Opportunities Preloader

Please Wait.....

Report

Subscription-based Gaming Market By Device Type (Smartphone, Console, PC, Others), By Game Type (Action, Shooting, Sports, Adventure, Fighting, Role-playing, Racing, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

Market Report I 2022-07-01 I 270 Pages I Allied Market Research
Discounted by 10% to 2024-11-15

A subscription-based model is one of the revenue models that has become increasingly popular for monetizing games, which sees users subscribe to join the games and pay a regular monthly fee to access the games and additional benefits. Subscription based gaming services provide a consistent source of revenue and an engaged audience that operator can monetize through microtransactions and paid downloads. This reduces risk associated with regular release of top-performing premium games.
Technological advancements in gaming sectors such as inclusion of artificial intelligence (AI), augmented reality (AR) and the release of 5G along with emergence of unlimited data plans are some factors driving the growth of subscription-based gaming market. In addition, increase in smartphones and internet penetration globally drive the market growth. For instance, according to Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region is anticipated to reach around 1,545 million by 2025.However, increase in prices of services offered by key vendors to gain more profit is expected to hamper the growth of the market. Furthermore, emergence of cloud gaming and increase in number of SMEs in gaming sector are expected to provide lucrative opportunities to the subscription-based gaming market.

The subscription-based gaming market is segmented on the basis of device type, game type and region. On the basis of game type, the market is segmented into action, shooting, sports, adventure, fighting, role-playing, racing and others. According to the device type, it is fragmented into smartphone, gaming consoles, PC and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
Some of the key subscription-based gaming industry players profiled in the report include Amazon Luna, Blacknut, Google LLC, Microsoft Corporation, NVIDIA Corporation, Shadow, Sony Group Corporation, Tencent, Ubitus K.K. and VORTEX (REMOTEMYAPP SP. Z O. O.).
Key Market Segments
By Device Type
- Smartphone
- Console
- PC
- Others
By Game Type
- Action
- Shooting
- Sports
- Adventure
- Fighting
- Role-playing
- Racing
- Others
By Region
- North America
- U.S.
- Canada
- Europe
- U.K.
- Germany
- France
- Spain
- Italy
- Netherlands
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- Australia
- South Korea
- Rest of Asia-Pacific
- LAMEA
- Latin America
- Middle East
- Africa
- Key Market Players
- Amazon Luna
- Blacknut
- Google LLC
- Microsoft Corporation
- NVIDIA Corporation
- Shadow
- Sony Group Corporation
- Tencent
- Ubitus K.K.
- Vortex

CHAPTER 1:INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter's five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
3.7.Key Regulation Analysis
3.8.Patent Landscape
CHAPTER 4: SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE
4.1 Overview
4.1.1 Market size and forecast
4.2 Smartphone
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Console
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
4.4 PC
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market analysis by country
4.5 Others
4.5.1 Key market trends, growth factors and opportunities
4.5.2 Market size and forecast, by region
4.5.3 Market analysis by country
CHAPTER 5: SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE
5.1 Overview
5.1.1 Market size and forecast
5.2 Action
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Shooting
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
5.4 Sports
5.4.1 Key market trends, growth factors and opportunities
5.4.2 Market size and forecast, by region
5.4.3 Market analysis by country
5.5 Adventure
5.5.1 Key market trends, growth factors and opportunities
5.5.2 Market size and forecast, by region
5.5.3 Market analysis by country
5.6 Fighting
5.6.1 Key market trends, growth factors and opportunities
5.6.2 Market size and forecast, by region
5.6.3 Market analysis by country
5.7 Role-playing
5.7.1 Key market trends, growth factors and opportunities
5.7.2 Market size and forecast, by region
5.7.3 Market analysis by country
5.8 Racing
5.8.1 Key market trends, growth factors and opportunities
5.8.2 Market size and forecast, by region
5.8.3 Market analysis by country
5.9 Others
5.9.1 Key market trends, growth factors and opportunities
5.9.2 Market size and forecast, by region
5.9.3 Market analysis by country
CHAPTER 6: SUBSCRIPTION-BASED GAMING MARKET, BY REGION
6.1 Overview
6.1.1 Market size and forecast
6.2 North America
6.2.1 Key trends and opportunities
6.2.2 North America Market size and forecast, by Device Type
6.2.3 North America Market size and forecast, by Game Type
6.2.4 North America Market size and forecast, by country
6.2.4.1 U.S.
6.2.4.1.1 Market size and forecast, by Device Type
6.2.4.1.2 Market size and forecast, by Game Type
6.2.4.2 Canada
6.2.4.2.1 Market size and forecast, by Device Type
6.2.4.2.2 Market size and forecast, by Game Type
6.3 Europe
6.3.1 Key trends and opportunities
6.3.2 Europe Market size and forecast, by Device Type
6.3.3 Europe Market size and forecast, by Game Type
6.3.4 Europe Market size and forecast, by country
6.3.4.1 U.K.
6.3.4.1.1 Market size and forecast, by Device Type
6.3.4.1.2 Market size and forecast, by Game Type
6.3.4.2 Germany
6.3.4.2.1 Market size and forecast, by Device Type
6.3.4.2.2 Market size and forecast, by Game Type
6.3.4.3 France
6.3.4.3.1 Market size and forecast, by Device Type
6.3.4.3.2 Market size and forecast, by Game Type
6.3.4.4 Spain
6.3.4.4.1 Market size and forecast, by Device Type
6.3.4.4.2 Market size and forecast, by Game Type
6.3.4.5 Italy
6.3.4.5.1 Market size and forecast, by Device Type
6.3.4.5.2 Market size and forecast, by Game Type
6.3.4.6 Netherlands
6.3.4.6.1 Market size and forecast, by Device Type
6.3.4.6.2 Market size and forecast, by Game Type
6.3.4.7 Rest of Europe
6.3.4.7.1 Market size and forecast, by Device Type
6.3.4.7.2 Market size and forecast, by Game Type
6.4 Asia-Pacific
6.4.1 Key trends and opportunities
6.4.2 Asia-Pacific Market size and forecast, by Device Type
6.4.3 Asia-Pacific Market size and forecast, by Game Type
6.4.4 Asia-Pacific Market size and forecast, by country
6.4.4.1 China
6.4.4.1.1 Market size and forecast, by Device Type
6.4.4.1.2 Market size and forecast, by Game Type
6.4.4.2 India
6.4.4.2.1 Market size and forecast, by Device Type
6.4.4.2.2 Market size and forecast, by Game Type
6.4.4.3 Japan
6.4.4.3.1 Market size and forecast, by Device Type
6.4.4.3.2 Market size and forecast, by Game Type
6.4.4.4 Australia
6.4.4.4.1 Market size and forecast, by Device Type
6.4.4.4.2 Market size and forecast, by Game Type
6.4.4.5 South Korea
6.4.4.5.1 Market size and forecast, by Device Type
6.4.4.5.2 Market size and forecast, by Game Type
6.4.4.6 Rest of Asia-Pacific
6.4.4.6.1 Market size and forecast, by Device Type
6.4.4.6.2 Market size and forecast, by Game Type
6.5 LAMEA
6.5.1 Key trends and opportunities
6.5.2 LAMEA Market size and forecast, by Device Type
6.5.3 LAMEA Market size and forecast, by Game Type
6.5.4 LAMEA Market size and forecast, by country
6.5.4.1 Latin America
6.5.4.1.1 Market size and forecast, by Device Type
6.5.4.1.2 Market size and forecast, by Game Type
6.5.4.2 Middle East
6.5.4.2.1 Market size and forecast, by Device Type
6.5.4.2.2 Market size and forecast, by Game Type
6.5.4.3 Africa
6.5.4.3.1 Market size and forecast, by Device Type
6.5.4.3.2 Market size and forecast, by Game Type
CHAPTER 7: COMPANY LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Key developments
CHAPTER 8: COMPANY PROFILES
8.1 Amazon Luna
8.1.1 Company overview
8.1.2 Company snapshot
8.1.3 Operating business segments
8.1.4 Product portfolio
8.1.5 Business performance
8.1.6 Key strategic moves and developments
8.2 Blacknut
8.2.1 Company overview
8.2.2 Company snapshot
8.2.3 Operating business segments
8.2.4 Product portfolio
8.2.5 Business performance
8.2.6 Key strategic moves and developments
8.3 Google LLC
8.3.1 Company overview
8.3.2 Company snapshot
8.3.3 Operating business segments
8.3.4 Product portfolio
8.3.5 Business performance
8.3.6 Key strategic moves and developments
8.4 Microsoft Corporation
8.4.1 Company overview
8.4.2 Company snapshot
8.4.3 Operating business segments
8.4.4 Product portfolio
8.4.5 Business performance
8.4.6 Key strategic moves and developments
8.5 NVIDIA Corporation
8.5.1 Company overview
8.5.2 Company snapshot
8.5.3 Operating business segments
8.5.4 Product portfolio
8.5.5 Business performance
8.5.6 Key strategic moves and developments
8.6 Shadow
8.6.1 Company overview
8.6.2 Company snapshot
8.6.3 Operating business segments
8.6.4 Product portfolio
8.6.5 Business performance
8.6.6 Key strategic moves and developments
8.7 Sony Group Corporation
8.7.1 Company overview
8.7.2 Company snapshot
8.7.3 Operating business segments
8.7.4 Product portfolio
8.7.5 Business performance
8.7.6 Key strategic moves and developments
8.8 Tencent
8.8.1 Company overview
8.8.2 Company snapshot
8.8.3 Operating business segments
8.8.4 Product portfolio
8.8.5 Business performance
8.8.6 Key strategic moves and developments
8.9 Ubitus K.K.
8.9.1 Company overview
8.9.2 Company snapshot
8.9.3 Operating business segments
8.9.4 Product portfolio
8.9.5 Business performance
8.9.6 Key strategic moves and developments
8.10 Vortex
8.10.1 Company overview
8.10.2 Company snapshot
8.10.3 Operating business segments
8.10.4 Product portfolio
8.10.5 Business performance
8.10.6 Key strategic moves and developments

LIST OF TABLES
TABLE 1. GLOBAL SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 2. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SMARTPHONE, BY REGION , 2021-2031,($BILLION)
TABLE 3. SUBSCRIPTION-BASED GAMING MARKET FOR SMARTPHONE BY COUNTRY, 2021-2031,($BILLION)
TABLE 4. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR CONSOLE, BY REGION , 2021-2031,($BILLION)
TABLE 5. SUBSCRIPTION-BASED GAMING MARKET FOR CONSOLE BY COUNTRY, 2021-2031,($BILLION)
TABLE 6. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR PC, BY REGION , 2021-2031,($BILLION)
TABLE 7. SUBSCRIPTION-BASED GAMING MARKET FOR PC BY COUNTRY, 2021-2031,($BILLION)
TABLE 8. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR OTHERS, BY REGION , 2021-2031,($BILLION)
TABLE 9. SUBSCRIPTION-BASED GAMING MARKET FOR OTHERS BY COUNTRY, 2021-2031,($BILLION)
TABLE 10. GLOBAL SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 11. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ACTION, BY REGION , 2021-2031,($BILLION)
TABLE 12. SUBSCRIPTION-BASED GAMING MARKET FOR ACTION BY COUNTRY, 2021-2031,($BILLION)
TABLE 13. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SHOOTING, BY REGION , 2021-2031,($BILLION)
TABLE 14. SUBSCRIPTION-BASED GAMING MARKET FOR SHOOTING BY COUNTRY, 2021-2031,($BILLION)
TABLE 15. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR SPORTS, BY REGION , 2021-2031,($BILLION)
TABLE 16. SUBSCRIPTION-BASED GAMING MARKET FOR SPORTS BY COUNTRY, 2021-2031,($BILLION)
TABLE 17. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ADVENTURE, BY REGION , 2021-2031,($BILLION)
TABLE 18. SUBSCRIPTION-BASED GAMING MARKET FOR ADVENTURE BY COUNTRY, 2021-2031,($BILLION)
TABLE 19. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR FIGHTING, BY REGION , 2021-2031,($BILLION)
TABLE 20. SUBSCRIPTION-BASED GAMING MARKET FOR FIGHTING BY COUNTRY, 2021-2031,($BILLION)
TABLE 21. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR ROLE-PLAYING, BY REGION , 2021-2031,($BILLION)
TABLE 22. SUBSCRIPTION-BASED GAMING MARKET FOR ROLE-PLAYING BY COUNTRY, 2021-2031,($BILLION)
TABLE 23. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR RACING, BY REGION , 2021-2031,($BILLION)
TABLE 24. SUBSCRIPTION-BASED GAMING MARKET FOR RACING BY COUNTRY, 2021-2031,($BILLION)
TABLE 25. SUBSCRIPTION-BASED GAMING MARKET REVENUE, FOR OTHERS, BY REGION , 2021-2031,($BILLION)
TABLE 26. SUBSCRIPTION-BASED GAMING MARKET FOR OTHERS BY COUNTRY, 2021-2031,($BILLION)
TABLE 27. SUBSCRIPTION-BASED GAMING MARKET, BY REGION, 2021-2031,($BILLION)
TABLE 28. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 29. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 30. NORTH AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
TABLE 31. U.S. SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 32. U.S. SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 33. CANADA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 34. CANADA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 35. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 36. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 37. EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
TABLE 38. U.K. SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 39. U.K. SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 40. GERMANY SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 41. GERMANY SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 42. FRANCE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 43. FRANCE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 44. SPAIN SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 45. SPAIN SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 46. ITALY SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 47. ITALY SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 48. NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 49. NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 50. REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 51. REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 52. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 53. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 54. ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
TABLE 55. CHINA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 56. CHINA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 57. INDIA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 58. INDIA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 59. JAPAN SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 60. JAPAN SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 61. AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 62. AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 63. SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 64. SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 65. REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 66. REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 67. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 68. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 69. LAMEA SUBSCRIPTION-BASED GAMING MARKET, BY COUNTRY, 2021-2031,($BILLION)
TABLE 70. LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 71. LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 72. MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 73. MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 74. AFRICA SUBSCRIPTION-BASED GAMING MARKET, BY DEVICE TYPE, 2021-2031,($BILLION)
TABLE 75. AFRICA SUBSCRIPTION-BASED GAMING MARKET, BY GAME TYPE, 2021-2031,($BILLION)
TABLE 76.AMAZON LUNA: COMPANY SNAPSHOT
TABLE 77.AMAZON LUNA: OPERATING SEGMENTS
TABLE 78.AMAZON LUNA: PRODUCT PORTFOLIO
TABLE 79.AMAZON LUNA: NET SALES,
TABLE 80.AMAZON LUNA: KEY STRATERGIES
TABLE 81.BLACKNUT: COMPANY SNAPSHOT
TABLE 82.BLACKNUT: OPERATING SEGMENTS
TABLE 83.BLACKNUT: PRODUCT PORTFOLIO
TABLE 84.BLACKNUT: NET SALES,
TABLE 85.BLACKNUT: KEY STRATERGIES
TABLE 86.GOOGLE LLC: COMPANY SNAPSHOT
TABLE 87.GOOGLE LLC: OPERATING SEGMENTS
TABLE 88.GOOGLE LLC: PRODUCT PORTFOLIO
TABLE 89.GOOGLE LLC: NET SALES,
TABLE 90.GOOGLE LLC: KEY STRATERGIES
TABLE 91.MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 92.MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 93.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 94.MICROSOFT CORPORATION: NET SALES,
TABLE 95.MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 96.NVIDIA CORPORATION: COMPANY SNAPSHOT
TABLE 97.NVIDIA CORPORATION: OPERATING SEGMENTS
TABLE 98.NVIDIA CORPORATION: PRODUCT PORTFOLIO
TABLE 99.NVIDIA CORPORATION: NET SALES,
TABLE 100.NVIDIA CORPORATION: KEY STRATERGIES
TABLE 101.SHADOW: COMPANY SNAPSHOT
TABLE 102.SHADOW: OPERATING SEGMENTS
TABLE 103.SHADOW: PRODUCT PORTFOLIO
TABLE 104.SHADOW: NET SALES,
TABLE 105.SHADOW: KEY STRATERGIES
TABLE 106.SONY GROUP CORPORATION: COMPANY SNAPSHOT
TABLE 107.SONY GROUP CORPORATION: OPERATING SEGMENTS
TABLE 108.SONY GROUP CORPORATION: PRODUCT PORTFOLIO
TABLE 109.SONY GROUP CORPORATION: NET SALES,
TABLE 110.SONY GROUP CORPORATION: KEY STRATERGIES
TABLE 111.TENCENT: COMPANY SNAPSHOT
TABLE 112.TENCENT: OPERATING SEGMENTS
TABLE 113.TENCENT: PRODUCT PORTFOLIO
TABLE 114.TENCENT: NET SALES,
TABLE 115.TENCENT: KEY STRATERGIES
TABLE 116.UBITUS K.K.: COMPANY SNAPSHOT
TABLE 117.UBITUS K.K.: OPERATING SEGMENTS
TABLE 118.UBITUS K.K.: PRODUCT PORTFOLIO
TABLE 119.UBITUS K.K.: NET SALES,
TABLE 120.UBITUS K.K.: KEY STRATERGIES
TABLE 121.VORTEX: COMPANY SNAPSHOT
TABLE 122.VORTEX: OPERATING SEGMENTS
TABLE 123.VORTEX: PRODUCT PORTFOLIO
TABLE 124.VORTEX: NET SALES,
TABLE 125.VORTEX: KEY STRATERGIES

LIST OF FIGURES
FIGURE 1.SUBSCRIPTION-BASED GAMING MARKET SEGMENTATION
FIGURE 2.SUBSCRIPTION-BASED GAMING MARKET,2021-2031
FIGURE 3.SUBSCRIPTION-BASED GAMING MARKET,2021-2031
FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
FIGURE 5.PORTER FIVE-1
FIGURE 6.PORTER FIVE-2
FIGURE 7.PORTER FIVE-3
FIGURE 8.PORTER FIVE-4
FIGURE 9.PORTER FIVE-5
FIGURE 10.TOP PLAYER POSITIONING
FIGURE 11.SUBSCRIPTION-BASED GAMING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 12.KEY REGULATION ANALYSIS
FIGURE 13.PATENT ANALYSIS BY COMPANY
FIGURE 14.PATENT ANALYSIS BY COUNTRY
FIGURE 15.SUBSCRIPTION-BASED GAMING MARKET,BY DEVICE TYPE,2021(%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF SMARTPHONE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF CONSOLE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 18.COMPARATIVE SHARE ANALYSIS OF PC SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF OTHERS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 20.SUBSCRIPTION-BASED GAMING MARKET,BY GAME TYPE,2021(%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF ACTION SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF SHOOTING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 23.COMPARATIVE SHARE ANALYSIS OF SPORTS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF ADVENTURE SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF FIGHTING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF ROLE-PLAYING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 27.COMPARATIVE SHARE ANALYSIS OF RACING SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 28.COMPARATIVE SHARE ANALYSIS OF OTHERS SUBSCRIPTION-BASED GAMING MARKET,2021-2031(%)
FIGURE 29.SUBSCRIPTION-BASED GAMING MARKET BY REGION,2021
FIGURE 30.U.S. SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 31.CANADA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 32.U.K. SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 33.GERMANY SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 34.FRANCE SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 35.SPAIN SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 36.ITALY SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 37.NETHERLANDS SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 38.REST OF EUROPE SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 39.CHINA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 40.INDIA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 41.JAPAN SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 42.AUSTRALIA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 43.SOUTH KOREA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 44.REST OF ASIA-PACIFIC SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 45.LATIN AMERICA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 46.MIDDLE EAST SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 47.AFRICA SUBSCRIPTION-BASED GAMING MARKET,2021-2031($BILLION)
FIGURE 48. TOP WINNING STRATEGIES, BY YEAR
FIGURE 49. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 50. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 51.PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 52.COMPETITIVE DASHBOARD
FIGURE 53.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
FIGURE 54.AMAZON LUNA.: NET SALES ,($BILLION)
FIGURE 55.BLACKNUT.: NET SALES ,($BILLION)
FIGURE 56.GOOGLE LLC.: NET SALES ,($BILLION)
FIGURE 57.MICROSOFT CORPORATION.: NET SALES ,($BILLION)
FIGURE 58.NVIDIA CORPORATION.: NET SALES ,($BILLION)
FIGURE 59.SHADOW.: NET SALES ,($BILLION)
FIGURE 60.SONY GROUP CORPORATION.: NET SALES ,($BILLION)
FIGURE 61.TENCENT.: NET SALES ,($BILLION)
FIGURE 62.UBITUS K.K..: NET SALES ,($BILLION)
FIGURE 63.VORTEX.: NET SALES ,($BILLION)

  • Not Sure / Need Reassuring
    • Confirm Content
      • Content is provided by our partners and every effort is made to make Market Report details as clear as possible. If you are not sure the exact content you require is included in this study you can Contact us to double check. To do this you can:

        Use the ‘? ASK A QUESTION’ below the license / prices and to the right of this box. This will come directly to our team who will work on dealing with your request as soon as possible.

        Write to directly on support@scotts-international.com with details. Please include as much information as possible including the name of report or link so our staff will be able to work on you request.

        Telephone us directly on 0048 603 394 346 and an experienced member of team will be on hand to answer.

    • Sample Pages
      • With the vast majority of our partners we can obtain Sample Pages to support your decision. This is something we can arrange without revealing your personal details.

        It is important to note that we will not be able to provide you the exact data or statistics such as Market Size and Forecasts. Sample pages usually confirm the layout or the Categories included in Charts and Graphs, excluding specific data.

        To ask for Sample Pages by contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Check for Alternatives
      • Whilst we try to make our online platform as easy to use as possible there is always the possibility that a better alternative has not been found in your search.

        To avoid this possibility Contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346 and a Senior Team Member can review your requirements and send a list of possibilities with opinions and recommendations.

  • Prices / Formats / Delivery
    • Prices
      • All prices are set by our partners and should be exactly the same as those listed on their own websites. We work on a Revenue share basis ensuring that you never pay more than what is offered elsewhere.

        Should you find the price cheaper on another platform we recommend you to Contact us as we should be able to match this price. You can Contact us though through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Discounts
      • As we work in close partnership with our Partners from time to time we can secure discounts and assist with negotiations, this is part of our personalised service to you.

        Discounts can sometimes be arranged for speedily placed orders; multiple report purchases or Higher License purchases.

        To check if a Discount is possible please Contact our experienced team through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Available Currencies
      • Most Market Reports on our platform are listed in USD or EURO based on the wishes of our Partners. To avoid currency fluctuations and potential price differentiations we do not offer the possibility to change the currency online.

        Should you wish to pay in a different currency to that advertised online we do accept payments in USD, EURO, GBP and PLN. The price will be calculated based on the relevant exchange rate taken from our National Bank.

        To pay in a different above currency to that advertised online please Contact our team and a quotation will be sent within a couple of hours with payment details.

    • Licenses
      • License options vary from Partner to Partner as is usually based on the number of Users that will benefitting from the report. It is very important that License ordered is not breached as this could have potential negative consequences for you individually or your employer.

        If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.

    • Global Site License
      • The Global Site License is the most comprehensive license available. By selecting this license, the Market Report can be shared with other ‘Allowed Users’ and any other member of staff from the same organisation regardless of geographic location.

        It is important to note that this may exclude Parent Companies or Subsidiaries.

        If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.

    • Formats
      • The most common format is PDF, however in certain circumstances data may be present in Excel format or Online, especially in the case of Database or Directories. In addition, for certain higher license options a CD may also be provided.

        If you have questions or need clarification about the specific formats we recommend you to Contact us and a detailed explanation will be provided.

    • Delivery
      • Delivery is fulfilled by our partners directly. Once an order has been placed we inform the partner by sharing the delivery email details given in the order process.

        Delivery is usually made within 24 hours of an order being placed, however it may take longer should your order be placed prior to the weekend or if otherwise specified on the Market Report details page. Additionally, if details have been not fully completed in the Order process a delay in delivery is possible.

        If a delay in delivery is expected you will be informed about it immediately.

    • Shipping Charges
      • As most Market Reports are delivered in PDF format we almost never have to add additional Shipping Charges. If, however you are ordering a Higher License service or a specific delivery format (e.g. CD version) charges may apply.

        If you are concerned about additional Shipping Charges we recommend you to Contact us to double check.

  • Ordering
    • By Credit Card
      • We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.

        Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.

        For more information on PayU please visit: https://www.payu.pl/en/about-us

    • By Money Transfer
      • If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.

        With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.

  • Security
    • Website security
      • We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.

        Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.

    • Credit Card Security
      • We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.

        PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.

PLEASE SELECT LICENSE
  • $3456.00 $3110.40
  • $5769.00 $5192.10
  • $10995.00 $9895.50
  • ADD TO BASKET
  • BUY NOW