Product Code: GVR-4-68039-997-6
Subscription-based Gaming Market Growth & Trends:
The global subscription-based gaming market size is anticipated to reach USD 24.18 billion by 2030, according to a new report by Grand View Research, Inc. The market is expected to expand at a CAGR of 13.3% from 2025 to 2030. The increasing adoption of various technological advancements such as AI-based rendering, the usage of big data, and the metaverse is expected to create growth opportunities for subscription-based gaming service providers in the global market. In April 2021, Facebook launched the Oculus Quest 2 standalone wireless virtual reality headset for USD 300, which had 50% more pixels than the previous model. Moreover, the market is witnessing a rise in popularity owing to factors such as the growth of the mobile gaming industry and the increase in penetration of high-speed internet. For instance, in 2022, according to a Gaming Spotlight 2022 report, mobile gaming accounted for USD 136 billion out of a total of USD 222 billion gaming market.
The COVID-19 pandemic had a positive impact on the market. A global increase in COVID-19 cases slowed the economy, and many corporations were shutting down as a result of partial or total lockdown. However, despite the pandemic, video gaming firms continued to provide their services. The pandemic resulted in an increase in data usage globally, for instance, according to Verizon Networks data consumption for gaming purposes saw an increase during the pandemic. There was a 75% increase in data consumption from March 8 to 15 in 2020, which indicated that many people used gaming as a means to spend their time. The use of virtual private networks (VPNs) climbed by 34%, while online traffic increased by 20% and video bandwidth consumption by 12%.
Subscription-based Gaming Market Report Highlights:
- In the device type segment, P.C. dominated the market with a share of over 57% in 2024. This is attributed to the increasing demand for cloud gaming and game content. For instance, according to the data published in 2021 by Ampere Analysis, an entertainment industry-specific research firm, the market for PC subscriptions for cloud gaming and game content in North America and Europe was valued at USD 3.7 billion, which grew by 57% compared to 2020. The smartphone segment is expected to register the highest CAGR of 16.8% over the forecast period owing to increasing consumer spending. For instance, according to a study published by IDC and data.ai in March 2022, consumers spent more than USD 1.6 billion every week on mobile games on the Google Play store as well as the iOS App Store in the first quarter of 2022.
- The action segment dominated the market with a share of over 22.8% in 2024. According to ESAC in 2022, the most popular categories were adventure and action preferred by 24% of adults and 33% of children and teenagers. The adventure genre is expected to register the highest CAGR of 14.1% over the forecast period owing to the launch of a wide range of new games in the adventure genre such as God of War Ragnarok and Star Ocean in 2022, 2023, and beyond.
- Asia Pacific held the largest share of over 41.7% in 2024 and is expected to exhibit the highest CAGR over the forecast period. The growth of the regional market can be attributed to growth in the subscription of mobile and internet. In 2022, according to the GSMA report, in the developed Asia Pacific region, which includes Australia, Japan, Singapore, and South Korea, the percentage of 5G subscribers will grow by an average of 67%.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.3. Research Methodology
- 1.3.1. Information Procurement
- 1.3.2. Information or Data Analysis
- 1.3.3. Market Formulation & Data Visualization
- 1.3.4. Data Validation & Publishing
- 1.4. Research Scope and Assumptions
- 1.4.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. Subscription-based Gaming Market Variables, Trends, & Scope
- 3.1. Market Introduction/Lineage Outlook
- 3.2. Industry Value Chain Analysis
- 3.3. Market Dynamics
- 3.3.1. Market Drivers Analysis
- 3.3.2. Market Restraints Analysis
- 3.3.3. Industry Opportunities
- 3.3.4. Industry Challenges
- 3.4. Subscription-based Gaming Market Analysis Tools
- 3.4.1. Porter's Analysis
- 3.4.1.1. Bargaining power of the suppliers
- 3.4.1.2. Bargaining power of the buyers
- 3.4.1.3. Threats of substitution
- 3.4.1.4. Threats from new entrants
- 3.4.1.5. Competitive rivalry
- 3.4.2. PESTEL Analysis
- 3.4.2.1. Political landscape
- 3.4.2.2. Economic and Social landscape
- 3.4.2.3. Technological landscape
- 3.4.2.4. Environmental landscape
- 3.4.2.5. Legal landscape
Chapter 4. Subscription-based Gaming Market: Device Type Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Subscription-based Gaming Market: Device Type Movement Analysis, 2024 & 2030 (USD Million)
- 4.3. Smartphone
- 4.3.1. Smartphone Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.4. P.C.
- 4.4.1. P.C. Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.5. Console
- 4.5.1. Console Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.6. Others
- 4.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Subscription-based Gaming Market: Gaming Genre Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Subscription-based Gaming Market: Gaming Genre Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. Action
- 5.3.1. Action Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Adventure
- 5.4.1. Adventure Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.5. Shooting
- 5.5.1. Shooting Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.6. Fighting
- 5.6.1. Fighting Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.7. Role-Playing
- 5.7.1. Role-Playing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.8. Sports
- 5.8.1. Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.9. Racing
- 5.9.1. Racing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.10. Others
- 5.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Subscription-based Gaming Market: Regional Estimates & Trend Analysis
- 6.1. Subscription-based Gaming Market Share, By Region, 2024 & 2030 (USD Million)
- 6.2. North America
- 6.2.1. North America Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.2. North America Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.2.3. North America Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.2.4. U.S.
- 6.2.4.1. U.S. Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.4.2. U.S. Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.2.4.3. U.S. Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.2.5. Canada
- 6.2.5.1. Canada Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.5.2. Canada Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.2.5.3. Canada Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.2.6. Mexico
- 6.2.6.1. Mexico Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.6.2. Mexico Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.2.6.3. Mexico Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.3. Europe
- 6.3.1. Europe Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.2. Europe Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.3.3. Europe Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.3.4. UK
- 6.3.4.1. UK Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.4.2. UK Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.3.4.3. UK Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.3.5. Germany
- 6.3.5.1. Germany Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.5.2. Germany Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.3.5.3. Germany Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.3.6. France
- 6.3.6.1. France Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.6.2. France Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.3.6.3. France Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4. Asia Pacific
- 6.4.1. Asia Pacific Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.2. Asia Pacific Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.3. Asia Pacific Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4.4. China
- 6.4.4.1. China Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.4.2. China Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.4.3. China Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4.5. Japan
- 6.4.5.1. Japan Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.5.2. Japan Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.5.3. Japan Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4.6. India
- 6.4.6.1. India Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.6.2. India Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.6.3. India Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4.7. South Korea
- 6.4.7.1. South Korea Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.7.2. South Korea Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.7.3. South Korea Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.4.8. Australia
- 6.4.8.1. Australia Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.8.2. Australia Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.4.8.3. Australia Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.5. Latin America
- 6.5.1. Latin America Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5.2. Latin America Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.5.3. Latin America Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.5.4. Brazil
- 6.5.4.1. Brazil Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5.4.2. Brazil Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.5.4.3. Brazil Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.6. Middle East and Africa
- 6.6.1. Middle East and Africa Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.2. Middle East and Africa Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.6.3. Middle East and Africa Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.6.4. KSA
- 6.6.4.1. KSA Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.4.2. KSA Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.6.4.3. KSA Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.6.5. UAE
- 6.6.5.1. UAE Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.5.2. UAE Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.6.5.3. UAE Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
- 6.6.6. South Africa
- 6.6.6.1. South Africa Subscription-based Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.6.2. South Africa Subscription-based Gaming Market Estimates and Forecasts, by Device Type, 2018 - 2030 (USD Million)
- 6.6.6.3. South Africa Subscription-based Gaming Market Estimates and Forecasts, by Gaming Genre, 2018 - 2030 (USD Million)
Chapter 7. Competitive Landscape
- 7.1. Recent Developments & Impact Analysis by Key Market Participants
- 7.2. Company Categorization
- 7.3. Company Market Positioning
- 7.4. Company Heat Map Analysis
- 7.5. Strategy Mapping
- 7.6. Company Profiles
- 7.6.1. Amazon Inc.
- 7.6.1.1. Participant's Overview
- 7.6.1.2. Financial Performance
- 7.6.1.3. Product Benchmarking
- 7.6.1.4. Recent Developments
- 7.6.2. Apple Inc.
- 7.6.2.1. Participant's Overview
- 7.6.2.2. Financial Performance
- 7.6.2.3. Product Benchmarking
- 7.6.2.4. Recent Developments
- 7.6.3. Electronic Arts Inc.
- 7.6.3.1. Participant's Overview
- 7.6.3.2. Financial Performance
- 7.6.3.3. Product Benchmarking
- 7.6.3.4. Recent Developments
- 7.6.4. Humble Bundle
- 7.6.4.1. Participant's Overview
- 7.6.4.2. Financial Performance
- 7.6.4.3. Product Benchmarking
- 7.6.4.4. Recent Developments
- 7.6.5. Blacknut
- 7.6.5.1. Participant's Overview
- 7.6.5.2. Financial Performance
- 7.6.5.3. Product Benchmarking
- 7.6.5.4. Recent Developments
- 7.6.6. NVIDIA Corporation
- 7.6.6.1. Participant's Overview
- 7.6.6.2. Financial Performance
- 7.6.6.3. Product Benchmarking
- 7.6.6.4. Recent Developments
- 7.6.7. Microsoft Corporation
- 7.6.7.1. Participant's Overview
- 7.6.7.2. Financial Performance
- 7.6.7.3. Product Benchmarking
- 7.6.7.4. Recent Developments
- 7.6.8. Google LLC
- 7.6.8.1. Participant's Overview
- 7.6.8.2. Financial Performance
- 7.6.8.3. Product Benchmarking
- 7.6.8.4. Recent Developments
- 7.6.9. Ubisoft Entertainment
- 7.6.9.1. Participant's Overview
- 7.6.9.2. Financial Performance
- 7.6.9.3. Product Benchmarking
- 7.6.9.4. Recent Developments
- 7.6.10. Sony Interactive Entertainment Inc.
- 7.6.10.1. Participant's Overview
- 7.6.10.2. Financial Performance
- 7.6.10.3. Product Benchmarking
- 7.6.10.4. Recent Developments