Subscription Based Gaming Market Introduction and 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%.
The report includes an in-depth analysis of the Global Subscription Based Gaming Market, including market size and trends, Machine Type mix, distribution channels, and supplier analysis. The subscription-based model, in which users subscribe to the game and pay a set monthly fee in order to access the game and other services, is one of the income methods that has gained popularity for monetizing games. Operators can monetize gaming subscription services with in-game money and paid downloads since they provide a steady stream of income and a devoted user base. This reduces the risk associated with the routine release of top-notch premium games.
- March 2022: Xbox (Game Pass) (Microsoft Corporation) made it possible to stream Xbox Game Pass games on Valve's mobile gaming system. The games are now accessible on the Steam Deck through Cloud Gaming thanks to a collaboration between Microsoft and Valve.
- March 2022: For subscribers of PlayStation Now (Sony Corporation), Shadow Warrior 3, Crysis Remastered, Relicta, and Chicken Police - Paint It Red! will all be available on PlayNow.
Market Opportunities and Challenges
- Opportunities: Artificial intelligence (AI), augmented reality (AR), the launch of 5G, the advent of unlimited data plans, and other technological advancements in the gaming sector are some of the drivers creating opportunities and boosting the growth of the subscription-based gaming market. Additionally, the global expansion of smartphones and internet usage fuels industry expansion.
- Challenges: The fact that developers must concentrate on delivering more engaging environments for the gamers has a significant impact on the subscription-based gaming industry frequently. As customers pay a monthly subscription for the product, they anticipate greater benefits. For the benefit of the customers, the company entities must constantly update and offer fresh themes or material. This is essential for the company if they want to stay in business for a long time because people are likely to become disinterested and bored with features that have been around for a while.
Market Competitive Landscape
The market is quite competitive because of the presence of significant firms including 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, Others. The global subscription-based gaming market is fiercely competitive, with a small number of significant suppliers controlling a sizable portion of the market. Various businesses are vying for market share on a regional level. Smaller vendors are anticipated to dominate the market in local areas while larger vendors are anticipated to battle fiercely for obtaining large-scale projects. The acceptance of their services and capacity to reduce risk are projected to be higher among major vendors who offer bundled subscriptions.
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 |
COVID-19 Impact on Global Subscription Based Gaming Market
Undoubtedly, the COVID-19 pandemic has had a significant impact on businesses. Companies and organisations had to change the way they operated to accommodate an online working environment. People were forced to stay indoors by the government, which also imposed stringent rules for them to follow. People were looking for ways to keep themselves amused while simultaneously maintaining social connections, and they discovered subscription-based games. As esports adjusted their methods of operation to deal with the issue during the COVID-19 period, live events gave place to live broadcasts. The COVID-19 epidemic has a good effect on the companies and organisations involved in the subscription-based gaming market, driving up sales and revenues.
Key Target Audience:
- Casual Gamers
- Game Developers and Publishers
- Gamers
- Hardcore Gamers
- International Gamers
- Mobile Gamers
- Multi-Platform Gamers
- Parents of Young Gamers
- PC Gamers
- Streaming Enthusiasts
- Others
Our in-depth analysis of the Subscription Based Gaming Market includes the following segments:
By Device Type:
|
Console
PC
Smartphone
Others
|
By Game Type:
|
Action
Adventure
Fighting
Racing
Role-playing
Shooting
Sports
Others
|
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
- Global Subscription Based Gaming Market Growth Analysis
- Problems and Challenges in Global Subscription Based Gaming Market
- Global Subscription Based Gaming Market Competitive Landscape
- 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.