Country, 2018 - 2021, USD Million
TABLE 12 LAMEA Console Market by Country, 2022 - 2028, USD Million
TABLE 13 LAMEA Smartphone Market by Country, 2018 - 2021, USD Million
TABLE 14 LAMEA Smartphone Market by Country, 2022 - 2028, USD Million
TABLE 15 LAMEA Others Market by Country, 2018 - 2021, USD Million
TABLE 16 LAMEA Others Market by Country, 2022 - 2028, USD Million
TABLE 17 LAMEA Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 18 LAMEA Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 19 LAMEA Action Market by Country, 2018 - 2021, USD Million
TABLE 20 LAMEA Action Market by Country, 2022 - 2028, USD Million
TABLE 21 LAMEA Fighting Market by Country, 2018 - 2021, USD Million
TABLE 22 LAMEA Fighting Market by Country, 2022 - 2028, USD Million
TABLE 23 LAMEA Adventure Market by Country, 2018 - 2021, USD Million
TABLE 24 LAMEA Adventure Market by Country, 2022 - 2028, USD Million
TABLE 25 LAMEA Shooting Market by Country, 2018 - 2021, USD Million
TABLE 26 LAMEA Shooting Market by Country, 2022 - 2028, USD Million
TABLE 27 LAMEA Role-playing Market by Country, 2018 - 2021, USD Million
TABLE 28 LAMEA Role-playing Market by Country, 2022 - 2028, USD Million
TABLE 29 LAMEA Sports Market by Country, 2018 - 2021, USD Million
TABLE 30 LAMEA Sports Market by Country, 2022 - 2028, USD Million
TABLE 31 LAMEA Racing Market by Country, 2018 - 2021, USD Million
TABLE 32 LAMEA Racing Market by Country, 2022 - 2028, USD Million
TABLE 33 LAMEA Others Market by Country, 2018 - 2021, USD Million
TABLE 34 LAMEA Others Market by Country, 2022 - 2028, USD Million
TABLE 35 LAMEA Subscription-based Gaming Market by Country, 2018 - 2021, USD Million
TABLE 36 LAMEA Subscription-based Gaming Market by Country, 2022 - 2028, USD Million
TABLE 37 Brazil Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 38 Brazil Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 39 Brazil Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 40 Brazil Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 41 Brazil Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 42 Brazil Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 43 Argentina Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 44 Argentina Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 45 Argentina Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 46 Argentina Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 47 Argentina Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 48 Argentina Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 49 UAE Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 50 UAE Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 51 UAE Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 52 UAE Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 53 UAE Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 54 UAE Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 55 Saudi Arabia Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 56 Saudi Arabia Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 57 Saudi Arabia Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 58 Saudi Arabia Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 59 Saudi Arabia Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 60 Saudi Arabia Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 61 South Africa Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 62 South Africa Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 63 South Africa Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 64 South Africa Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 65 South Africa Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 66 South Africa Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 67 Nigeria Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 68 Nigeria Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 69 Nigeria Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 70 Nigeria Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 71 Nigeria Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 72 Nigeria Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 73 Rest of LAMEA Subscription-based Gaming Market, 2018 - 2021, USD Million
TABLE 74 Rest of LAMEA Subscription-based Gaming Market, 2022 - 2028, USD Million
TABLE 75 Rest of LAMEA Subscription-based Gaming Market by Device Type, 2018 - 2021, USD Million
TABLE 76 Rest of LAMEA Subscription-based Gaming Market by Device Type, 2022 - 2028, USD Million
TABLE 77 Rest of LAMEA Subscription-based Gaming Market by Genre, 2018 - 2021, USD Million
TABLE 78 Rest of LAMEA Subscription-based Gaming Market by Genre, 2022 - 2028, USD Million
TABLE 79 Key Information – Sony Corporation
TABLE 80 key information – Microsoft Corporation
TABLE 81 Key Information – Google LLC
TABLE 82 Key Information – Apple, Inc.
TABLE 83 Key Information – Amazon.com, Inc.
TABLE 84 Key Information – NVIDIA Corporation
TABLE 85 Key information – Electronic Arts, Inc.
TABLE 86 Key Information – Tencent Holdings Ltd.
TABLE 87 Key Information – Shadow
TABLE 88 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 Recent strategies and developments: Sony Corporation
FIG 6 Swot analysis: sony corporation
FIG 7 SWOT Analysis: Microsoft Corporation
FIG 8 SWOT Analysis: Alphabet Inc. (Google LLC)
FIG 9 SWOT Analysis: apple, Inc.
FIG 10 SWOT analysis: Amazon.com, Inc.
FIG 11 SWOT Analysis: NVIDIA Corporation
FIG 12 Recent strategies and developments: Electronic Arts, Inc.