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

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

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

Please Note: It will take 7-10 business days to complete the report upon order confirmation.


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)

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