This report aims to provide a comprehensive presentation of the global market for Subscription-based Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Subscription-based Gaming. This report contains market size and forecasts of Subscription-based Gaming in global, including the following market information: Global Subscription-based Gaming Market Revenue, 2018-2023, 2024-2029, ($ millions) Global top five companies in 2022 (%) The global Subscription-based Gaming market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes. The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million. Local Gaming Segment to Reach $ Million by 2029, with a % CAGR in next six years. The global key manufacturers of Subscription-based Gaming include 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) and Uplay Pass (Ubisoft), etc. in 2022, the global top five players have a share approximately % in terms of revenue. MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Subscription-based Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks. Total Market by Segment: Global Subscription-based Gaming Market, by Type, 2018-2023, 2024-2029 ($ millions) Global Subscription-based Gaming Market Segment Percentages, by Type, 2022 (%) Local Gaming Cloud Gaming Global Subscription-based Gaming Market, by Application, 2018-2023, 2024-2029 ($ millions) Global Subscription-based Gaming Market Segment Percentages, by Application, 2022 (%) Console Gaming PC-based Gaming Mobile Gaming Global Subscription-based Gaming Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions) Global Subscription-based Gaming Market Segment Percentages, By Region and Country, 2022 (%) North America US Canada Mexico Europe Germany France U.K. Italy Russia Nordic Countries Benelux Rest of Europe Asia China Japan South Korea Southeast Asia India Rest of Asia South America Brazil Argentina Rest of South America Middle East & Africa Turkey Israel Saudi Arabia UAE Rest of Middle East & Africa Competitor Analysis The report also provides analysis of leading market participants including: Key companies Subscription-based Gaming revenues in global market, 2018-2023 (estimated), ($ millions) Key companies Subscription-based Gaming revenues share in global market, 2022 (%) Further, the report presents profiles of competitors in the market, key players include: 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.) Outline of Major Chapters: Chapter 1: Introduces the definition of Subscription-based Gaming, market overview. Chapter 2: Global Subscription-based Gaming market size in revenue. Chapter 3: Detailed analysis of Subscription-based Gaming company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc. Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments. Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets. Chapter 6: Sales of Subscription-based Gaming in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world. Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc. Chapter 8: The main points and conclusions of the report.
1 Introduction to Research & Analysis Reports 1.1 Subscription-based Gaming Market Definition 1.2 Market Segments 1.2.1 Market by Type 1.2.2 Market by Application 1.3 Global Subscription-based Gaming Market Overview 1.4 Features & Benefits of This Report 1.5 Methodology & Sources of Information 1.5.1 Research Methodology 1.5.2 Research Process