Subscription-based Gaming Market

Global Subscription-based Gaming Market Size, Share & Industry Trends Analysis Report By Device Type (PC, Console, Smartphone, and Others), By Genre (Action, Fighting, Adventure, Shooting, Role-playing, Sports, Racing), By Regional Outlook and Forecast, 2022 - 2028

Report Id: KBV-12571 Publication Date: November-2022 Number of Pages: 220
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Subscription-based Gaming Market, by Device Type
1.4.2 Global Subscription-based Gaming Market, by Genre
1.4.3 Global Subscription-based Gaming Market, by Geography
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. Global Subscription-based Gaming Market by Device Type
4.1 Global PC Market by Region
4.2 Global Console Market by Region
4.3 Global Smartphone Market by Region
4.4 Global Others Market by Region

Chapter 5. Global Subscription-based Gaming Market by Genre
5.1 Global Action Market by Region
5.2 Global Fighting Market by Region
5.3 Global Adventure Market by Region
5.4 Global Shooting Market by Region
5.5 Global Role-playing Market by Region
5.6 Global Sports Market by Region
5.7 Global Racing Market by Region
5.8 Global Others Market by Region

Chapter 6. Global Subscription-based Gaming Market by Region
6.1 North America Subscription-based Gaming Market
6.1.1 North America Subscription-based Gaming Market by Device Type
6.1.1.1 North America PC Market by Country
6.1.1.2 North America Console Market by Country
6.1.1.3 North America Smartphone Market by Country
6.1.1.4 North America Others Market by Country
6.1.2 North America Subscription-based Gaming Market by Genre
6.1.2.1 North America Action Market by Country
6.1.2.2 North America Fighting Market by Country
6.1.2.3 North America Adventure Market by Country
6.1.2.4 North America Shooting Market by Country
6.1.2.5 North America Role-playing Market by Country
6.1.2.6 North America Sports Market by Country
6.1.2.7 North America Racing Market by Country
6.1.2.8 North America Others Market by Country
6.1.3 North America Subscription-based Gaming Market by Country
6.1.3.1 US Subscription-based Gaming Market
6.1.3.1.1 US Subscription-based Gaming Market by Device Type
6.1.3.1.2 US Subscription-based Gaming Market by Genre
6.1.3.2 Canada Subscription-based Gaming Market
6.1.3.2.1 Canada Subscription-based Gaming Market by Device Type
6.1.3.2.2 Canada Subscription-based Gaming Market by Genre
6.1.3.3 Mexico Subscription-based Gaming Market
6.1.3.3.1 Mexico Subscription-based Gaming Market by Device Type
6.1.3.3.2 Mexico Subscription-based Gaming Market by Genre
6.1.3.4 Rest of North America Subscription-based Gaming Market
6.1.3.4.1 Rest of North America Subscription-based Gaming Market by Device Type
6.1.3.4.2 Rest of North America Subscription-based Gaming Market by Genre
6.2 Europe Subscription-based Gaming Market
6.2.1 Europe Subscription-based Gaming Market by Device Type
6.2.1.1 Europe PC Market by Country
6.2.1.2 Europe Console Market by Country
6.2.1.3 Europe Smartphone Market by Country
6.2.1.4 Europe Others Market by Country
6.2.2 Europe Subscription-based Gaming Market by Genre
6.2.2.1 Europe Action Market by Country
6.2.2.2 Europe Fighting Market by Country
6.2.2.3 Europe Adventure Market by Country
6.2.2.4 Europe Shooting Market by Country
6.2.2.5 Europe Role-playing Market by Country
6.2.2.6 Europe Sports Market by Country
6.2.2.7 Europe Racing Market by Country
6.2.2.8 Europe Others Market by Country
6.2.3 Europe Subscription-based Gaming Market by Country
6.2.3.1 Germany Subscription-based Gaming Market
6.2.3.1.1 Germany Subscription-based Gaming Market by Device Type
6.2.3.1.2 Germany Subscription-based Gaming Market by Genre
6.2.3.2 UK Subscription-based Gaming Market
6.2.3.2.1 UK Subscription-based Gaming Market by Device Type
6.2.3.2.2 UK Subscription-based Gaming Market by Genre
6.2.3.3 France Subscription-based Gaming Market
6.2.3.3.1 France Subscription-based Gaming Market by Device Type
6.2.3.3.2 France Subscription-based Gaming Market by Genre
6.2.3.4 Russia Subscription-based Gaming Market
6.2.3.4.1 Russia Subscription-based Gaming Market by Device Type
6.2.3.4.2 Russia Subscription-based Gaming Market by Genre
6.2.3.5 Spain Subscription-based Gaming Market
6.2.3.5.1 Spain Subscription-based Gaming Market by Device Type
6.2.3.5.2 Spain Subscription-based Gaming Market by Genre
6.2.3.6 Italy Subscription-based Gaming Market
6.2.3.6.1 Italy Subscription-based Gaming Market by Device Type
6.2.3.6.2 Italy Subscription-based Gaming Market by Genre
6.2.3.7 Rest of Europe Subscription-based Gaming Market
6.2.3.7.1 Rest of Europe Subscription-based Gaming Market by Device Type
6.2.3.7.2 Rest of Europe Subscription-based Gaming Market by Genre
6.3 Asia Pacific Subscription-based Gaming Market
6.3.1 Asia Pacific Subscription-based Gaming Market by Device Type
6.3.1.1 Asia Pacific PC Market by Country
6.3.1.2 Asia Pacific Console Market by Country
6.3.1.3 Asia Pacific Smartphone Market by Country
6.3.1.4 Asia Pacific Others Market by Country
6.3.2 Asia Pacific Subscription-based Gaming Market by Genre
6.3.2.1 Asia Pacific Action Market by Country
6.3.2.2 Asia Pacific Fighting Market by Country
6.3.2.3 Asia Pacific Adventure Market by Country
6.3.2.4 Asia Pacific Shooting Market by Country
6.3.2.5 Asia Pacific Role-playing Market by Country
6.3.2.6 Asia Pacific Sports Market by Country
6.3.2.7 Asia Pacific Racing Market by Country
6.3.2.8 Asia Pacific Others Market by Country
6.3.3 Asia Pacific Subscription-based Gaming Market by Country
6.3.3.1 China Subscription-based Gaming Market
6.3.3.1.1 China Subscription-based Gaming Market by Device Type
6.3.3.1.2 China Subscription-based Gaming Market by Genre
6.3.3.2 Japan Subscription-based Gaming Market
6.3.3.2.1 Japan Subscription-based Gaming Market by Device Type
6.3.3.2.2 Japan Subscription-based Gaming Market by Genre
6.3.3.3 India Subscription-based Gaming Market
6.3.3.3.1 India Subscription-based Gaming Market by Device Type
6.3.3.3.2 India Subscription-based Gaming Market by Genre
6.3.3.4 South Korea Subscription-based Gaming Market
6.3.3.4.1 South Korea Subscription-based Gaming Market by Device Type
6.3.3.4.2 South Korea Subscription-based Gaming Market by Genre
6.3.3.5 Singapore Subscription-based Gaming Market
6.3.3.5.1 Singapore Subscription-based Gaming Market by Device Type
6.3.3.5.2 Singapore Subscription-based Gaming Market by Genre
6.3.3.6 Malaysia Subscription-based Gaming Market
6.3.3.6.1 Malaysia Subscription-based Gaming Market by Device Type
6.3.3.6.2 Malaysia Subscription-based Gaming Market by Genre
6.3.3.7 Rest of Asia Pacific Subscription-based Gaming Market
6.3.3.7.1 Rest of Asia Pacific Subscription-based Gaming Market by Device Type
6.3.3.7.2 Rest of Asia Pacific Subscription-based Gaming Market by Genre
6.4 LAMEA Subscription-based Gaming Market
6.4.1 LAMEA Subscription-based Gaming Market by Device Type
6.4.1.1 LAMEA PC Market by Country
6.4.1.2 LAMEA Console Market by Country
6.4.1.3 LAMEA Smartphone Market by Country
6.4.1.4 LAMEA Others Market by Country
6.4.2 LAMEA Subscription-based Gaming Market by Genre
6.4.2.1 LAMEA Action Market by Country
6.4.2.2 LAMEA Fighting Market by Country
6.4.2.3 LAMEA Adventure Market by Country
6.4.2.4 LAMEA Shooting Market by Country
6.4.2.5 LAMEA Role-playing Market by Country
6.4.2.6 LAMEA Sports Market by Country
6.4.2.7 LAMEA Racing Market by Country
6.4.2.8 LAMEA Others Market by Country
6.4.3 LAMEA Subscription-based Gaming Market by Country
6.4.3.1 Brazil Subscription-based Gaming Market
6.4.3.1.1 Brazil Subscription-based Gaming Market by Device Type
6.4.3.1.2 Brazil Subscription-based Gaming Market by Genre
6.4.3.2 Argentina Subscription-based Gaming Market
6.4.3.2.1 Argentina Subscription-based Gaming Market by Device Type
6.4.3.2.2 Argentina Subscription-based Gaming Market by Genre
6.4.3.3 UAE Subscription-based Gaming Market
6.4.3.3.1 UAE Subscription-based Gaming Market by Device Type
6.4.3.3.2 UAE Subscription-based Gaming Market by Genre
6.4.3.4 Saudi Arabia Subscription-based Gaming Market
6.4.3.4.1 Saudi Arabia Subscription-based Gaming Market by Device Type
6.4.3.4.2 Saudi Arabia Subscription-based Gaming Market by Genre
6.4.3.5 South Africa Subscription-based Gaming Market
6.4.3.5.1 South Africa Subscription-based Gaming Market by Device Type
6.4.3.5.2 South Africa Subscription-based Gaming Market by Genre
6.4.3.6 Nigeria Subscription-based Gaming Market
6.4.3.6.1 Nigeria Subscription-based Gaming Market by Device Type
6.4.3.6.2 Nigeria Subscription-based Gaming Market by Genre
6.4.3.7 Rest of LAMEA Subscription-based Gaming Market
6.4.3.7.1 Rest of LAMEA Subscription-based Gaming Market by Device Type
6.4.3.7.2 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:
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